Thirty skies. One journey.
Each era contains five stages. Missions and weapons are adapted for gameplay, not reconstructions of specific battles.
World War I
Biplanes, trenches, first flight
Fly over fields and supply routes toward the coast and airfields. Gun-centered encounters introduce the rhythm of movement and evasion.
- 01Western Front
- 02Ground Strike
- 03Coastal Patrol
- 04Harbor Breakthrough
- 05Last Airfield · Era finale
World War II
Propellers over the sea
Meet the channel, rail supply lines and fleets alongside the Mustang. Ground and naval targets join the fight before a heavy bomber closes the chapter.
- 06Channel Skies
- 07Iron Railway
- 08Pacific Fleet
- 09Harbor Crossfire
- 10He 177 Greif · Era finale
Korea · Early jets
Silver jets over mountains
River valleys, bridges and a frozen front lead into night escort. Early-jet silhouettes and unguided rockets and bombs change the atmosphere.
- 11MiG Alley
- 12Bridge Interdiction
- 13Coastal Strike
- 14Frozen Front
- 15Night Escort · Era finale
Vietnam
Beyond the jungle, radar shadows
Jungle and estuary missions lead to air defenses and escort. Read launch warnings and find a path through radar threats.
- 16Jungle Skies
- 17River Interdiction
- 18Estuary Strike
- 19Wild Weasel
- 20Night Return · Era finale
Gulf War
Desert, precision, a night passage
Cross desert supply corridors and Gulf waters before approaching radar defenses. Missiles and stealth support receive an arcade interpretation.
- 21Desert Eagle
- 22Armored Corridor
- 23Gulf Strike
- 24Radar Breaker
- 25Night Passage · Era finale
Future · Unknown Squadron
At the edge of familiar skies
Choose an original spacecraft and face saucers, an orbital citadel and a giant mothership. Luminous projectiles and warning lasers shape a different final chapter.
- 26First Contact
- 27Cloud Shadows
- 28Machine Coast
- 29Orbital Ascent
- 30The Last Signal · Era finale
The future chapter is original fiction. Boss size, weapons and aircraft placement in earlier eras are also adapted for play.