A free, browser-based multiplayer dogfighter set in a Minecraft-inspired
voxel world. Two teams, planes and ships, one golden ring to fight over.
Here's how it all fits together — tap any
screenshot to view it full size.
01
The war
The fight
Two squadrons — CRIMSON and
COBALT — battle for the golden
SKY RING floating above the central island.
Hold the ring to bleed points out of the sky, shoot down enemy planes
for bounties, strafe the flak guns ringing the enemy base, and reach
1500 points before the round clock runs out. Crashing into the
scenery is canon.
High noon at the SKY RING — hold it to bleed the enemy's points out of the sky.Four guns talking. Armament now follows the bore: the fifties fly quad wing batteries — two barrels a foot apart on each wing, all four firing every volley for double the rounds in the air (each round lighter, so the ledger holds) — the 20 mm cannons keep the classic pair, and the heavies are singles: the Ironclad's centerline chin cannon and the Starfang's port-cheek gatling, streaming the old pair's throughput from one muzzle.The sky remembers. Above 900 m every plane writes contrails the whole map can read — the top cover's threads are free intel, and the bounce they warn about ends in a kill-confirm stamp: a breath of slow motion, the camera leaning after the victim, and the banner.Storm rounds. Some rounds the weather is an actor: a front of anvil-topped thunderheads marches across the map, lightning flickering in its belly and cracking down at the leading edge, rain dragging the ground beneath. Every pilot sees the same storm at the same instant — the sky is computed, not streamed.When the bell rings, the round intel card tells the story: the score timeline, who downed whom, ships sunk, ground razed — and the round's top guns.
Combined arms: the Brick Gulf (new)
The fourth theater puts all three wars on one front. The
Brick Gulf is the land theater's steppe west of an authored
coastline and the naval theater's open sea east of it — four
capture zones run along the front line between them, and the
harbor at Brickhaven falls to whichever arm reaches it first:
a tank platoon in the streets or a destroyer alongside the quay.
Planes are the glue — the fleet's guns can only reach armor
somebody has spotted, so a fighter orbiting the steppe is a
battleship's rangefinder, and the Sky Ring over the Gulf
mouth multiplies your side's zone points instead of paying its own.
Pick any unit from one spawn screen: fly, sail, or roll out
(-combined-arms server flag).
Sortie on the Gulf. A Tachi puts to sea from the anchorage — the DETECTED warning means the shore already has eyes on her, and the minimap carries the whole four-zone front.The same war, ashore. A Paladin works the treelines between Crossbrick and the coast — the same facet armor, concealment, and crew kit as the land theater, with warships in shelling range behind the hill.The glue. A Sparrowhawk runs the coast between the fleets and the front — every hull it overflies lights up for its team's guns.
The land theater (new)
The third theater takes the war onto the ground. The land
theater is a rolling steppe built for tank country: long grassy
sightlines folded just enough to hide a hull, steep-flanked hill
masses that funnel movement into passes, lakes in the valley floors,
impenetrable forest blocks that stop both hulls and
sightlines, and five towns whose street grids are the map's
choke points — three of them are the domination zones. You
crew one of four vehicles, Gunner-HEAT-PC style: the Paladin
main battle tank carries a stabilized 120 mm gun behind a front
plate almost nothing defeats; the Warden IFV shreds light
armor with its 25 mm autocannon and wire-guides anti-tank
missiles into heavy; the Whirlwind quad-20 half-track sweeps
the strike planes out of the sky; and the Jackal gun truck
races the flanks with a recoilless rifle that has to halt to shoot.
Every round is modeled the way treadheads want it modeled. A shell
strikes a specific plate — front, side, rear, or turret
— thickened by the angle it arrives at. Glancing kinetic hits
ricochet; rounds that can't beat the plate shatter;
penetrations roll behind-armor damage through the fighting
compartment (tracks, engine, gun, crew — or the ammo rack,
and the whole hull goes up); and a dart that vastly overmatches thin
armor punches through and through, flying on out the far side
with what's left of its energy to find whatever parked behind. Sabot
penetration decays with range; HEAT doesn't care. Angle your armor,
learn the weak points, and swap AP/HE (X) for the target in
front of you. You're hidden until an enemy has a sightline
inside your spotting range — ridgelines, treelines and town
walls are real concealment — and the crew carries a full kit:
field repair (R), smoke launchers (C), an
artillery fire mission called on your crosshair (T), and an
engine overdrive (G). Each vehicle looks through its own
gunsight (Z): the Paladin's fine day sight, the Warden's amber
missile optic, the Whirlwind's flak reflector rings, the Jackal's
iron ring — and an unstabilized mount bounces with the hull,
so the Jackal shoots from a standstill or not at all.
The armor duel. Two Paladins trade sabot across a fold of the steppe — the round strikes a specific plate at a specific angle, and either bites, bounces, or punches clean through.The towns are the objective. A Paladin and Warden push the central market town's main street — three towns carry the domination zones, so every round funnels into their crossroads.The Jackal's ambush. The gun truck's HEAT round can't beat a Paladin's front plate — so it lives on the flanks, in the treelines, where the side armor is.The Whirlwind's war. AI strike planes hunt spotted vehicles all round long — the quad-20 half-track is the reason they don't get to do it for free.Riding the wire. The Warden's missile flies where the gunner's sight points, all the way in (SACLOS) — hold the crosshair on the target and the warhead beats any plate in the game.The cook-off. A penetration that finds the ammo rack detonates the hull outright — the catastrophic kill every gunner is hunting for.Finding the fight. Half a minute out of the spawn and the battle is already on your screen: carets over every contact your team has spotted, edge arrows when they're off-screen, and the fight itself waiting over the next rise.Weather walks the steppe too. The same storm fronts that cross the air war march over the tank country — one shared sky for all three theaters, thunder arriving late from far strikes, exactly as slow as sound.
The naval theater
The fleet war is splitting off into its own game on its own map. The
naval theater is open ocean — mostly sea for maneuver,
strewn with low islands to fight around, and a continental coastline
along the north edge. You don't fly here; you take command of a
warship and sail it, World-of-Warships style. A destroyer
is fast and nimble; a cruiser trades agility for armor and
heavier guns; a battleship is slow and ponderous but wrapped in
thick belt armor that shrugs off cruiser shells, with devastating main
guns that reload at their leisure. Hulls handle like real ships: the throttle is an
engine telegraph you spool up and down (no stopping on a dime),
and the rudder lags and bites harder with speed — a
near-stopped ship barely answers her helm, so you learn to think a
ship's length ahead. The guns train independently of the bow, so you
line a target up with the mouse while the hull holds its course.
