
Project Wingman is a flight action game that lets you take the seat of advanced fighter jets and become a true ace. Fight in various missions and gamemodes ranging from intense aerial dogfights to large scale ground assault in an alternate scorched earth setting.
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Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $12.49−50% | 18.4Kreviews | 94% | — | $5.7M |
| $24.99 | 4.3Kratings | 72% | — | not modelled | |
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 1014 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
<3 https://steamcommunity.com/sharedfiles/filedetails/?id=3457918814 https://steamcommunity.com/sharedfiles/filedetails/?id=3451773160 https://steamcommunity.com/sharedfiles/filedetails/?id=3476548922
dont get me wrong, interesting story, great music good controls, no ****ing checkpoints not one no matter what if you die you restart the whole mission, and i sick and ****ing tired of replaying the same mission cause I crashed into something, im just tired of it.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Simplified Chinese, Spanish - Latin America, Korean, Russian*languages with full audio support
| $24.99 |
| 213ratings |
| 90% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
NOTE: This game should not be played by those with sensitivity to motion, flashing lights, or sudden perspective shifts. It's been a long time since I've played a flight action game (probably back in the X-Box 360 days with the demo of Project Sylpheed) and Project Wingman had caught my attention; unlike the long standing Ace Combat series, this was an indie project and given my track record with those types of titles I wanted to give it a shot. Surprisingly (or perhaps not given the average review rating) this was an amazing experience. Firstly, gameplay. No flight action game is worth anything if the actual flight and fight is terrible. At the beginning the gameplay was...slow admittedly which seems bad until you realize it starts slower and less responsive so you learn how to actually fly your plane. Once you've had a few missions your planes get more responsive (aided further by a perk you can get for certain planes) and you'll find yourself doing all kinds of air maneuvers to outwit enemy pilots. Gun play is difficult but rewarding once you figure out how to line up shots and make the most of the experience while missiles are a nice fire-and-forget option, but aren't dominantly homing so as to discourage blindly firing. Enemies also aren't pushovers either, as while they may be easier pickings when you get behind them, in swarms mass amounts of enemy planes will make short work of you if you don't learn to dodge. Basically the game makes you learn and rewards you for smarter playing. A friend of mine who played Ace Combat mentioned that Project Wingman feels like a step between Ace Combat / realistic flight action and something more fantastical and I'm all for it. I will note that enemy variety is some times a bit weak (barring some obvious exceptions...) but each mission mixes up what you're doing enough that it's never a problem. There is an issue of some of the "elite"/boss planes also being "planes but they make way faster turns than you" which doesn't *sound* like that big of a deal until you realize that makes tracking them with either missiles or guns a crap shoot unless you have an AOA limited (or you get better than me I suppose); it truly turns what would be solid boss design all around into pockets of "how the hell do I actually hit this thing" sometimes. I also have a slight issue with the player planes, mainly that I'd like more variety and the planes gotten midway into the game are way too good and kind of invalidate running anything else outside of challenge (that said these are very small issues). I want to briefly touch on the game's other game mode: Conquest mode. It's a "rogue-lite" where you start a run at a specific location, fight through an objective, fight a boss wave after completing said objective, then move to the next location while keeping the ever increasing alert gauge low to avoid dealing with stronger enemy mobs; between rounds you can buy extra allies and over the course of the experience you generate prestige that carries over and can be used to get planes. The problem I had with my experience with this was that the majority of fights just turn into air brawls by the end of it; what made Campaign interesting was the amount of variety thrown into each mission both in terms of set design and enemy configurations; this time it was mostly "meet a score by killing whatever's around you" or "mostly fight planes" or "fight ground targets then fight planes later". Said enemies (at least plane wise) also spawn in a radius around your plane, which doesn't sound like a problem until you realize that means the air space around you turns into a furball of planes trying to circle each