SkyInFlames · build 24476742 · published
🆕 new · ♻️ reworked · 📦 unchanged from the previous version
The entire combat side of the game has been rewritten from scratch on a new engine. What this means for you:
Thousands of units, drones and missiles at once with no framerate drops
Smooth movement and stability
Every client sees exactly the same battle — this is what made fair online play, ranked mode and match replays possible
A loading screen with a progress bar before every battle
Three languages: Russian / English / Ukrainian
⚠️ Notice: some players have received a temporary ban. If you believe this is a mistake — message us on Discord.
Singleplayer, Sandbox, Tutorial (temporarily disabled — being reworked), Multiplayer, Settings, Exit
Language switch, Discord button, live online counter, version number
"?" ♻️ — formerly the FAQ, now opens the Codex (the encyclopedia)
Also: Replays 🆕, Load (solo/sandbox saves), ↩ Return to ranked match 🆕
Host / Join / Local game by IP
Lobbies for up to 6 players, public or password-protected, team slots, AI bots in slots, lobby chat
Same settings as solo + 1v1 / 2v2 / 3v3 modes
1v1 / 2v2 / 3v3 modes
Matchmaking with live status, timer, per-mode queue counter and ping; only the party leader searches; blocked during maintenance and when players are on different builds
Stats: rating, wins/losses/games, win rate
Leaderboard that highlights your own row; click a player → their profile
Create / join by code / show and copy code / roster with avatars and a leader marker / leave / invite a friend. Up to 3 players.
Opens from "?" in the menu and from the pause screen in battle, and works while paused. Four tabs, with cards that play animated clips on hover:
Units — aircraft, recon drones, kamikaze drones, naval drones, air defence, tactical ballistic launchers, cruise and coastal missiles, ships, ground vehicles; with health and damage values
Buildings — base, airfield, drone factory, strategic hub, missile plant and aircraft plant, depot, port, oil refinery
Mechanics — supply, refuelling and rearming, air defence and radar illumination, "what counters what", deployment, flares, alert zones, supply zones, separate budgets, fires, fog of war and reconnaissance
Controls — a full key reference with demonstrations
Around thirty animated clips (selection, movement, patrol, strike, air defence, refuelling and so on).
Left mouse button — selection and box select · Right — movement and orders · Right with drag — curved formation 🆕 · Shift+right — waypoint route · Alt+right — patrol · Ctrl+right — target for the active weapon · Space — deploy / take off / launch (a universal "start/launch") · V — return to base · E — afterburner · X — flares · C — jettison drop tanks · T — stop · F — camera follow · groups 1–9 · delete.
Buildings generate passive income (refinery, strategic hub); buildings under construction or on fire produce nothing
Construction palette (Military / Production / Economy), build from scratch, damage freezes construction
Almost everything burns now (except ports and cities), not just refineries
Early ignition 🆕 — a building can catch fire before its health reaches zero
Fires grow and eat away at health (1% → 100% over 10 minutes)
Burning ruins 🆕 — a building at zero health keeps burning instead of disappearing (fixes the "health jumps back to max on every hit" bug)
Fire crews drive along the roads: the first one is free, further ones cost money, and a destroyed crew is replaced for free → shooting up the convoy costs the defender time and money
A burning income-producing refinery drains money (10 → 100/sec); firefighting saves a non-income building, but a badly burnt refinery (below 25% health) is lost regardless
A destroyed airfield kills the aircraft parked on it 🆕
Loadouts and pylons: 9 hardpoints, weight rules — a full load cuts speed by up to 30%, dropping bombs and firing missiles speeds the aircraft up; loadout editor and presets
Fuel and drop tanks (jettisoned empty), afterburner (×2 speed / ×3 consumption)
SAM evasion 🆕, flares (break IR lock)
Refuelling and rearming at the airfield, full takeoff and landing cycle
Weapons: free-fall bombs, UMPK guided kits (RU), GBU-39 (UKR), MALD decoys, air-to-air missiles, anti-radiation missiles HARM / Kh-31P 🆕 (home in on an active radar and fly to its last known position if the radar is switched off)
Cruise missile carriers (Su-24, Tu-22, Tu-160), Mi-8 (vertical takeoff, machine gun after an upgrade, can land on a corvette's deck)
Transports 🆕 (Il-76 / An-26) — carry vehicles and drop paratroopers along a route
Systems: S-300/S-400 (needs radar illumination), Patriot (sector), Pantsir-M (naval), Tunguska/Gepard (gun-based)
Radar illumination — "ghost" contacts; the S-300/400 only fire at illuminated targets
Target filters by type
Overkill limits 🆕 — how many missiles are spent on a single target
Patriot sector fire with traverse; deploy/pack up; ballistic intercept only during descent; chance to miss
Missile resupply from a depot within range; AI behaviours: shoot-and-scoot, reposition toward the threat, traverse
♻️ The old silent pause after a gun burst has been removed
Strike: Shahed-136 / Lyutyi, jet-powered Geran-3 / Palianytsia (×2 speed); recon drones (vision only, no warhead)
Drone factories stockpile and send logistics to a delivery point
Corvette "Gremyashchiy" (RU, can only be built in a port): gun, Kalibr (salvos of up to 8), Pantsir-M, naval radar, reloading in port
Magura V5 (UKR, including a variant with two R-73s — shoots down aircraft, then rams); detonates only on contact with a ship or a port
Coastal Neptune (anti-ship sweep, auto-acquires ships)
⚠️ There is no dedicated engineering/supply vessel in the new engine yet — supply runs through ports and trucks.
Tactical ballistic systems Iskander / Grom-2 (mobile, manual launch only: queue targets → salvo; intercepts only during descent)
Cruise missiles: Kalibr, Kh-101, Kh-32, Storm Shadow, FP-5 "Flamingo"
RTS-style selection, fog of war, movement along roads (×2 speed)
Formations: line and curved formation 🆕; routes, patrol
♻️🆕 Right-clicking an enemy assigns it as a target — drones, guns and aircraft will attack that specific target; the order is cleared when the target dies or leaves your line of sight
Special launches (bombs, decoys, GBU, Kalibr, ballistic launchers, Magura, anti-radiation), air defence settings, transport and airdrops, demolition and deletion, calling the fire brigade
Solo (side, difficulty, time, money, army)
Sandbox (free play, "continue" after the end), 4 AI levels
Online (public and password-protected Steam games + LAN, 1v1/2v2/3v3, chat, replays)
Ranked 🆕 — with rating, parties of up to 3, per-mode queues, skill-based matchmaking and an authoritative server
In-battle chat — currently disabled
⚠️ The step-by-step tutorial is disabled — being rebuilt for the new engine
⚠️ The engineering vessel — not in the new engine yet
⚠️ In-battle chat — disabled by request
⚠️ Note: as part of the fight against cheaters and players who ruin matches, some players have received a temporary ban. If you believe this happened by mistake — message us on Discord and we'll sort it out.