The map, top down. A continental coast to the north, open sea strewn with island cover, and the two fleets putting to sea on the west and east flanks — they steam toward each other across the central islands.The naval map: open water to maneuver, islands for cover, a continental coast to the north — a sea built for ship duels, not dogfights.Under way. A destroyer at speed past an island — W/S works the engine telegraph, A/D the rudder, the mouse trains the main battery.The roster. Three hull classes, smallest to largest, each modeled on a real warship — the lean destroyer (a Fubuki-class type), the three-funnel cruiser (a County-class heavy cruiser), and the broad battleship with its towering pagoda mast (a Yamato-class).Task group at sea. A cruiser and her destroyer screen steaming in line ahead — the kind of column that puts to sea on each flank and steams toward the centre to fight.Broken back. A torpedoed destroyer doesn't just slide under — the hull jackknifes at the hit, the bow rears up dripping, secondaries ripple down the deck, and she goes down in a shroud of steam. Gun-killed ships still settle and list, so the death tells you the weapon.
The whole fighting line is yours from your first sortie: pick the
Tachi destroyer, the Bastion cruiser or the
Dreadnought battleship straight off the hangar wall and put to
sea — no grind between you and the big guns, just three honest
trade-offs of speed, armor and firepower.
Only one hull is earned: forty ships sent under wins the
Tempest, a premium heavy cruiser with autoloading guns.
Where a normal cruiser works up to a salvo every few seconds, the
Tempest's three triple turrets cycle in barely over one — the
highest sustained rate of fire in the fleet, a relentless storm of
shells and fires. Your tally rides your pilot record between sessions,
a callout fires the moment she's yours — and she's a player's
reward alone: you'll only ever meet a Tempest in another captain's
hands, never the AI's.
The line is open. Destroyer, cruiser and battleship are yours from the start; only the premium Tempest waits behind a career of sinkings.
The prize. The Tempest — the top-of-the-ladder premium heavy cruiser, her three triple autoloader turrets throwing the fastest sustained fire on the Brick Sea.
And they fight like ships. The main battery loads armor-piercing
or high-explosive (swap with a key), and the choice is the whole
duel: AP has to beat the target's belt armor to penetrate, and a
hit on the citadel amidships is devastating — but AP
shatters on armor it can't crack and over-penetrates a thin destroyer,
so you load HE to start fires instead. Fires and flooding
then bleed the hull until you spend your damage-control party to
put them out — on a long cooldown, so timing it is its own
decision. Two more consumables ride alongside: a repair
party (T) that heals the hull back over a few seconds, and an
engine boost (G) for a burst of flank speed to close, kite, or
run from a torpedo spread — each on its own cooldown, so a captain
is always juggling when to spend them. The destroyer also carries torpedoes (press B):
a fan of fish that run dead straight and flood a hull they hit,
so closing the range is a real threat. An AI warship patrol puts
to sea on each side and fights as a fleet, not a loose mob: the
hulls form into a division around their heaviest ship as flagship
— the cruisers and battleship in the line, the destroyers
thrown out ahead as a screen. They thread the islands to make for
the capture zone together, concentrate fire on the one
target the flagship picks, and fight to each class's strength: the
battleship standing off at long range, the destroyers boring in to
torpedo water and laying smoke to cover a hard-pressed heavy.
Every captain has their own gunnery skill, so a division is no wall of
identical marksmen — and a hull that's badly hurt slips behind an
island to break contact, repairs, and rejoins the line.
Fleet doctrine. An AI division underway — the destroyer screen out ahead, the cruisers and battleship in the line astern, all making for the cap together and concentrating fire as they go.
And it isn't only about sinking. Three capture zones — rings
of gold light laid flat on the open sea, a contested one at the centre
with a flank zone north and south of it — score points for whoever
holds them: park a hull inside with no enemy contesting and the points
tick your way, and holding more zones ticks faster, so a team can win on
map control as well as kills. This is domination, and it
forces a fleet to split — you can't hold the whole map with
one massed line, so the destroyers race out to the flanks to grab and
garrison those caps while the heavies fight for the centre. Each ring
glows your colour when you hold it, the enemy's when they do, and gold
when it's neutral or contested; the zones spread north–south so
neither side has a nearer cap. A ZONES readout on the HUD counts
who holds how many, the minimap rings show the whole picture at a glance,
and a callout fires the moment a zone changes hands.
Domination. Three capture zones strung north–south — here Crimson holds the north ring (red), the centre is contested (gold), and Cobalt holds the south (blue). Hold more than the enemy and the score runs your way.
Holding a cap. Hold a ring to score — here Crimson holds (red) while Cobalt crosses the line to contest. Islands inside the zone are cover to fight around.Reading the caps. The HUD's ZONES chip counts who holds how many, the minimap rings track all three at once, and a callout fires as a zone changes hands.
Steel rain. The main battery at work — a shell streaking off the guns and HE bursting where it lands.Lay the guns. The fight plays out across kilometres of open sea, so press Z for the binocular gunsight — a spotter's-vantage view at 7° magnification with a World-of-Warships-style horizontal lead scale: notched ticks where one numbered unit is a hull's travel over one shell flight. The vertical axis is a range dial (the guns auto-range, snapping to a hull when the sight crosses one), and the gold dispersion ellipse rides the water at the exact point your salvo will land — walk it to the horizon and the guns lash out to maximum range (the readout flags MAX and the ring turns red), which is how you answer a ship shelling you from distance.Fight for the broadside. Turrets are real mounts with real firing arcs now: bow-on, your aft guns are masked behind the superstructure and only the forward pair fires — swing broadside and every turret trains out and joins the salvo. The HUD counts GUNS 4/6 under the sight so you always know your weight of fire, and the AI plays by the same arcs (and the same spotting rules — no more unseen fire from over the horizon).Consumables. The conning panel tracks them all — smoke, the repair party (T), the engine boost (G, “all ahead flank”), and the damage-control party (R), each on its own cooldown.Broadsides. Two cruisers settle into a gun duel — salvos crossing the water, splashes straddling the targets, one hull already burning.Fish in the water. A destroyer swings broadside and looses a torpedo fan — five wakes running straight for a cruiser that has to comb them or flood.Going down. Fires and flooding win in the end — a cruiser settles by the head under a smoke column as the sun goes down.