other pointlessly (exceedingly so if you don't have an AOA limiter). The problem previously mentioned with bosses also rears its head here given you're always facing a boss level squad at the end of each mission. It's a bit too generic for me, though some of the late game fights can turn into hilarious messes of planes literally blotting out the sky. Next, story / campaign mode. Project Wingman stays close to inspirations with a standard "this war started and you're needed for it" situation with the works. Let that not deter you though, as the story is still excellently told through radio chatter and mission updates, letting you know exactly what's going down in and between missions. Something nice about this game is also idle chatter from allies and enemies, important or otherwise. What would otherwise be a gameplay wrought with your radio operator telling you that you got lock is instead interspersed with both sides taking stock of the situation and people making quips, having concerns, or just cussing each other out. It makes the situations feel more lived in. While I won't go into further specifics of the story, I will note one of my favorite moments of the game was a point where I felt something unique: helplessness. Saying any more would discredit the moment so I'll let you figure out what I'm talking about. Lastly visuals and audio. Firstly, the soundtrack in this game is godly: Jose Pavli who made it is an absolute genius and every track fits the mood of the mission immaculately. General audio is pretty good too; not every is booming in your ear because admittedly you're in a plane with protective gear over your ears so everything comes in a bit muffled (sans radio chatter) but still comes out crisp enough to know what's happening. Visuals I think I have the "most" problem with, as on overhead flight things don't look overly bad but on closer inspection the world is a bit of a simplified "big things jut out, small things are painted" deal, but it's hardly a deal breaker. So closing thoughts? I think that Project Wingman is a perfect blend of the core parts that make it up; theoretically each part alone isn't as good as other bigger name games of the same type, but together they make a very compelling experience. Final rating: 9/10. Very good time. Definitely worth trying the campaign.
After really enjoying my first taste of jet games with Ace Combat 7, I took a long break before deciding it was finally time to try Project Wingman to satisfy a sudden urge for some dogfighting. I was honestly surprised by how immersed and occasionally frustrated I got, but overall I had a great time with it. To be real, I went in only knowing four things about the game: there is a conflict, a character named Prez, an antagonist named Crimson 1, and an amazing soundtrack. I mostly zoned out during the story campaign, as all I really cared about was flying and shooting with some awesome jets. The game offers great variety, and I appreciated being able to equip multiple missile combinations on a single jet, unlike Ace Combat's more restrictive weapon slots. The flying felt smooth and the action was exciting, though my main issue was the lack of a checkpoint system. Most of my deaths came from overusing the AOA limiter and failing to check my altitude gauge, so that was definitely on me. Once I cleaned up my flying habits, though, it was smooth sailing. Project Wingman is a fantastic way to scratch that Ace Combat itch. I've heard the Frontline 59 campaign is great too, but I haven't had a chance to play it yet.
I would like to preface this by saying that if you do plan on achievement hunting in this game, you absolutely must forgo getting Frontline 59 until you have all the other achievements. I say this because it is possible that the DLC tampers with achievements, and ends up making it impossible to get the difficulty achievements for the campaign. I will try to keep this spoiler free but, nine times out of ten, you have already seen Max0r's, or another YouTuber's review of this game several times over. With that out of the way, I highly recommend this game. It is worthy of being a spiritual successor to Ace Combat despite the amount of shortcomings it has: dialogue not matching with subtitles, voice acting being shoddy in some places, and in my experience, my guns and missiles refusing to fire, which causes me to pause and unpause the game in order to get it working again. There is also the fact of little character development to your wingmen and even your WSO, Prez, has just a couple of lines and is really a blank slate. The only defining factor about Prez is that she is the only one capable of handling the amount of G Forces you pull on a secondly basis. The game was also promised bug fixes and more planes to be added to the roster but, we have yet to see that happen. In terms of the story, it is very basic, not that there is anything wrong with being basic. You are a Mercenary, TAC-Name "Monarch" who is under the Sicario Mercenary banner and fighting in a war. The war is entirely defined by air superiority, for which there is none better than you, besides one opposing force: Crimson Squadron of the Federation Peacekeepers, but more specifically, Crimson 1. Crimson 1 is by all means a joke antagonist, but even in being a joke antagonist, he is still a proper antagonist that is only fueled by two things: spite and hatred. I do not think that there is a better rival character I have encountered in video games in a long while, besides DMC3's Vergil. The way that this game handles difficulty is better than most games that handle it. Sure, some enemies become tankier, but the amount of damage that they do is still the same. On top of that, enemies are also upgraded accordingly based on the difficulty. An example being that going from Hard difficulty to Mercenary Difficulty, you might end up fighting an additional set of enemies during a boss fight. Those same enemies, will also use the AOA Limiter a lot to dodge your missiles. But there is no better enemy than haste in this game. Take your time and pace yourself, and eventually you will win. I have also played this campaign on Hard and Mercenary Difficulty, only using the F-D/14 (F-14 Tomcat) fighter, because I feel that it is the canonical choice of aircraft for Monarch, and also to hear Prez whenever I am in a mission. On both campaigns I have beaten them using just the Tomcat, and I had also first tried Crimson 1 on Mercenary Difficulty using the Tomcat as well. One of my most proud moments in this game, is realizing that I do not know what the key binding is for the Flares/AOA Limiter, so I beat this entire game and Conquest mode on Mercenary Difficulty, without ever learning how to use Flares or the AOA Limiter. Speaking on Conquest mode, it is a roguelite... roguelike(?) game mode where you fight over Cascadian Territories against the Federation, until you either win or die and have to restart. Planes can be purchased with prestige that carries over regardless of whether you succeed or fail, and allied fighters and airships are purchased with credits and cordium engines, which the airships can also subsequently be upgraded with said cordium engines. Frontline 59's Campaign is also a really good one, that shows the Federation's side of the war. Regrettably, there is cut content of Frontline 59 in which the takeoff sequences has your Flight conversing with one another, building character depth and seeing things from a reservist's perspective compared to those of the active side (like the other Federation, Cascadian, and Mercenary Pilots). There is also a super fun mission sequence that I will not spoil, on top of everything else with the campaigns, and wait for you to experience. I rate this game a solid 9.5/10. Definitely play it.
Game definitely deserves its praise, combat is exceptionally fun and is paired with a well written story. Project Wingman is a strong contender for top 5 best singleplayer games i've ever played, so If you like jets, don't miss out on this one.
没有存档点 万年不修的语言bug和机翻中文 我承认你的攻角机动玩起来比AC爽 但是你佣兵难度堆怪某些关卡是不是有点不像人类了 本来关卡时长就长一到佣兵难度对面的空优机都追着你三连发 不用轮椅机体一把下来就长达半小时 要是不小心死了还得重头打 真牛逼👍
Fun game. Works with HOTAS and Track IR which is neat.
AC8正式日已定,手痒又回来重温了一遍59前线,真爽真癫啊!PW的世界观设定挖了这么多坑,真的很想知道后续,希望能有生之年见到PW的后续吧
I might be in the minority as a 3rd-person view + Keyboard with no Mouse Aim player, but when it comes to arcade flight sims on PC, this game does quite a lot different to Ace Combat 7 that I find more fun: - Keyboard input sensitivity is significantly lower & easier to control - Freelook on mouse without needing to hold down a button - 3rd person camera is further back so you have greater situational awareness instead of half the screen being the plane - Standard enemies are more willing to get into turn circle dogfights with you - Plane physics feel impactful, making handling differences highly prominent - No extremely short mission objective timers - Missile behaviour is more arcadey like old Ace Combat titles - Gun aiming is not guesswork and guns are satisfying to use without modding - More gunpod types: Rapid/Heavy/Canister as well as standard Medium - Visuals and sound effects are more arcadey, befitting an arcadey flight sim - Multiple special weapon types at once This was more than enough to tide me over the lack of checkpoints and somewhat repetitive mission objectives in this game. You can really feel that AC7 is a controller game with keyboard+mouse shoveled in, Project Wingman actually feels like it built with PC in mind. You won't get as many advanced manuevers as AC7 in this game, but the average Keyboard+Mouse player has difficulty using those to begin with due to the controls. Some bugs were encountered even 6 years after release, but nothing game breaking. Campaign completed on the highest Mercenary difficulty
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