
Drone Sector is a futuristic gunship game. Provide close air support by firing variety of weapons at the enemies and guide your allied troops via commands. Keep your troops alive, complete objectives, collect resources and recruit engineers. Research better weaponry for the gunship and the troops.
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About
Drone Sector fuses the gunship close air support role with the drone's observation and mission command. Inspired by the real-life AC-130 gunship and MQ-9 Reaper drone, it merges these powerful roles in a futuristic setting, where advanced technology and heavier firepower enable you to take on more complex and dangerous missions. While not a pure military simulator, the focus remains on tactical planning and execution, with greater flexibility in mission design and weaponry.
Guide your squads as they advance through hostile environments to achieve mission objectives. Command with precision, helping them avoid traps and eliminating high-priority threats with your overwhelming firepower. Outnumbered by enemy forces, you’ll need to maximize your technological superiority to turn the tide.
During each mission, you’ll need to make strategic decisions about resource gathering. Send your ground squads into buildings or key areas to collect vital resources and research documents—but this comes with risk. Stay too long, and you may lose your squad to overwhelming enemy forces. Decide when to extract and when to push your luck for valuable rewards.
Between missions back at base, upgrade your gunship, squads, and weapons. Manage your ammo production and research new technologies to improve your chances in the field.
Fluid, responsive gunship weapon controls
Multiple camera modes: color, night vision and thermal vision
Commanding self-sufficient squads on the ground
A variety of infantry and armored unit types
Resource collection and ammunition management
Weapon research and manufacturing
Squad building and upgrades
Handcrafted levels with randomized missions
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 330 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
really good game with enough content for hours of playtime. looking forward to future updates from the dev who is very active in the community
好玩 无人机炮艇模拟器 一发120下去什么都给我炸飞吧 生涯模式前期有点小穷,弹药有点小贵 40毫米榴弹对步兵的杀伤意外的有点低,为什么我的40炮步战压制一个步兵小队还要半天才能打完(感觉不如机炮) 载具寻路问题。。。撞车有点严重,虽然不算灾难但是也挺难受,算一个雷点 对于一个搜打撤(?)游戏来说看着自己的步战车卡寻路了那真是太地狱了 撤离的时候就别搁着那打了赶紧给我跑吧 唉唉为什么不能给我的斯崔克上装俩ATGM?
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Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Polish, Ukrainian*languages with full audio support
Hours played at review time, across 330 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a mixed review. I would still recommend that you buy the game and try it yourself because it's not a bad game, but there are critical flaws that need addressing. For the positives, the game is definitely the best at improving upon the classic Call of Duty 4 mission where you're in an AC-130 gunship. There are other games on Steam that also used this concept, and there's even an older mobile game ("Zombie Gunship") which was one of the first ones I've ever found that was able to emulate that Call of Duty 4 mission. Drone Sector is hands-down the best gunship game currently on the market by a mile. For the negatives, the first is very obvious and is currently the most-complained about topic: pathfinding. It's still clunky and often very frustrating to deal with, even after the recent updates that addresses it. I don't mean to put on my "armchair developer" hat on, but part of the problem definitely seems to stem from the fact that waypoints are "completed" a couple of distance units before the infantry/vehicle actually reaches it, so they start to turn before they are even capable of doing so (to round the corner of a building or to stay on the path surrounded by treelines), so then they try to course-correct and it gets messy and slow from here. It's a multi-problem issue, but I think that's one cause, but I'll let the developers figure that one out themselves. The second negative also has to do with your units on the ground: they are idiots, plain and simple. They are not warfighters by any means. They are no better than cannon fodder. The [b][u]ONLY EXCEPTION[/u][/b] is the .50Cal APC which, in the game's current state, you should fill all four of your squad slots with because they will decimate all enemy infantry in their sight. I am not kidding, every other unit type is effectively worthless. It's pretty wild that an AT squad will pretty much wipe to any enemy