It all fits in two thumbs. On a phone the naval HUD keeps the sea as
glass: the conning chips stack in a slim column on the left rail
between the speed readout and the engine telegraph, torpedo readiness
rides the BOMB button itself, and the DETECTED banner, fleet orders
and gunnery status each get their own lane instead of stacking on the
horizon. Raise the gunsight and the range dial takes the top-right
corner while the minimap steps aside — every control a labelled,
thumb-sized target, and the whole battle band stays clear.
Two thumbs at sea. The whole warship — drive, guns, gunsight, torpedoes and consumables — on a phone screen without the pile-up: readouts in their own lanes, chips you tap, and a range dial parked where the minimap was.
Not every gun is yours to aim. Around the main turrets, the crew works
a secondary battery on its own — once an enemy ship closes
inside range, it throws a hail of rapid-fire HE at it without you, each
round with a chance to start a fire. It's shorter-ranged than the main
guns, so it only speaks in a brawl: closing for the kill (or a torpedo
run) means eating a stream of small shells the whole way in. Every hull
also carries an anti-air battery — a twin flak mount that
tracks and leads aircraft exactly like the airfield and battleship
flak, standing ready for when the sea war gets planes of its own.
Into the brawl. Inside secondary range the small guns open up on their own — a dense stream of HE between main salvos, the price of closing the distance.
And the sea has a sky over it. Each side keeps a wing of AI
carrier torpedo bombers aloft: they hunt the nearest enemy hull,
run in at wavetop height, and drop a fish that floods the ship it
hits — so the threat isn't only on the surface. The run-in takes
them straight down the throat of the ships' anti-air flak, which
tracks and leads them and throws up bursting fire to break the attack:
the guns finally have their targets, and a careless bomber doesn't come
home.
Carrier air. A torpedo bomber bores in at wavetop height, its fish already in the water, while the warship's flak reaches up to break the run.
And the torpedo wing no longer works alone. Each side also flies
dive bombers that attack from the other end of the sky: ride
in high over a hull, chop the throttle and coast just past her
stern, wing over inverted, pull through until the deck fills
the sights, and plunge straight through the flak — then
firewall the throttle and run out low on the water. The torpedoes
stay the ship-killers: most sticks straddle, bursting in the
water close aboard, and the clean deck hit is the jackpot, not the
expectation. But a captain still has to split his flak between the
wavetops and the sun.
The hammer from above. A dive bomber comes straight down her stacks, stick already falling, while the flak tries to meet it.
And the sea fights through the night. Battles run across
kilometres, so when it's dark the warships loft star shells —
illumination rounds that climb and burst into drifting flares, casting a
pool of light over the water that lifts the enemy hulls out of the
black. The AI fires them on its own once night falls, so the fight is
always lit enough to lay your guns.
Star shells. Illumination rounds hang over the night sea, their light pooling across the water so the fleets can fight in the dark.
And the sea keeps secrets. A ship is hidden beyond its spotting
range — a destroyer slips far closer than a cruiser before anyone
sees it — until it opens fire (the muzzle bloom gives you away), a
star shell lights it, or an enemy closes in. And the islands are
cover now: terrain breaks the sightline, so a hull tucked behind an
island is hidden from anyone on the far side — duck behind one to
slip a lock or set an ambush. Caught in the open?
Press C to lay a smoke screen and vanish into the bank,
shooting from cover while spotters do the seeing. It's the game of
ambush and nerve that makes a sea fight a sea fight.
Island cover. The island breaks the sightline — the destroyer on the near side has slipped behind it, hidden from the cruiser searching on the far side.Smoke & concealment. A destroyer vanishes into a smoke screen while the cruiser shells its last-known position blind.
02
Take to the sky
Pick your ride
Choose your warbird in the hangar: the Sparrowhawk turnfighter,
the Thunderhead boom-and-zoom fighter, the Ironclad
twin-engine heavy, the Leviathan four-engine heavy bomber, or
the Swordfin torpedo bomber — each a distinct flight
model, hull, gun package, and ordnance loadout. The Leviathan hauls a
12-bomb bay and exists to flatten flak nests from altitude; the
Swordfin trades bombs for two ship-killing torpedoes. Make a slow
pass over your own carrier's flight deck and the crews patch you up
and hand fresh ordnance aboard. A sixth card sits locked beneath
these five — the Starfang jet, earned with 25 career
kills (see below).
Pick your ride: the Sparrowhawk, Thunderhead, Ironclad, Leviathan and Swordfin — five distinct flight models.A vic of Leviathans holds course through the flak, escorts riding high cover.A Leviathan walking its twelve-bomb bay out over the target, flak hunting for the formation.
The Starfang — earned, not issued
Above the prop roster sits one career-locked airframe: the
Starfang, an early jet in the Starfighter mold — a
needle-nosed pencil with razor wings, tip tanks and a T-tail, honest
to its inspiration right down to the nickname: a missile with a
man in it. It out-runs everything in the sky and turns like a
freight train, so the prop rules don't apply — and neither do
its weapons. The wing guns are swapped for a six-barrel
20 mm Vulcan spitting thirty rounds a second, and instead
of bombs it carries a pod of fourteen unguided rockets that
ripple off the rails nearly flat and burst on whatever they touch.
Down 25 enemy planes across your career and the hangar card
unlocks for good; until then it sits greyed at the bottom of the
picker, counting your kills at you. Bots never fly it. You can take
it for a spin in flight school first — the Jet &
Rockets drill hands you one over an armored column, no questions
asked.
The Starfang climbing away on the burner — the Sparrowhawk astern is at full throttle and losing.A rocket pass: fourteen to a pod, nearly flat off the rails, the lead tank already brewing up.Earned, not issued: the Starfang's card sits locked in the hangar until your 25th career kill.
The Early Jets era — the same war, fifteen years later
The first time period: a combined-arms server flying the flag
-era jets trades the prop hangar for the early jet age.
The Starfang becomes a starter instead of a trophy, and three
new airframes join it: the Balalaika, a delta-winged
point-defense dart that accelerates like sin and bleeds like it too;
the Rhino, a two-engine missile truck with four rails, a bomb
load, and a strapped-on gun pod that wobbles exactly the way the
real lesson said it would; and the Arclight, a stratofortress
that carpets a grid square per pass and defends its six with a
crewable quad-.50 sting.
