Pilot’s handbook
Everything you need to fly, fight and survive over the island. Learn your aircraft, read the threats and plan your next supply pickup.
Your first flight
Press Play to start airborne above the island with 100 health, 120 gun rounds and 3 missiles. Move the mouse gently to steer; keep it near the centre of the screen to steady your flight.
- Line up an enemy with your crosshair. The target marker says Fire when your selected weapon has a firing solution.
- Hold click or Space to fire. Use the gun for lighter aircraft and save missiles for heavy targets.
- Clear the wave, then fly through supply boxes ahead of you. Keep enough height to clear the mountains.
Your run ends when health reaches zero. Enemy attacks have a 6.5-second grace period at the start, giving you time to orient yourself.
Flight controls
| INPUT | ACTION | HOW_TO_USE_IT |
|---|---|---|
| Mouse | Steer | Move away from centre to turn; return towards centre to steady the aircraft. |
| W / S | Throttle up / down | Adjust engine power. |
| A / D | Roll left / right | Bank the aircraft. |
| ↑ / ↓ | Pitch | Control the nose vertically. |
| ← / → | Yaw | Turn the nose left or right. |
| Click / Space | Fire | Hold to keep firing the selected weapon. |
| 1 / 2 | Gun / missile | Select your weapon. |
| Shift | Air brake | Hold to slow down. |
| O | Mouse steering | Toggle mouse steering to use keyboard flight controls. |
| M | Radar size | Cycle the radar through four sizes. |
| P / Esc | Pause | Freeze the run and open the briefing: objective, enemies, supplies and controls. |
Sound and display settings are available from the controls inside the game.
Weapons and aiming
| WEAPON | DAMAGE_PER_HIT | FIRE_INTERVAL | RANGE |
|---|---|---|---|
| Machine gun | 12 | 0.15 seconds | 780 world units |
| Missile | 80 | 2 seconds | 1,200 world units |
The gun needs a tighter aim; missiles accept a wider angle around the crosshair. A shot spends ammunition even when it misses. Mountains block shots and target acquisition, so gain height or move around the ridge to get a clear line of sight.
Hits are resolved when you fire. The target marker tracks an enemy near your crosshair; bring it into the centre until it reads Fire. When enemies overlap, damage goes to the nearest eligible target.
Know the enemy
Colours identify each aircraft’s role. Health and damage stay the same across waves; later waves add more aircraft.
| AIRCRAFT | HEALTH | DAMAGE_/_HIT | SHOTS_/_BURST | RELOAD_AFTER_BURST |
|---|---|---|---|---|
| scout | 35 | 3 | 2 | 4.2 seconds |
| fighter | 65 | 5 | 3 | 5.2 seconds |
| bomber | 120 | 8 | 1 | 6.8 seconds |
- Scout, green: the fastest and lightest aircraft. Closes in and circles you. Three gun hits or one missile will destroy it.
- Fighter, red: a balanced threat with the longest burst. Takes six gun hits or one missile.
- Bomber, yellow: slow, durable and able to attack from farther away. Takes ten gun hits or two missiles.
Enemy attacks are spaced by at least 2.3 seconds within a burst, followed by the reload above. Each hit removes the listed health immediately; enemies also need a clear line of sight through the terrain.
Keep your aircraft supplied
Clear a wave to spawn boxes ahead of your current heading. Fly close to a box to collect it automatically; the pickup radius is 85 world units. Boxes sit above the terrain, so check their altitude as you approach.
| SUPPLY | RESTORES | CAPACITY | APPEARS_AFTER |
|---|---|---|---|
| Gun ammunition | +60 rounds | 180 rounds | Every wave |
| Repair | +50 health | 100 health | Every even wave |
| Missile | +1 missile | 5 missiles | Every fifth wave |
Rewards stop at capacity. A box is consumed even if you are already full. If you run out of gun ammunition while enemies remain and no ammo box is available, an emergency ammo box appears after 5 seconds.
Waves, terrain and survival
Every wave starts with a scout, a fighter and a bomber. One extra aircraft joins every two waves through wave 17, then every wave, reaching 24 enemies at wave 30. Later waves keep that maximum. The next wave arrives 2.4 seconds after the last enemy is destroyed.
Enemies spawn in bands around the centre of the map. The inner radius starts at 500 world units and shrinks to 240 as waves advance. From wave 4, a second band appears 60 units farther out. The formation widens with each wave and its sector follows your heading, while the centre stays fixed. Keep checking the radar.
Hitting the ground or the sea is fatal. Watch your ground clearance, especially when diving or turning near a ridge. Terrain can provide cover from enemy fire, but you still need room to manoeuvre.
The combat area has a fixed boundary. A warning appears beyond 3,800 world units from the centre; beyond 4,600, your aircraft takes 20 damage per second. Turn back when the warning appears.
Your score and the global ranking
| ACHIEVEMENT | POINTS |
|---|---|
| Destroy a scout | 100 |
| Destroy a fighter | 160 |
| Destroy a bomber | 260 |
| Clear a wave | 180 + (25 × wave number) |
When your run ends, save a qualifying score with an arcade name of 3–12 letters or numbers. The global top 10 is shared across devices. Runs are recorded with their start time and approximate country; no account is required.
If the score service is unavailable, you can keep flying. Retry recording or saving from the game-over screen before leaving it. Earlier scores saved only in your browser stay on that device and are not uploaded automatically.
Choose Fly again for a fresh run, or Start screen to return to the menu.