Rotary Knights Demo · published
Rotary Knights is getting closer to takeoff. Here's what I've been working on.
I'm overhauling the dogfight combat screen with a new visual direction inspired by classic hex wargames.
What changed:
Aircraft now sit inside faction-colored unit counters — RFC khaki for your side, German feldgrau for the enemy — with altitude badges, heading indicators, and HP bars. Readable at a glance, the way a proper wargame board should be.
The hex grid itself has been cleaned up with a uniform sky palette that keeps the focus on tactical positioning instead of visual noise.
HUD panels now match the Western Front campaign map's board-game aesthetic — warm brown borders, opaque panels, faction roundels.
I want every dogfight to feel like you're commanding chits on a squadron table. The old dark leather look is gone — replaced with a sky gradient and crisp grid lines that make altitude, range, and firing arcs easy to read at any zoom level.
I've been grinding through the bug backlog with extensive automated testing — running play-throughs against the live build, then fixing what they find. The last two passes alone addressed 112 issues across combat, events, the terminal UI, and edge cases in the 6-act campaign.
The current build has 1,414 automated tests passing. The goal is a stable, tight experience on day one of Early Access.
For anyone new — Rotary Knights is a text-based RPG spanning WWI aviation from 1914 to 1918. Fly 37 aircraft, fight hex tactical dogfights, manage your aerodrome on the Western Front, and survive a branching 6-act campaign with permadeath. Full details on the store page.
Launch is close. I'll announce the date soon. In the meantime — wishlist if you haven't, and join the Discord to follow development in real time.
Clear skies,
— Steve, ChoiceRealms