The era's signature is the boresight heat-seeker, modeled on
the missiles of 1965 — which means modeled on their failures.
The seeker only locks looking up a tailpipe: hold an enemy jet
inside the ring, in the rear hemisphere, and the lock winds up over
a long second before R puts it on its way. In flight it pulls
modest G a hard low break defeats, its seeker window loses a target
that out-turns it, a fraction of launches simply never guide —
and flares (L) lie to it outright. Punch one with the
missile in your mirrors and the round chases the burning lie into
the dirt. Guns stay the finisher; the missile is the reach.
The ground shoots back in kind: each HQ and port hosts an
SA-2-style SAM ring that owns everything above 350 m
— your RWR chirps when its beam settles on you, rattles at
launch, and the recovery is in the warning: dive below the
beam (or bomb the site; its whole salvo dies with the radar).
Friendly warships radiate as pickets that stretch the
umbrella over the sea. At the quayside, the Hornet missile
boat carries four sea-skimming ship-killers that launch only at
spotted hulls — countered by chaff-laced smoke and by the
islands themselves. And your throttle is your infrared signature:
a full burner is seen from farther and outshines your own flares;
run cold to slip by.
LOCK — the ring burns red, the tone goes steady, and somebody's about to have a very bad day.Fox two: one rail lighter, the smoke trail already chasing a tailpipe over the Gulf.The Arclight hauls twenty-four bombs and a tail sting — a barn in every axis, a horror over a town zone.
Bomber crew
The Leviathan is multi-crew. Two defensive gun stations,
modeled on a B-17's blister positions, take a second and third
player: the tail gunner in the stinger covering the bomber's
six, and the top gunner in the full-circle dorsal turret
— each working a twin .50 cal that leads its own targets
while the pilot flies the plane. Pick BOMBER CREW on the
spawn screen and you're seated on the first friendly Leviathan with
that station free (crewed bombers first, bots welcome). Your aim
rides the airframe through every bank, your rounds inherit the
bomber's speed, your kills are yours — and the crew shares the
bomber's fate: she goes down, everybody goes down. F bails
out; the seat choice sticks across respawns, so a crew that dies
together re-forms on the next bomber together.
Don't press a Leviathan's six. Tail and top gunners — both player seats — meet a fighter boring in from behind with converging twin .50s. The bandit's already shedding pieces.
Easy to fly, honest underneath
The plane flies on a real six-degree-of-freedom model — lift,
drag, stalls, the works — which used to mean fighting a constant
sink just to stay level. Now auto-trim holds your altitude for
you: take your hands off and the nose stays where you left it, so you
can look around, line up a shot, or just cruise. Pull, push, or roll
into a turn and it bows out instantly — you always have the
plane. The little TRIM strip on the gauges shows it working;
tap T to switch it off if you'd rather fly it all yourself.
Hands off, nose level. Same flight model as ever — auto-trim just soaks up the steady back-pressure so cruising and lining up an attack don't cost you a constant pull. A deliberate climb, dive or turn always overrides it.
Battle damage
Hits are localized. Every round that finds you is routed to a
component — engine, a wing, the fuel tank, the cockpit, or just
the airframe — and you wear it: a scorched engine smokes and
loses power, a shot-up wing sheds its tip and drags your roll, a
punctured tank streams fuel, a cockpit hit greys the pilot out. So a
mauled plane limps home trailing smoke instead of simply
falling out of the sky, and you can read an enemy's damage on his
airframe and finish the job. And when a burst finally is
fatal, the plane doesn't blink out — it sheds a wing and
corkscrews all the way down, five real seconds of ruined
physics you can watch to the ground.
The last ride. A kill is no longer an instant despawn — the wreck flies the same flight model that killed it, spinning down on its torn-off wing behind a helix of smoke and flame. Your victims become little stories you watch to the dirt; your own death gives you one last plunge before the killcam rolls.Nobody has to ride it in. If the pilot survived the airframe and there's height to jump, he bails out under a canopy and drifts downwind — land on your own side of the line and he's returned to the fight for a few team points. Gun a helpless pilot in his chute and the kill feed brands you DISHONORABLE.The whole story in one frame. The airframe zooms off the last of its speed on a dead engine, smoking; below it the silk has already opened. A survivable kill from the outside — the plane is gone, but the pilot might just make it home.No one fights alone. A chute that splashes into the sea becomes a bobbing survivor with a dye-marker ring both teams can see. Fly low and slow over him — or, at sea, con any hull through the marker — and you fish him out of the drink for points and a LIFESAVER ribbon. The enemy can reach him first for a smaller prize, so every over-water kill mints a little rescue race in its wake.Run home smoking: dead engine pouring smoke, a punctured tank streaming fuel, listing on a shredded wing — nursing a mauled plane back to the carrier is a fight of its own.Engine. The cowl scorched black, smoke boiling off it, dragging home on what power's left.Wing. Push it far enough and the outer panel tears clean off at the spar — the severed tip tumbling away as the fighter rolls helplessly onto the stump.Tail. A dead-six saddle chews the empennage — elevators and rudder go soft together, and when it lets go the whole cross tears away and the nose falls through. There's no gauge for it; the stick stops answering, and that's how you know.Airframe. Flak walked the length of the fuselage — scorch and punched-through holes down the flank. Every burst that connects punches its own scatter of dark voxel bullet holes into the panel that took it, and they stay until a carrier-deck repair scrubs the airframe clean.Fuel. No fire — just a pale streak of vaporizing fuel bleeding away as you nose down for the deck before the tank runs dry.
03
Reading the fight
The HUD that teaches
The instruments don't just show numbers — they turn raw state
into judgment. Take a hit and the screen flashes the edge you're
being shot from, not a whole-screen blink, so you know which way to
break. A little stall-margin ribbon by the G-meter shows how much
turn you have left before the buffet. And the bomber's sight grows a
dispersion ring that tightens to gold when your current
bank and G will actually put the bomb on the target — or blooms
grey to warn you it'll fall in the sea.
Your body is part of the instrument panel too. Rack into a hard
positive-G turn and the world greys out from the edges — a
black-out tunnel that narrows as you hang on the G, and clears when you
ease off, the way a real pilot's vision does without a G-suit. It's a
soft ceiling with teeth: pull too long and you're flying half-blind.
