WARBIRDS.IO

blocky team dogfights over the Brick Sea

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.

A crimson Sparrowhawk firing on a cobalt Thunderhead beside the Sky Ring's golden blocks
High noon at the SKY RING — hold it to bleed the enemy's points out of the sky.
A crimson Sparrowhawk head-on with muzzle flashes on both wings and four tracer streams reaching downrange, a Starfang jet above pouring a single cannon stream from its nose, and a twin-engine Ironclad crossing behind them thumping heavy tracers from its centerline chin cannon
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.
Two crimson fighters writing white contrail threads high across a blue sky while a smoking cobalt plane tumbles below a gold kill-confirm banner reading SPARROWHAWK, Baron von Brick
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.
A wall of dark anvil-topped thunderheads marching over the island under a gray sky, rain curtains hanging beneath it and a lightning bolt striking the green terrain, two planes silhouetted against the cloud base
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.
The end-of-round intel summary card showing a score timeline, per-team tallies and the round's top guns
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).

A destroyer under way on the Brick Gulf with the conning HUD live, spotted enemy hulls marked along the coast, and the combined-arms minimap showing the four-zone front
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.
A main battle tank on the coastal steppe near a town, enemy contact carets over a treeline, the land crew panel showing smoke, artillery and overdrive chips
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.
A crimson fighter banking low over the coastal highlands as a zone-captured banner flashes and flak chatter fills the feed
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.

Two blocky main battle tanks duelling across a fold of open steppe, a sabot tracer streaking between them, a forest block and rocky hills on the horizon
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.
A tank and an infantry fighting vehicle pushing down a town's main street between blocky houses, dust rising off the lead tank's treads
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.
A soft-skinned gun truck tucked against a treeline firing its recoilless rifle, a main battle tank burning out on the open steppe beyond
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.
A quad-20mm anti-aircraft half-track hammering a strafing attack plane overhead, four tracer streams converging on it in the sky
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.
An infantry fighting vehicle launching a wire-guided anti-tank missile, the round's motor glowing halfway to a distant tank with a thin smoke trail back to the launcher
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.
A knocked-out fighting vehicle burning under a storm sky, flame jetting from its hatches as its ammunition cooks off, the killer tank rolling past
The cook-off. A penetration that finds the ammo rack detonates the hull outright — the catastrophic kill every gunner is hunting for.
A Paladin tank rolling at speed across open steppe toward a battle: enemy contact carets over distant hulls near a treeline, wrecks burning on the field, kill chatter in the corner, and enemy blips on the minimap
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.
A dark storm front streaming over the steppe, its flat anvil top spreading wide, rain curtains falling to the grass and a lightning bolt striking a grove near a small town
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.
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).

All five warbird types flying in a shallow echelon over the island
Pick your ride: the Sparrowhawk, Thunderhead, Ironclad, Leviathan and Swordfin — five distinct flight models.
A vic of Leviathan heavy bombers flying through flak bursts at sunset
A vic of Leviathans holds course through the flak, escorts riding high cover.
A Leviathan heavy bomber dropping a full stick of bombs against the sky
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 crimson Starfang early jet climbing hard against the morning sky, afterburner lit, tip tanks and T-tail catching the light, a prop fighter falling far behind
The Starfang climbing away on the burner — the Sparrowhawk astern is at full throttle and losing.
A rocket pass on an armored column: the Starfang boring in low over its own rockets, orange motor plumes down the lane, the lead tank already a column of black smoke
A rocket pass: fourteen to a pod, nearly flat off the rails, the lead tank already brewing up.
The hangar screen with the Starfang's stat card greyed out and locked, its badge reading 0 of 25 kills, above the five open prop fighters
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.

A crimson Starfang banking hard over the coast, afterburner lit, the seeker ring burning solid red with LOCK — R TO LAUNCH under it
LOCK — the ring burns red, the tone goes steady, and somebody's about to have a very bad day.
A heat-seeker's thin smoke trail arcing away over the Brick Gulf islands moments after launch
Fox two: one rail lighter, the smoke trail already chasing a tailpipe over the Gulf.
The red Arclight stratofortress cruising over the steppe, long swept wings and four podded engine pairs, 24 bombs aboard
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.

A crimson Leviathan heavy bomber with its tail stinger and dorsal turret both trained aft, twin .50 cal tracer streams converging on a smoking enemy fighter shedding debris behind it
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.

A fighter cruising hands-off and level over the island at night, the heads-up gauges showing speed, altitude, throttle, a 0.9 G load and the TRIM strip holding a touch of nose-up
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.

