SkyInFlames Β· published Β· build 24476742
π new Β· β»οΈ reworked Β· π¦ 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 β 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
β οΈ Notice: some players have received a temporary ban. If you believe this is a mistake β message us on Discord.
Singleplayer, Sandbox, Tutorial (temporarily disabled β being reworked), Multiplayer, Settings, Exit
Language switch, Discord button, live online counter, version number
"?" β»οΈ β formerly the FAQ, now opens the Codex (the encyclopedia)
Also: Replays π, Load (solo/sandbox saves), β© Return to ranked match π
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 β 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 β 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 β base, airfield, drone factory, strategic hub, missile plant and aircraft plant, depot, port, oil refinery
Mechanics β 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 β a full key reference with demonstrations
Around thirty animated clips (selection, movement, patrol, strike, air defence, refuelling and so on).
Left mouse button β selection and box select Β· Right β movement and orders Β· Right with drag β curved formation π Β· Shift+right β waypoint route Β· Alt+right β patrol Β· Ctrl+right β target for the active weapon Β· Space β deploy / take off / launch (a universal "start/launch") Β· V β return to base Β· E β afterburner Β· X β flares Β· C β jettison drop tanks Β· T β stop Β· F β camera follow Β· groups 1β9 Β· 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 π β a building can catch fire before its health reaches zero
Fires grow and eat away at health (1% β 100% over 10 minutes)
Burning ruins π β 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 β shooting up the convoy costs the defender time and money
A burning income-producing refinery drains money (10 β 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 π
Loadouts and pylons: 9 hardpoints, weight rules β 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 (Γ2 speed / Γ3 consumption)
SAM evasion π, 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 π (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 π (Il-76 / An-26) β 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 β "ghost" contacts; the S-300/400 only fire at illuminated targets
Target filters by type
Overkill limits π β 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
β»οΈ The old silent pause after a gun burst has been removed
Strike: Shahed-136 / Lyutyi, jet-powered Geran-3 / Palianytsia (Γ2 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 β shoots down aircraft, then rams); detonates only on contact with a ship or a port
Coastal Neptune (anti-ship sweep, auto-acquires ships)
β οΈ There is no dedicated engineering/supply vessel in the new engine yet β supply runs through ports and trucks.
Tactical ballistic systems Iskander / Grom-2 (mobile, manual launch only: queue targets β 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 (Γ2 speed)
Formations: line and curved formation π; routes, patrol
β»οΈπ Right-clicking an enemy assigns it as a target β 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 π β with rating, parties of up to 3, per-mode queues, skill-based matchmaking and an authoritative server
In-battle chat β currently disabled
β οΈ The step-by-step tutorial is disabled β being rebuilt for the new engine
β οΈ The engineering vessel β not in the new engine yet
β οΈ In-battle chat β disabled by request
β οΈ 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 β message us on Discord and we'll sort it out.