Hit from the left. The damage flash paints the quarter the fire came from — a wall of red down the left edge means break right, now. Quiet upgrades that read the fight for you before your hit points even move.Blacking out. Hold a hard turn and the tunnel closes — grey-out creeping in around 3.5 g and shutting to a near-total black-out by 6.5. The G-meter flags amber; your eyes flag it first.One stream for talk and kills. Chat folds into the kill log to save screen space — comms carry a soft cyan rule and a 💬 tag so they read apart from the combat log at a glance, without a second panel eating the corner.
The round fights back
A match isn't a flat timer counting down — it escalates, and it
holds grudges. Keep the same enemy on your tail and the game
names him; fall too far behind and it sends a champion to
drag you back; let the score stay close to the wire and the final
minute becomes a lit-up, no-hiding brawl. The back half of a
round should feel more dangerous than the front, and these three
systems make sure it does.
Overtime. Last minute, scores within a few kills: the match latches OVERTIME — the sky burns amber, the music floors, and the teeth of it, radar rules drop so every plane on both sides paints on both minimaps. No hiding out the clock; a close round ends in a crescendo where everyone converges.Nemesis. Die to the same pilot three times in a round and his callsign burns orange — on his nameplate and your minimap, for you and you alone. Settle the score and the vengeance bounty pays double. Grudges don't survive the bell.The ace. Fall far enough behind with time on the clock and the trailing team is handed a named ace — a full-skill pilot in a reinforced airframe that drags a gold ribbon everywhere and carries a fat bounty. Shoot down the Baron and you're paid for it.
Killcam
Get shot down and the server ships you the last several seconds of
the fight, replayed from the killer's high three-quarter
— the camera rides off their firing line so their plane holds
the edge of the frame while yours, and the tracer stream between
you, fills it. At the instant of the kill it lets the killer fly on
and settles into a slow orbit of your falling wreck. It plays at
full speed, not a fast-forward blur, and a persistent
KILLCAM badge names the shooter the whole
time, so there's never any doubt who put you in the dirt. The replay
is always optional: seen enough, click or tap anywhere to skip —
the spawn screen appears at once and TAKE OFF unlocks on the
normal short timer, as if there'd been no replay at all.
Fly into a hill and you get the same treatment: a
CRASH REPLAY chases your own final seconds
into the scenery — then orbits the smoking hole you made —
with the coach line spelling out what went wrong. No killer to name,
but the same story told the same way, instead of a jump-cut straight
to the spawn screen — and just as skippable when you'd rather
not relive it.
Who got you, and how. The death replay rides the killer's shoulder, off the gun–target line so shooter, tracers and your last seconds share the frame — then orbits the wreckage — with the KILLCAM badge naming the shooter until you respawn.Crashes get the cinema too. No killer to frame, so the CRASH REPLAY rides your own six down into the water — and the coach line tells you how not to do it again.
Back in the fight
The killcam runs to the end before anything covers it — only
once the replay finishes does the spawn screen appear, so the death
cam is never obscured. And there's no separate “you died”
card: the killcam already named who got you, so the spawn screen is
simply the join screen again, pixel for pixel. The full unit picker
— every warbird, the bomber crew seats, the flak and naval
mounts, the battleship turret, the ground vehicles — the
base-or-carrier launch
choice, and today's daily missions with
your live progress. Line up your next ride and hit
TAKE OFF to drop back in — same button you launched with.
A short respawn timer just keeps you from spawning instantly; once it
lifts, you go when you're ready, not a moment before.
One screen, join or respawn. Go down, watch the killcam, and you're back at the exact hangar you launched from — same picker, same launch choice, same daily missions. No death banner; the replay already showed you who to blame.
04
The fleet & the ground war
The fleet
Each team's hulls hold a diamond formation pointed at the
enemy: the battleship in the van showing its broadside, the two
destroyers screening on the beams, and the carrier at the
rear with its bow toward the fight. The two fleets are anchored a
deliberate distance apart — just beyond either battleship's
direct-fire range, but inside its over-the-horizon reach. So the fleets
can't simply trade blows: to land shells on the enemy task force you
need a teammate flying over it.
The battleship's three main-battery turrets are crewed by players.
Take a BIG GUNS slot from the respawn screen and the minimap
becomes a plotting chart: click a target inside the range rings, wait
out the ballistic computer's solve, then hold fire to send a salvo on
a genuine ten-second arc. A teammate flying over the target
spots your shells onto a tight pattern — and past the
direct-fire ring, out in the spotter range where the enemy fleet
lies, the battery won't even loose until a friendly plane is over the
target.
The chart only shows enemy ground inside your direct ring or inside a
spotter's view bubble, so reaching the enemy's deep installations
takes eyes in the sky — watch the fog lift as teammates fly the
target area. Flak cracked open by naval gunfire stays suppressed
extra long. While
down you can also man any free AA gun on your team
(F bails out).
Every hull is sinkable. Torpedoes must be dropped low and
slow or they break up on entry; a good fish runs straight just
under the surface behind a wake everyone can see. One sinks a
destroyer; a sunk ship takes its guns and gunners down with it and
refloats minutes later.
The fleet runs on supplies too. Supply ships are the
convoys' seagoing cousins: freighters steaming an open-water lane to
the carrier, funnels smoking so you can spot them a long way off.
Every one that delivers rebuilds your downed guns faster — so
escort your sealift and sink theirs with bombs, rockets, or a fish.
The task force in its diamond — the battleship in the van, broadside to the enemy; the destroyers screening on the beams; the carrier at the rear, bow toward the fight. The two fleets sit just out of each other's direct gun range, so reaching the enemy hulls takes a spotter overhead.The sealift arriving — a line of supply ships steaming up their lane to the carrier to deliver, funnels smoking so everyone can see them coming.The carrier: deck spotted, one off the bow cat. Make a slow pass over her and the crews patch you up and rearm you.Catapult launch at dusk — the carrier is your forward base until somebody sinks her.A destroyer escort up close — fast, lightly armored, and the screen that dies first. One good fish sinks her.The battleship from the bow quarter, main battery trained out — the heaviest hull on the Brick Sea, and the hardest to put under.BIG GUNS: player-crewed main battery, two-shell salvos on a genuine ten-second arc to somewhere unlucky.From the gunner's seat the chart fills the screen — the inner ring is direct fire, the wider SPOTTER ring is over-the-horizon reach, and enemy ground only shows where a teammate's view bubble lifts the fog. Lay a target, wait out the solve, then FIRE.Pull the trigger and the camera leaves the chart to ride the salvo — muzzle flash, then up and away with the shells on their ten-second arc to the fall of shot.Swordfins on the deck at first light, two fish in the water. Drop low and slow or they break up on entry.A fish finding the belt. Drop it low and slow and this is what the battleship gets.Every hull is sinkable — a torpedoed destroyer going down by the head, guns and gunners with her.