vehicle unit in the game (excluding anti-air), you would think that would be their specialty, but both infantry types are in a really, really miserable spot right now. The third negative is the predictive targeting is consistently off by just a smidgen. You have to aim JUST AHEAD of the prediction circle for your projectile to actually directly hit its mark (otherwise you undershoot it), and this is especially important when you're firing sabot. I'm not a military technology expert, but I would think this would be wildly unacceptable and outright rejected by the top military brass if we were to arm our fighter/attack jets with this technology in this state. The fourth negative is how taxed your resources get. It doesn't make ANY sense that the only means of accumulating resources is by completing missions which reward those resources. How did we even make this drone project to begin with? My suggestion would be to have the game give the player a passive income of base resources (dense material and explosive material, possibly others too, like optics materials), then offer mission types which upgrades that passive income. This would give the player a huge "opportunity cost" choice: do I play Mission A to get a big lump sum of resources, or do I play Mission B to improve my infrastructure? Because of the lack of passive income and how your ground forces fight, I'm forced into a strategy of using my sabot ammo to wipe all enemy vehicles in the map, THEN move all four of my .50Cal APCs to handle the infantry, all so I can preserve my explosive ammunition. This is hardly fun when the whole point of a gunship game is to unleash hellfire from above. It's only fine if you have to do it every once in a while, but you pretty much have to do it every other mission if you want to play the role as it was meant to be played, and you have to realize that it's an unsustainable strategy as the enemy awareness meter grows closer to 70% and above. The fifth negative is how useless smoke ammo is. You're hurting yourself more than you are helping when you use smoke, which makes you wonder why you would even bother unlocking it in the first place. If you can paint target boxes around all of the enemy units on the map with the corresponding drone upgrade, then your units should be capable of blindfiring through the smoke - hell, give me the opportunity to tell them where they should be aiming, that would be so much better than the current utility that smoke ammunition has. If you haven't surmised it yet, the issue with smoke is that - in its current state - it acts like a stasis field where allies and enemies don't shoot unless they are point-blank next to each other. This sounds nice for giving your ground forces some cover, but because of how bad ground forces are and how the glorious .50Cal APC is the only unit worth using, then putting up a smokescreen means your .50Cal APC isn't shredding enemy infantry units, which means you're wasting your own time when you use smoke. In actuality, the enemy units will randomly move, which means you flip a coin whether they will move into your unit and deal free damage to it (because vehicles have a minimum radius with which they can deal damage - get too close and they can't attack it). The sixth negative is how there is no means of lowering the enemy awareness meter. This essentially turns the main gamemode into a roguelike - you have to get strong and wealthy in resources by the time you hit a given awareness amount or you're going to be in for a heap of trouble with no means of getting through this "noob filter" of sorts. This is especially bad for the "new player experience" as they wouldn't know about it until they get to this point and experience it themselves, they'd have to play better in their next newgame attempt (again, very roguelike-esque). It would be really, really nice if the game offered some rare mission types (possibly a researchable upgrade) that were based around taking the enemy back into the stone age by wiping out their assets such as wiping our their tank depots or ammo stockpiles, and this would in turn, rewind the clock. Since we're on this topic, it would also be nice to include some mission types that involved destroying their AA resources which would affect the next mission pulls (so that there would be no or next-to-no AA at the start for X number of missions). All-in-all, those are my critiques, but the game is still in a very malleable state and I know the developers have been listening keenly on the forums. I'm excited to see how they handle the player feedback and what they have in store for us in the future.
