
Master the art of modern air combat. Fly high performance fighter jets in intense dogfights with realistic flight and weapon physics. Duel against challenging AI opponents or compete with other players online. VR only!
Modeled estimate, not a reported figure. How we estimate →
Discounts
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 14 → 0.25/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
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Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is one of those games that is almost perfect in every way, except for one issue that nearly spoils the whole thing, at least for me, which is the 'cobra button'. I love a one circle guns-only fight, but being able to disable the AOA limiter with no real risk just makes it too easy to devolve into a joust after the merge. Please BahamutoD, I beg you, remove the cobra button, or make it riskier to use in a one circle fight! Also be warned, you might not expect this from a relatively realistic pseudo flight simulator, but this game is full of annoying squeeky little kids.
By far the best dogfighting game. Really easy to maneuver around and it has very realistic speed control. It could use a couple more features, but it just got out of the beta phase so this game definitely needs more credit for what it offers.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i cant play VFM because of this error : "Failed to sign in with steam" but VTOL is running perfectly i contact them 3 times via email 2 weeks ago still no help and no respond from developer ! i really love to play it...
ヴァーチャルなBFM(Basic Fighter Maneuvers)、すなわち戦闘機による組み手試合をひたすら延々とやる作品です。 ドッグファイトからBVRまで、現代機の空戦ってきっとこんな感じという疑似体験ができる。 VR機器を持ってて、エアロダンシングとかエナジーエアフォースを好んでやってたような人にお薦めしたい。 これは1試合数分(あるいは数十秒)以内で決着がつくアーケードライクなスタイルに仕上げたフライトシムであって飛行モデルはリアル寄りなため、慎重なスロットルとスティック捌きを求められる。いかに最適な速度エネルギーを保って最小半径で旋回するか、というのが本当に難しい。 これはエースコンバットのようにアフターバーナー全開の無謀運転で勝てるようなゲームではありません。それではすぐエネルギーを失い棒立ちになってスプラッシュされます。 bot師匠を相手に修行に励んでますが、一瞬の立ち回りの隙が命取りになる。 リザルトのACMI画面を眺めるのが好き。 レーダー操作とか目の前の計器類をインタラクティブに動かせるのがVRの醍醐味。戦闘機好きとしてはこういうのはやっぱり一度はやってみたいよね。
making this game available to quest was probably the worst decision
FUN (I can't kill anyone) The game is smooth
Fun. Even more so using HOTAS. Play it. Play it now.
Virtual Fighter Maneuvers is a virtual reality air combat simulator developed and published by Boundless Dynamics, LLC. Instead of chasing the broad scope of traditional military flight simulators, it concentrates on one specific discipline: modern fighter dogfighting. This focused approach allows every mechanic to revolve around aerial maneuvering, energy management, and tactical decision-making, creating an experience where pilot skill consistently outweighs luck. The result is a simulator that feels both authentic and rewarding, especially for players who enjoy learning the finer details of aerial combat rather than simply engaging in fast-paced arcade action. The game's biggest strength lies in the depth of its flight model. Every engagement is shaped by realistic aerodynamic principles that include altitude effects, drag, fuel consumption, aircraft weight, angle of attack, and the performance of missiles and onboard weapons. These mechanics work together to ensure that every turn, climb, dive, and acceleration has meaningful consequences during combat. Winning a dogfight is not simply a matter of flying behind an opponent; it requires preserving energy, understanding aircraft limitations, and recognizing the ideal moment to attack or disengage. As players become more familiar with these systems, the game rewards them with increasingly satisfying victories that feel earned through practice rather than shortcuts. Virtual Fighter Maneuvers also offers a carefully balanced selection of three fighter aircraft, each built around a unique combat philosophy. The T-15 Excalibur emphasizes speed and engine power, making it an excellent choice for aggressive pilots who prefer maintaining high energy throughout a fight. The T-16 Falchion is designed for exceptional sustained turning ability, allowing experienced pilots to excel during prolonged turning engagements. Completing the lineup is the T-18 Cutlass, which thrives at lower speeds and performs remarkably well during high-angle-of-attack maneuvers, giving it a distinct advantage in tighter, close-quarters encounters. Because every aircraft behaves differently, players are encouraged to adapt their tactics and learn how to exploit both their own strengths and their opponent's weaknesses. Immersion plays a significant role in the overall experience. Every cockpit is fully interactive in virtual reality, allowing players to physically operate switches and controls while remaining immersed inside the aircraft. At the same time, support for HOTAS systems and conventional gamepads ensures that the simulator remains accessible to players with different hardware preferences. Regardless of the chosen control method, piloting feels responsive and intuitive once the fundamentals are mastered, making every successful maneuver feel especially rewarding. Although the game supports solo practice against AI opponents, its multiplayer component is clearly intended to be the centerpiece. Players can immediately enter casual online matches or challenge themselves in ranked competitive battles that measure skill against other pilots. Cross-platform multiplayer helps maintain an active player base while ranked progression encourages continuous improvement. Since the combat system is built around precision and tactical awareness, online encounters often become tense contests where experience, discipline, and aircraft knowledge determine the outcome more than simple reflexes. Visually, the game favors clarity over excessive graphical complexity, a decision that benefits fast-paced aerial combat. Aircraft remain easy to identify even during intense engagements, while environments provide enough visual detail to enhance immersion without distracting from the action. Combined with convincing engine sounds, weapon effects, and cockpit audio, the presentation effectively reinforces the feeling of participating in realistic air combat while maintaining smooth performance in virtual reality. The game's specialized focus inevitably limits its appeal for players looking for cinematic campaigns, extensive mission variety, or large-scale warfare. Instead, Virtual Fighter Maneuvers is designed as a dedicated dogfighting simulator where mastery comes through repetition, experimentation, and gradually refining flying techniques. Those willing to embrace its learning curve will discover a deeply satisfying simulation that emphasizes genuine pilot skill, while more casual players may find its demanding mechanics less immediately approachable. Overall, Virtual Fighter Maneuvers succeeds by delivering an authentic and highly focused VR air combat experience. Its realistic flight physics, meaningful aircraft variety, immersive cockpit interactions, and competitive multiplayer combine to create a simulator that stands out for its commitment to aerial combat fundamentals. While its narrow scope may not satisfy everyone, players seeking an engaging dogfighting simulator with substantial depth will find plenty to appreciate. Rating: 8/10
It's pretty good. Needs more planes. HOTAS is far superior to VR controllers. You will also need a chair with no head rest to look behind/above. Thank you Kerbal Weapons Guy. Edit: why would you buff the F-16? Anyway, I have decided the Tomcat would be really good addition as the game would then have two USN planes and two USAF planes. Edit 2: I'm getting kinda pissed off by the F-16. Pre-buff they controlled the rate fight. Now they it's the only thing they do. I am now forced to just circle for 7 minutes until the timer runs out and we draw. That, or I get impatient and stall. It actually sucks so much.
This game is peak. Like, peak peak.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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