The ground war
Forward territory hides shore installations — radar
stations and fuel depots worth big points and painted on the
gunner's chart. Supply convoys roll the base-to-base highway;
every truck that survives the run scores and rebuilds your downed
guns faster, so strafe theirs and escort yours. Rounds also roll
wind with their weather: bombs drift downwind (watch the
minimap wind sock), though the battleship's computer corrects
automatically. And after dark, searchlights sweep the sky:
every gun is half blind at night unless a beam cones the target
— a lit plane is visible to everything on the map.
A fuel depot going up. Forward territory hides shore installations worth big points and painted on the gunner's chart.Supply convoys run the base-to-base road — strafe theirs, escort yours; every truck that gets through rebuilds their guns faster.Armor on the highway: behind the convoys rolls a column of combat vehicles — here a heavy tank lands an 88 on an enemy hull. Crew one yourself from the spawn screen.The quad-20 AA half-track throwing up a wall of mobile flak — strafing the road is never free with one of these in the column.A scout car leading the column under a strafing run, its machine gun snapping back at the diving fighter.The Ironclad's day job: under the balloon fence, guns working over the enemy flak line.Threading the barrage-balloon fence at dusk — the cables are every bit as lethal as the guns.Coned. After dark the searchlights come out — and a lit plane is visible to every gun on the map.Man any free gun on your team: a flak crew firing up the beam at a coned night raider.
05
A living world
The world
A charming, Minecraft-inspired voxel world stretches across the Brick
Sea, kept lively by charmingly-named bot pilots that fill empty seats,
dogfight for real, run home smoking when shot up, and contest the ring
when their team falls behind. Rounds roll random weather — clear
skies, a golden haze, or a storm that pulls the fog into knife-fight
range — all riding a shared day/night cycle where the moon,
stars, and Milky Way come out after dark.
Dawn rounds hang a golden haze over the hills all day — one of the random weathers every round rolls.Storm rounds pull the fog into knife-fight range. 20 mm at twenty meters.After dark the moon, stars and Milky Way come out over a shared day/night cycle.
The island is a place
The war isn't the only thing on the island. Fishing boats putter
neutral lanes, a striped lighthouse sweeps its beam over the black
water at night, gulls burst off the shore when you buzz them, and a
whale rolls once in a rare while. None of it shoots or scores —
it just makes low, slow flying worth doing. And your home field
stops being three ramps and a flag: a proper graded apron with a
marked runway and hangars, ground crew that scatter when you buzz the
strip, a windsock showing the round's real wind, a control tower that
lights up at dusk, and a row of the enemy's parked reserve aircraft
worth a low, dangerous strafing pass through their flak.
The lighthouse. A striped tower on the highest coastal point, its beam raking out over the sea after dark. It never targets anything — it just turns, a landmark that lives whether or not the war notices it. Every client sees the sweep at the same instant, computed from the shared clock with zero network traffic.The coast is alive. Skim the shoreline at speed and the gull flocks burst off the water and wheel — here around the lighthouse by day. Grey fishing boats work the lanes offshore, and a rare surfacing whale is the same on every screen at once: a shared "did you see that?!" computed from the clock, no network traffic.Living airbase. A graded apron with a marked runway and hangars. The control tower's cab lights up at dusk with a slow red beacon blinking on top, a windsock streams the round's actual wind, and the ground crew bolt for cover when a fighter howls over the strip.The flightline. Each base parks a row of non-flyable reserve aircraft off the strip. They don't fly and they don't fight — but they burn for points, so there's a reason to make a low, dangerous pass right through the enemy's flak ring.The flying billboards. Barnstormer Bess drags the sponsor's cloth past the Sky Ring while the Marquee hangs its message over the sea. They fly for no flag, tour the landmarks, and anyone may pop one for a token bounty — the sponsors always send another, and every round the copy changes.
The battlefield remembers
Nothing that happens on the ground gets swept away. Bomb strikes leave
dark craters pocking the fields, a crash site keeps a charred skeleton
and a smoke column burning for the rest of the round, and a sunk ship
leaves an oil slick drifting on the sea. Fly the front line at
round-end and the ground itself reads like a story of everything that
happened on it — and it all sits on top of the terrain,
which never changes, so what you fly over is exactly what the server
collides against.
Scorched earth. A field worked over by bombs and downed planes: crater after crater ringed in raised dirt, crash sites still smoking. The map carries the round's history to the bell.
06
Play & progress
On your phone
The whole war fits in two thumbs. Your left thumb is a
dynamic stick — press anywhere on the left half and it
anchors under your thumb, steering the same aim cursor mouse players
fly with. A flight instructor rides along: haul the stick all
the way over and it commands the plane's best sustained turn
instead of snapping you into a stall, so full deflection finally means
“turn as hard as you safely can.” The right half is
look; the left-edge slider is throttle with full and
idle detents; let the stick go and the instructor eases you back to
straight-and-level on its own — hold off a moment longer and the
autopilot latches to keep it there hands-free, until you grab
the stick again. A
PULL UP warning flashes before the ground
does, off-screen bandit markers hug the edges pointing at the
fight you can't see, and a first-flight coach labels every control the
first time you spawn.
Two thumbs, the whole war. Left thumb steers through the instructor — full deflection is the plane's best turn, not a stall — the slider sets throttle, and off-screen bandit markers point you at the fight beyond the edge of a phone's narrow view. The centre of the screen belongs to the fight: one white gunsight, no extra cursors or buttons.First flight, coached. Spawn for the first time and the controls name themselves — STEER, DRAG TO LOOK, THROTTLE — each label fading the moment you use that control. Die twice early and Flight School taps you on the shoulder.