In its current state, 'Mixed' is about where I would actually put it. I do enjoy the game enough to give it a mild recommendation based solely on how much I like the concept of expanding upon the mechanic popularized by things such as the 'Death From Above' AC-130 mission from Call of Duty 4: Modern Warfare, and the potential is definitely there. The current issues are immediately apparent in the early game. Instead of being able to jump right into "blowing ♥♥♥♥ up" like the tutorials and the demo would have you believe, you first have to contend with things such as ammo conservation, paying resources to restock on ammo between missions, and probably most egregious of all, having to escort ground forces which at the start of the game are limited to either a choice of rifle or AT infantry, both of which feel terrible to babysit for several factors. These infantry are slow, frail, and weak against everything that isn't suppressed enemy infantry, and considering every mission so far has objectives that need ground forces to complete, you'll be forced to contend with keeping an eagle eye on these infantry squads as they *slooowly* make their way to the objective and making sure they don't die from enemies showing up out of nowhere and breathing on them slightly wrong, especially Autocannon APCs (remember this; this will come up again real soon) that can show up as early as a few missions in. It also doesn't feel good that even if you play perfectly and you escort your infantry to their objectives and extract without any interruptions, on certain missions they take so long to do so that most of your fuel will be gone by the time the mission finishes. Now imagine a more challenging mission where your infantry get suppressed (assuming they don't outright die). Thankfully, you can quickly remedy this 'frail infantry' issue with a very simple solution; a solution that itself introduces a few more issues relating to the current state of the game: by focusing on upgrades that allow you to replace your slow, frail, and weak infantry with faster, durable, and legitimately powerful APCs. First the .50 Cal variant, then the 40mm Autocannon variant soon after. Remember those enemy Autocannon APCs I mentioned earlier that were the bane of your infantry's existance? Now you can get them on your side, and best of all, unlike you, have unlimited ammo. The issue with this solution however, is twofold. First, right now there is no cost difference between the type of ground forces you choose to take on a mission, so once you unlock better unit types, you have no real reason to use anything else. Second, for a game ostensibly focused primarily about close air support, the best early game resource expenditures are not on better guns to, you know, support with, but rather the units you're supporting themselves. Not to mention the other stuff that you start with during the tutorials and the demo but now have to gradually unlock throughout the career such as anti-air warning and countermeasures, and thermal vision. As for the ammo conservation and restock aspect, I can somewhat understand the rationale get behind it to an extent. With unlimited ammo, you would have no reason to use, for instance, 20mm guns over 40mm guns, the latter of which are far more efficient in terms of ammo usage, restock cost, fire rate, and reliable killing power. Limited ammo and research progression remedies this somewhat, but after the very early game, 40mm becomes the go-to ammo type regardless, with the occassional dip into the heavy weaponry. Overall, despite focusing primarily on my current criticisms with the game in its current state, I do want to reiterate that I still am having a ton of fun with the game especially once the tedious early game was done and over with. The game clearly has a lot of potential going forward, even if it is marred by some bumps in its execution.
Очень хорошо, за исключением механик баланса карьерного режима. Но с этим разработчик пообещал скоро заняться. Не пожалеете!
gunship game, yes, i buy features a sandbox mode that serves as infinite content
great game at a fair price. future additions are only going to make this better. only downside at the moment is the relatively small map pool but I'm sure this will be expanded with time large variety of ammo and a nice selection of weapons allow you to play the way you want quite nicely. future ground unit additions and smarter ai will make this quite good as an RTS very polished (at least feels it) and runs smooth as butter on my specs. solid game, Dev/Devs. good work <3
Very fun RTS game with satisfying gunplay. Balances realism and arcade very well making it not overly tedious to play while keeping it tactical and exciting. Looking forwards to the updates yet to come to further improve upon it
It's got some way to go, but the foundations are here. I've played the demo quite a lot, and although the game is currently rough around the edges (as any game freshly released out of early acces) it has the means to make its ambitions come true: be a great gunship game, with a real strategic layer of decision making inspired by real time strategy. That last aspect is what will, once polished, give it the means to push this micro genre into more than just a point-and-click, which its competitors suffer from.
This game is pleasantly refreshing. The concept is highly engaging and the core gameplay loop feels solid. About 5-10 hours worth of content at the moment, but it was definitely an enjoyable way to spend an evening. I can't wait to see how the game is expanded going forward.
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