

Launch a missile and thread it through tight obstacles as fast as you can to take out the target. A physics time-attack flight game — chase faster runs for more points— with a built-in level editor and Steam Workshop courses. For fans of Superflight and Clustertruck.
Overview
Launch a missile and thread it through tight obstacles as fast as you can to take out the target. A physics time-attack flight game — chase faster runs for more points— with a built-in level editor and Steam Workshop courses. For fans of Superflight and Clustertruck.
Description
Intuitive, camera-based steering: push left and the missile turns left on your screen, however it's facing. Every control can be rebound, and keyboard and controller play the same.
Short obstacle courses set in different sceneries. Fly through, take out the target, and do it as fast as you can.
Every run scores you on how you flew it — skimming close to walls, burning walls with exhaust, pulling hard turns that push the G-meter up, hitting the target after a grapple swing, or threading a sharp direction change right in front of the target. The more committed and precise the manoeuvre, the more points it earns. Only the improvement over your personal best on a level goes into your bank, so grinding an easy course won't get you far. The bank spends in the ability shop.
The missile isn't just a flying brick. A small set of active abilities change how you approach each run:
Grapple hook — latch onto a surface and use your momentum to slingshot around corners
Super boost — a short, hard burn that commits you to whatever line you're on
Slow motion — buy yourself a moment to read what's ahead, at the cost of time
Drag chute — bleed speed fast; useful for tight corners you'd otherwise blow through
Levels have extra checkpoints scattered around — optional, not needed to finish. Fly through one and you get style points for it, in any order. Collect all of them in a single run and you get a bonus on top, plus a separate leaderboard just for runs where every checkpoint was collected.
A transparent version of your own best run flies alongside you, so you can see exactly where you're gaining or losing time against yourself. There's a separate ghost for your fastest time and for your best all-checkpoints run — you can turn each on or off.
Paint your own missile. There's a brush, a colour picker, and stickers you can place, move, scale and rotate anywhere on the model — including your own images, dropped in from your computer. Your skin is saved and shows up on the missile everywhere in the game. Nothing about it affects how the missile flies.
An alternative control scheme borrowed from a certain car-football game. Instead of camera-based steering you get direct pitch, yaw and roll, plus an air-roll modifier you hold to turn yaw into roll. It's there for practice, or for anyone who already knows these controls and would rather fly the missile that way. Thrust works exactly the same as in normal flight, so times set in this mode are directly comparable. Every binding can be rebound separately, and the sensitivity, inversion and drag settings are all in the menu if you want to tune the feel.
No clock. Just fly around, do cool tricks, destroy the targets or try flying through checkpoints.
Made for people who like the speed and tight-gap threading of Superflight or the momentum feel of Clustertruck.
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