Hall of fame
Every kill, win, sunk ship and cleared mission is tallied against your
callsign for good, and the best of all time hang in the
Hall of Fame — now its own page at
/leaderboard, not a pop-up you
crack open on the join screen. Seven boards, best first: top
aces, most wins, ship killers, siege masters,
night aces, mission masters and the longest daily
streaks — each pilot's most prestigious career medal riding
beside their name. Bots never have a token, so they never appear; the
only names on the wall are ones earned in the live game.
Its own page now. The all-time rankings live at /leaderboard — a shareable, bookmarkable wall of seven boards instead of a modal over the hangar.
Wear your career
Your record used to be invisible — a 500-kill veteran flew a
plane that looked exactly like a first-timer's. Not anymore. The hangar
has a PAINT SHOP of earnable schemes, unlocked by the same career
counters that hand out medals: sand Duneworn
for siege work, near-black Midnight Reaper for
night kills, victory stripes at 50. As you rack up kills in a round,
kill-mark stencils stack up under your cockpit, so a pilot on a
tear visibly wears the streak. And a career ace flies marked: a
gold spinner cap, a fin pennant, and the ACE title under the callsign
— but only up close, so it's a reward you notice after the merge,
never a beacon before it. The team wing colour is never repainted, so
friend-or-foe still reads at any range.
Nose art & kill marks. Sand Duneworn paint over the crimson team wings, a dozen kills stencilled under the cockpit this round, a fin pennant and the ACE title: the whole career, worn on the airframe. The wings stay team-crimson so nobody mistakes whose side you're on.The paint shop. Six schemes under the unit picker; locked ones show a padlock and the counter they gate on (15 night kills, 5 ships, 50 kills…). Equip one and your plane repaints instantly, in your world and everyone else's. The medal case finally has something to spend itself on.
Every callsign gets a page
Your career finally has a home you can link to. Every pilot has a
shareable page at warbirds.io/pilot/<callsign>
— the thing you paste in chat after a good night. It lays out the
whole record: the medal case with progress bars ticking toward
the ribbons you haven't earned yet, K/D/W and best-round and
best-streak tiles, your leaderboard ranks, your favourite mount
(the plane you've scored the most kills in), and a kill heatmap
showing where on the island you actually hunt. Click any name on the
Hall of Fame to open theirs. It's all built from the public ledger —
no private identity token ever appears in a URL or on the page.
The pilot card. Medals with progress, career tiles, leaderboard ranks, favourite mount, and a heatmap of where you hunt — one page that makes a callsign feel owned. Fully crawlable, publicly shareable, and token-free.
Big J: a battleship you can walk
A separate, standalone game at /battleship:
the USS New Jersey, Iowa-class, rebuilt in voxels at 1:1 scale —
270 meters of her, and you're aboard on foot. Climb from the engine room to the
Mk 38 director, and fight her: pick up the enemy squadron on the SG radar
in CIC, track from the director, take rangefinder cuts, and work the
Mk 8 rangekeeper in plot until the solution is yours — the full
designate → track → rates → ready → fire → spot
state machine, driving nine real 16-inch ballistic arcs over the horizon. Sailors
walk her passageways, repair parties run to casualties, armor shrugs what it
historically shrugged, and a magazine fire is exactly the emergency it sounds like.
Nine guns, one word — a full broadside at 17 km, cordite rolling over the fo'c'sle.1:1 scale means the guns are upstairs — on deck under turret I, inside the salvo's own smoke.CIC: the SG radar's PPI scope — sweep, phosphor blips, three skunks in the contact list. F designates one to the main battery.The Mk 38 director atop the tower: 12× optics slaved to the track, and the coincidence rangefinder — cut when the images kiss.Main battery plot, deep under the armor deck: the Mk 8's time-range plotter. Green dots are what the radar sees; the gold pen is what your estimate predicts. Make them agree and the solution is yours.The crew lives aboard — mess deck at general quarters. Repair parties will physically run from here to whatever's burning.DC Central: every casualty on one board — fires, flooding, list, counterflooding, and the one button you hope you never need: FLOOD THE MAGAZINE.Ship's plans on M — every deck from the hold to the bridge, ladders in gold, crew as drifting dots, you as the gold ring.
Big J: her real wars
The Big J now opens on a mission select: alongside the what-if 1944
gun duel are the New Jersey's actual shooting wars, all fought against
the shore. Siege of Wonsan (Korea, May 1951) is her first war back
from mothballs and the longest naval siege of the century — rail
lines and gun caves above the harbor, and the Kalmagak batteries that
really hit her on 21 May, the only combat casualties she ever took.
The Gunline (Vietnam, 1969) puts you on naval gunfire
support off the DMZ — an ANGLICO spotter calls fire missions over the
net, the targets plot on the CIC scope as gold diamonds, and the coastal
guns at Cap Mui Lay shoot back, as they really did. Beirut Station
(February 1984) sends 16-inch fire into artillery positions 900 meters up
the Shouf — the fire control solves the shell's angle of fall to drop
rounds on mountaintops, and with the city under your gun-target line,
three rounds astray relieve you of command. The land is an analytic
heightfield shared by the terrain mesh, the radar's landmass paint and the
shell impacts — so the burst you see through the director's optics is
exactly where the ballistics put it. Getting around got honest too: ladders
are now visible brass rails-and-rungs (they used to be climbable but
invisible — voxel-mesher fine print), a gold objective beacon
marks every order through the steel, and T teleports you straight to
any battle station — or any compartment — when you'd rather fight
than commute.
Five ways to fight her — two invented (one of them in the dark), three straight out of the deck logs.Wonsan, May 1951 — the siege guns traded every day here. Kalmagak has been registering on the anchorage for weeks, and it opens up the moment you commit to a fire mission.The gunline, 1969 — answering a call for fire off the DMZ, the coast on the horizon and the tasking checklist keeping score.End of mission. The spotter walks your salvos on with ADD and DROP, then reads back the battle damage: guns silent, pits burning.CIC off Beirut: the scope paints the coast from the same heightfield the shells hit; called fire missions plot as gold diamonds.Beirut Station, February 1984 — the city on its shelf, the Shouf in the haze above it, and rules of engagement that make every solution matter.Follow the gold — brass ladders you can finally see, and the objective beacon shining through the steel with a name and a range. Press T to skip the commute entirely.