A crimson Thunderhead shot out of the sky, its right wing torn off at the spar and tumbling clear, the engine torched, corkscrewing down trailing a helix of black smoke and flame against a pale blue sky
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.
A blocky pilot in a crimson flight suit hanging in the harness of a curved team-red parachute canopy sewn from alternating light and dark silk gores, black shroud lines rising all around the rim to the dome, drifting against a blue sky scattered with clouds
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.
A crimson Sparrowhawk high in a clear sky, engine dead and dragging a long banner of black smoke back down its climb, while far below and behind it the pilot's crimson parachute has blossomed and rides him down toward his own coast
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.
A downed pilot in a small black life raft bobbing at the centre of a pulsing orange dye-marker ring on open blue water, a red rescue biplane banking low overhead to scoop him up, a wooded coastline on the horizon
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.
A battle-damaged crimson Thunderhead trailing engine smoke and a pale fuel-vapor streak, listing toward its shot-up wing over the sea at sunset with a carrier on the horizon
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.
A cobalt Sparrowhawk with a blackened, soot-streaked engine cowl pouring a column of smoke against the open sky
Engine. The cowl scorched black, smoke boiling off it, dragging home on what power's left.
A crimson Thunderhead with its right outer wing torn clean off at the spar, the severed tip tumbling away, rolling onto the stump
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.
A cobalt Sparrowhawk falling nose-heavy with its entire empennage torn away at a charred break, the severed tailplane-and-fin cross tumbling below it
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.
A cobalt Ironclad in side profile with scorch and flak holes punched the length of its fuselage and one engine trailing smoke
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.
A crimson Sparrowhawk nosing down at sunset trailing a long pale streak of vaporizing fuel, with no fire
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.

A cockpit HUD view with the entire left edge of the screen washed red — a directional damage flash showing fire coming from the left — over a blocky bomber in a dusk sky
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.
A hard climbing turn seen through a heavy black-out vignette closing in from every edge, the fighter and a smoking target framed in the clear centre, the G-meter reading an amber 5.5
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.
The top-right feed showing team chat and kill lines in one stream — chat lines carry a soft cyan accent bar and a speech-bubble tag, kill and event lines stay plain — over a two-on-two dogfight around the gold Sky Ring blocks
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.

A dogfight bathed in hot amber overtime light, a crimson fighter firing on a cobalt one over a coastline, with a tight CRIMSON 612 to 588 COBALT score, a 0:47 clock reading SKY RING: CONTESTED, an OVERTIME chip and banner, and a minimap showing every plane on both teams
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.
A crimson fighter closing from astern and firing a tracer stream at a cobalt fighter that carries an orange callsign nameplate reading BLACKJACK, already smoking, over a green coastline
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.
A cobalt jet named THE RED BARON knifing across the sky trailing a long unbroken gold ribbon, an interceptor's tracers reaching up toward it from below
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.

The killcam: a crimson Sparrowhawk at the frame's edge with guns firing on a cobalt Thunderhead burning ahead, seen from the killer's high three-quarter, the gold KILLCAM badge naming RED BARON across the top
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.
The crash replay: the player's own plane seen from behind moments before hitting the sea, the gold CRASH REPLAY badge across the top with a coach line reading that the sea is just as hard as the ground
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.

The spawn screen after a death: identical to the join screen, with the WARBIRDS.IO masthead, the AIRCRAFT/AAA/NAVY/GROUND VEHICLES unit picker, five aircraft stat cards, a BASE or CARRIER DECK launch choice, the callsign and TAKE OFF row, controls help, and today's daily missions
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.

A naval task force in a diamond formation: a battleship leading broadside-on, two destroyer escorts on the beams, and a carrier bringing up the rear, with a fighter overhead
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.
A line of supply freighters with smoking funnels steaming across open water toward an aircraft carrier
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 from the bow quarter with aircraft spotted on deck and one off the catapult
The carrier: deck spotted, one off the bow cat. Make a slow pass over her and the crews patch you up and rearm you.
A Sparrowhawk catapulting off the carrier's bow at dusk
Catapult launch at dusk — the carrier is your forward base until somebody sinks her.
A close three-quarter view of a destroyer escort's hull, funnels and turrets on open water
A destroyer escort up close — fast, lightly armored, and the screen that dies first. One good fish sinks her.
A close view of the battleship from the bow quarter, all three main-battery turrets trained out
The battleship from the bow quarter, main battery trained out — the heaviest hull on the Brick Sea, and the hardest to put under.
The battleship's main battery firing a salvo at dusk, shells arcing away
BIG GUNS: player-crewed main battery, two-shell salvos on a genuine ten-second arc to somewhere unlucky.
The battleship gunner's plotting table: a full-screen fire-control chart with the direct-fire ring, a wider dashed spotter range, a friendly plane's green view bubble lifting the fog over a cluster of enemy targets, and a solved fire mission ready to fire
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.
The battleship's main-battery turrets firing a salvo at night, smoke trails arcing away over the water
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.
Two Swordfin torpedo bombers wave-top at dawn, torpedo wakes running toward a battleship
Swordfins on the deck at first light, two fish in the water. Drop low and slow or they break up on entry.
A torpedo detonating against the battleship's hull in a column of water and fire
A fish finding the belt. Drop it low and slow and this is what the battleship gets.
A torpedoed destroyer listing hard and going down by the head, on fire amidships
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 erupting in flame under an Ironclad pulling off the target
A fuel depot going up. Forward territory hides shore installations worth big points and painted on the gunner's chart.
A supply convoy on a dirt road taking strafing fire from above
Supply convoys run the base-to-base road — strafe theirs, escort yours; every truck that gets through rebuilds their guns faster.
A heavy tank firing its main gun across the road into an enemy tank brewing up in smoke and flame
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.
A quad 20 mm anti-aircraft half-track firing a cone of tracers up at a banking, smoking fighter through bursting flak
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 an armored column up the road, machine gun snapping back at a fighter strafing the convoy
A scout car leading the column under a strafing run, its machine gun snapping back at the diving fighter.
An Ironclad strafing a flak emplacement below the barrage balloons near the enemy base
The Ironclad's day job: under the balloon fence, guns working over the enemy flak line.
An Ironclad threading a barrage balloon's cable at dusk
Threading the barrage-balloon fence at dusk — the cables are every bit as lethal as the guns.
A Leviathan bomber caught in two searchlight beams at night with heavy flak rising
Coned. After dark the searchlights come out — and a lit plane is visible to every gun on the map.
A flak gun firing up a searchlight beam at a coned bomber under the stars
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.

A Sparrowhawk chasing a Thunderhead low over the island hills in a warm dawn haze
Dawn rounds hang a golden haze over the hills all day — one of the random weathers every round rolls.
A Thunderhead firing point-blank into a Sparrowhawk under a gray storm sky
Storm rounds pull the fog into knife-fight range. 20 mm at twenty meters.
A bomber silhouetted against the moon, stars and Milky Way at midnight
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.

A striped red-and-white coastal lighthouse at night, its lantern lit and a pale beam sweeping out over the dark water under a field of stars
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 striped coastal lighthouse by day with a whole flock of gulls wheeling around it over the shore
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.
An airfield at dusk: a control tower with a lit amber window band, two hangars, and a marked runway on a graded apron, a fighter passing low overhead under a star-flecked sky
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.
A row of parked reserve fighters sitting on their wheels on the grass beside a team's home tower, an enemy fighter rolling in on them with a stream of tracer
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.
A cream-and-gold biplane towing a cloth banner reading EAT AT BRICK'S — THE BRICK SEA'S FINEST CHOW over the sea, a silver ad zeppelin with BUY WAR BONDS painted on its flank holding station beyond
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.

A grassy ridge pocked with a scatter of bomb craters — dark scorched bowls ringed with raised dirt — and a couple of burning crash sites, seen from above in bright afternoon light
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.

The mobile HUD in flight: the gold virtual stick anchored under the left thumb, a THR 100 throttle slider, the flight-data gauges, the kill feed tucked under the minimap, the white gunsight alone in the centre of the screen, the FIRE and BOMB buttons, and blue off-screen enemy markers hugging the screen edges pointing at bandits out of view
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.
A first-flight spawn on touch with three ghosted coach labels over the live control zones: STEER with a curved thumb-arc glyph on the left, DRAG TO LOOK on the right, and THROTTLE beside the left-edge slider
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.

The standalone Hall of Fame page: a gold HALL OF FAME masthead over seven ranked boards tiled in two columns — Top Aces, Most Wins, Ship Killers, Siege Masters, Night Aces, Mission Masters and Streak Masters — each listing pilots by callsign with their headline stat, K/D and career medal
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.

A crimson-team Sparrowhawk repainted in a sand Duneworn scheme (sand fuselage, crimson wings) with a row of twelve dark kill-mark stencils stacked under the cockpit, a small team pennant on the fin, and a two-line floating nameplate reading IRON ANNIE with the title ACE beneath it
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 hangar PAINT row: a label reading PAINT beside six colour swatches — the first (factory grey) selected with a gold border, the other five padlocked in their scheme colours (sand, near-black, dark navy, striped, olive)
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.

A Warbirds.io pilot profile page for 'Baron von Brick, ACE': a row of stat tiles (512 kills, 210 deaths, 44 wins, 2.44 K/D, best round 14), leaderboard rank chips (#1 Top Aces, #1 Night Aces), a favourite-mount card naming the Thunderhead, a medal-case ribbon rack with earned ribbons and progress bars on unearned ones, and a kill heatmap glowing orange over a dark island disc
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.