Big J: rate control — the solution is yours now
The rangekeeper used to solve itself: designate a target and a percentage
crawled to READY on its own. That's not how a Mk 8 worked, and it wasn't
much of a game either. Now the plot runs on rate control, the real
method: the rangekeeper dead-reckons the target from your estimated
target course and speed, and shows you generated-versus-observed on a
live time-range plotter and a pair of needle-matching rate meters.
Only one course/speed combination makes both rates agree — find it and
that's the solution, in the doctrine's own words. Guess wrong and the shells
physically go where your estimate says: a 15-knot rate error at a 40-second
time of flight is a 300-meter miss. The fire-control team works the knobs
on their own if you stay topside — but a human on the rangekeeper is
faster and sharper, which is exactly how the Navy saw it too. Getting there
stopped being the hard part: T now lists every battle station
and every compartment, by deck, one key each. And the two views
that used to stare into steel — the turret periscope and the plot desk
— got real sightlines: the periscope eye now rides the turret roof,
and plot faces its own glowing plotting board on the bulkhead.
Two more pieces close the gunnery loop. V rides the salvo out:
a chase camera on your own 16-inch round, time compressing through the
cruise so the 40-second arc stays watchable, ending on the burst before
it puts you back aboard. And when you're in the director as the salvo
lands, the correction is your call, not the air spotter's: the
splashes come up as pips on the Mk 8 spot scope (crisp with the
radar in, scattered without it), you park the gold bug on the group
— U/J add/drop, H/K left/right, in hundreds, the
traditional deflection-then-range order — and C sends it to
plot. A good call cancels the miss almost entirely; sit on your hands
and the weaker air-spot correction goes in when the window passes. The
plot even holds its rate corrections while a salvo is being observed,
because pyramiding spots is exactly the sin the gunnery manuals warn
about.
The board on the bulkhead is live — the same canvas the station UI blows up, drawn into the 3D room like the CIC scope.The whole ship on one card — stations by number, compartments by letter, decks in order. Nobody gets lost on their own ship.Turret II's periscope, un-blinded — the eye rides the gunhouse roof now, between the barrels, instead of staring at the turret's rear plate.V rides the salvo out — chase cam on your own round from muzzle to burst, then back aboard.The spot is your call now. Splash pips on the Mk 8 spot scope, gold bug keyed onto the group — DROP 600, send it, and the next salvo walks aboard.
Big J: night quarters
NIGHT ACTION is the fifth mission card and the reason the SG radar
exists: a cruiser-destroyer force coming down The Slot in the dark, the
sky a starfield, the sea black, and the enemy nothing but gun flashes
until you do something about it. That something is I — 5-inch
star shells, burst deliberately beyond the target so the
hull silhouettes, exactly per doctrine. Radar tracks in the dark; the
director's optics don't — no illumination, no optical designation,
no rangefinder cuts, no spotting bonus. Meanwhile the destroyers do what
destroyers do at night: press inside 7 km and put a spread of
Long Lance torpedoes in the water. The lookouts call the wakes
inside 2,500 m, and after that it's rudder work — turn into the
spread and comb the tracks, or learn how good the torpedo defense
system is (sometimes it holds; mostly it's major flooding and a long
night in DC Central). Torpedo runs happen in the day actions too.
The ship also found her voice — without a single synthesized word.
Walk up to a sailor and he says something in text, over his
head, with a little sound-powered-phone murmur underneath: mess-deck
gossip, engine-room pride, and genuinely useful hints ("plot's begging
for rates, sir"). The 1MC runs the ship's day between actions
— sweepers, mail call, the smoking lamp — and when it calls
chow, the crew actually files to the mess deck. And every mission now
ends with a gunnery grade: accuracy, dispatch, and the state you
brought her home in, scored against the ship's records kept in your
browser. The Battle Efficiency "E" is something to defend.
Darken ship. The what-if the Iowas actually drilled for: a radar-guided gun action in the dark.Star shell burning — burst beyond the target, silhouette the hull. Thirty seconds of noon, then the dark comes back.Torpedo water. Four wakes with your name on them. Turn into the spread and thread it — the tracks don't wait.The crew talks now — in text, the honest way, with a murmur of sound-powered phone under it. No robot voices aboard this ship.
Big J: in a pocket
The battleship's title card used to end with a shrug —
“a desktop game; grab a mouse” — and now it
doesn't, because the whole ship fights from a phone. The design rule
was gestures over furniture: a joystick fades in wherever your
left thumb lands and walks the deck in true analog, the right thumb
drags to look, and the binoculars are a pinch — the one
gesture every phone hand tries first. The contextual gold prompt is
the only action button aboard: tap it to man a station, hold it to
fight a fire or take a ladder down. Every manned console —
helm, CIC, plot, director, turret, DC Central — rows its
keyboard as real buttons wired into the same handlers, the director
slews under your finger, and every 16-inch salvo is a haptic thump
in your palm. Starting a mission goes fullscreen and locks
landscape; the Big J fights broadside-on.
Underway, one hand. The joystick lives wherever the thumb lands; six chips up top are the entire HUD tax.The nav bridge on glass. Same handlers as the keyboard — the buttons just draw the keys.
Controls
MOUSE steers your plane (V toggles) CLICK/SPACE fire B drop bomb / torpedo RIGHT MOUSE look around
W/S pitch A/D roll Q/E rudder SHIFT/CTRL throttle
T auto-trim — holds your altitude hands-off, on by default (a deliberate climb, dive or turn always overrides it) P autopilot — flies straight & level
1–5 switch plane while down TAB scoreboard ENTER chat M mute F bail from a gun
Battleship turret: click the chart to plot a target, hold FIRE once the solve completes.
On touch devices: left thumb steers, right drag looks around, on-screen FIRE/BOMB buttons, left slider sets throttle. At sea, ZOOM raises the gunsight and the conning chips (shell, repair, boost, damage control) are tap targets.
Aboard the Big J on a phone: left thumb walks, right thumb looks, pinch for binoculars, tap the gold prompt to man a station — each console shows its controls as buttons.
Gamepads & HOTAS sticks are supported — just plug in and move an axis.
Prefer your own layout? Every desktop flight control is rebindable from Settings > Keybindings (the join screen’s footer) — click a key, press the one you want. It saves to your device and the help above changes to match.
Your keys, your stick. Bind pitch, roll, rudder, throttle, guns and every pilot toggle to whatever keys your hands want. A key can only do one flight thing at a time, so a rebind takes the key from whoever held it — and the on-screen help always shows your bindings, never ours.