The voxel USS New Jersey in profile at sea, cordite smoke rolling over her forward turrets after a full salvo
Nine guns, one word — a full broadside at 17 km, cordite rolling over the fo'c'sle.
Standing on the forecastle under turret one's 16-inch rifles, the salvo's brown cordite cloud hanging over the gunhouse
1:1 scale means the guns are upstairs — on deck under turret I, inside the salvo's own smoke.
The SG radar PPI scope in CIC: green phosphor sweep, range rings, three enemy blips and the contact list
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 view at 12x: binocular vignette on the horizon with the coincidence rangefinder panel below
The Mk 38 director atop the tower: 12× optics slaved to the track, and the coincidence rangefinder — cut when the images kiss.
The Mk 8 rangekeeper manned: a time-range plot with observed radar dots diverging from the generated pen line and bending back after a rate correction, a salvo mark and a splash group, and rate-control dials showing estimated target course and speed
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.
Blocky sailors in dungarees among the mess tables on the second deck while fire-control messages tick by
The crew lives aboard — mess deck at general quarters. Repair parties will physically run from here to whatever's burning.
The DC status board in Damage Control Central listing burning compartments with fire and flooding bars and repair parties en route
DC Central: every casualty on one board — fires, flooding, list, counterflooding, and the one button you hope you never need: FLOOD THE MAGAZINE.
The deck plans overlay: a labeled top-down plan of the main deck with rooms, gold ladder marks, crew dots and the player marker
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.

The battleship title screen with four mission cards: Surface Action 1944, Siege of Wonsan Korea 1951, The Gunline Vietnam 1969, and Beirut Station Lebanon 1984
Five ways to fight her — two invented (one of them in the dark), three straight out of the deck logs.
The voxel New Jersey off Wonsan harbor, the bare brown Kalma ridges rising beyond the anchorage
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 voxel New Jersey firing a main battery salvo toward the Vietnamese coast, muzzle smoke rolling over the forward turrets
The gunline, 1969 — answering a call for fire off the DMZ, the coast on the horizon and the tasking checklist keeping score.
Sixteen-inch shell bursts walking across an NVA artillery battery, one gun pit erupting in flame, the log reading TARGET DESTROYED
End of mission. The spotter walks your salvos on with ADD and DROP, then reads back the battle damage: guns silent, pits burning.
The PPI scope painting the coastline as a green landmass with four gold diamond fire-mission plots labeled TGT A through D
CIC off Beirut: the scope paints the coast from the same heightfield the shells hit; called fire missions plot as gold diamonds.
The New Jersey on station off Beirut, the city shelf and hazy Shouf mountains beyond
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.
From the quarterdeck spawn: two brass ladders flanking the aft deckhouse door, and a gold beacon column marking the navigation bridge objective with a chip reading NAV BRIDGE — 65 m
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.

Standing in main battery plot: the time-range plotting board glowing green on the forward bulkhead above the rangekeeper table, the fire-control switchboard with its meter row to the right
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 teleport menu: battle stations listed by number on the left, and every compartment grouped by deck with a letter key on the right
The whole ship on one card — stations by number, compartments by letter, decks in order. Nobody gets lost on their own ship.
The turret II periscope view at 8x: open horizon with enemy funnel smoke, and the gun captain's panel showing train, elevation and gun state
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.
The salvo camera at the end of its ride: a 16-inch burst erupting on the Wonsan rail junction, seen close from the round's chase position, the log reading TARGET DESTROYED
V rides the salvo out — chase cam on your own round from muzzle to burst, then back aboard.
The Mk 8 spot scope in the director: green splash pips clustered right of the target hairline, the gold spot bug parked on them, and YOUR SPOT reading DROP 600
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.

The battleship darkened at night, a black silhouette on black water under a voxel starfield
Darken ship. The what-if the Iowas actually drilled for: a radar-guided gun action in the dark.
A star shell flare burning under the starfield with its smoke wisp above, an enemy cruiser silhouette lit on the black water below
Star shell burning — burst beyond the target, silhouette the hull. Thirty seconds of noon, then the dark comes back.
Four white torpedo wake lines running across the water toward the battleship in the distance
Torpedo water. Four wakes with your name on them. Turn into the spread and thread it — the tracks don't wait.
A voxel sailor by the deckhouse door with a floating speech chip reading 'Mind the knee-knockers, sir.'
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.

Phone landscape view down the battleship's weather deck: virtual joystick under the left thumb, chip strip along the top, jump button lower right, gold waypoint chip pointing to the nav bridge
Underway, one hand. The joystick lives wherever the thumb lands; six chips up top are the entire HUD tax.
The helm console on a phone: course, speed, rudder and telegraph dials above a row of touch buttons — rudder left and right, midships, bells, fire, secure
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.
The Settings > Keybindings screen: a keycap for every aircraft control grouped into Flight, Throttle and Weapons, with the Pitch up / climb cap pulsing gold and reading 'press…' as it waits for a new key
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.