
A first-person sci-fi cargo flight sim. Pilot a physics-driven lander, plan risky routes, manage fuel and heavy cargo, and save deliveries by repairing system failures mid-flight. Earn credits and upgrade your ship.
Modeled estimate, not a reported figure. How we estimate →
About
Pilot a physics-driven lander between remote bases on a hostile world. Choose a contract, load the ship, check the fuel estimate, and commit to the flight. Heavy cargo pays more, but needs more thrust and makes every landing harder. Long hauls raise the payout further, if you can afford the fuel and make it all the way. When weather hits or a system fails, complete the delivery with whatever still works.
Commercial freight pays for repairs and upgrades. Special rift offerings keep the world stable. Every flight asks how much risk you can afford.
Control vertical, lateral, and yaw thrusters from the cockpit. Cargo and fuel add real mass. A heavier ship needs more thrust, takes longer to speed up or slow down, and is less forgiving on approach. Use limited boosters to gain speed or brake hard, or burn regular fuel to counter sideways drift.
Use the navigation display, downward landing camera, and live landing-speed readouts to manage the final approach. If the descent is beyond recovery, deploy the emergency chute. It slows the fall, but damages the ship, disables main thrust, and leaves only limited steering until touchdown.
Choose between optional 3D cockpit instruments and the classic screen-based HUD.
Weather is part of the flight, not scenery. Dust storms and EM squalls cross the landscape. Meteor showers damage systems while you remain airborne. Gravimetric surges force low-flying pilots to climb or land. Rift cyclones can overpower lateral thrust. High-altitude wind rivers can carry you at speed beneath a particle layer that damages exposed hardware.
Hazards can degrade or disable individual thrusters, electronics, lights, and instruments. Emergency repairs may restore a failed system in a weakened state. Land at a base for normal service, or pay more for field repairs after an off-pad landing.
A crash ends the flight, not your progression. Recover at the nearest pad, refuel, and try again.
Compare light, medium, and heavy contracts by destination, distance, payout, and estimated fuel demand. Short jobs are safer and pay modestly. Long, heavy hauls pay sharply more, but fuel, repairs, and booster charges all come from the same earnings.
Upgrade thrust, fuel efficiency, tanks, boosters, cargo capacity, and wind resistance, or invest in lower service costs and higher payouts. A larger cargo bay unlocks heavier work and eventually lets you carry multiple contracts. Deploy persistent fuel caches between bases, or chase stray cargo crates when the extra credits are worth the fuel.
Each map has its own stability, which drains while you fly. Lower stability shortens the calm between major events. Ordinary freight earns credits, but only special offerings delivered into lightning rifts restore stability. Heavier offerings buy more time.
Every completed contract awards a Clearance Point. Bearer Record citations award additional points for milestones such as accepted cargo, successful offerings, clean base-to-base flights, and bases reached. Use Clearance Points to unlock new maps, each with its own landscape, bases, and hazards.
Contribution carriers periodically visit permanent anchorages and open temporary cargo terminals, creating new outbound work while they remain overhead.
Weighty first-person lander physics built around mass, inertia, thrust, fuel, and precise touchdowns
Independent vertical, lateral, and yaw control, plus throttle mode, limited boosters, drift braking, and an emergency chute
Navigation displays, fuel estimates, a downward landing camera, and live landing-speed readouts
Light, medium, and heavy cargo loads that change how the lander handles
Expanded cargo bays that unlock heavier loads and multiple simultaneous contracts
Commercial freight, rift offerings, deployable fuel-cache kits, and stray cargo crates worth chasing for extra credits
Safer short jobs and risky long hauls with sharply higher payouts
Failures that can disable specific thrusters, electronics, lights, and instruments, with mid-flight repairs, base service, and off-pad field service
Wind fields, dust storms, EM squalls, lightning rifts, geysers, meteor showers, gravimetric surges, rift cyclones, high-altitude wind rivers, industrial obstacles, and a damaging high-altitude layer
Per-map stability that controls how soon major events return
Upgrades for thrust, fuel efficiency, tank size, boosters, cargo capacity, wind resistance, service costs, and payouts
Persistent fuel caches that create your own refueling network between bases
A persistent Bearer Record with designations, statistics, citations, and Clearance Point rewards
Multiple unlockable maps, each with its own landscape, bases, and hazards
Periodic contribution-carrier visits with temporary outbound cargo terminals
A guided first flight that teaches the controls while keeping weight, fuel, terrain, and collision risk active
Optional 3D cockpit instruments or the classic screen-based HUD
Crashes return you to the nearest pad without erasing career progress
Gamepad, joystick, HOTAS, keyboard, and mouse support. Gamepad is recommended, and every build is tested on Steam Deck
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Good game. Having fun with it so far and the dev is very active and responsive to feedback.,
boring to play even though there is constantly ♥♥♥♥ going on, it just breaks your stuff or you have to land a ton without crashing. It just isn't worth it and isn't fun to play.
I love it. It is a quick to learn, tricky to master sorta Sim-lite experience. It's very simple graphically, fairly simple gameplay-wise, in terms of what you have to do BUT it is very easy to load up your save and fly a few drops then crack on with the chores or whatever. A good game if you just want a quick blast with some decent flight physics. Flying wise, it is slow and careful. Hazards pop up at any time and if you are going too fast, or too high/low, or even weigh too much then they can really mess up your entire day and leave you with a large repair bill. So it pays to keep a sensible head and fly within your means. There isn't a huge amount of diversity to the gameplay, it is literally just fly from point A>B>A>C>B>A sorta loop but the maps are varied enough that it keeps you going. I am only four hours in and I have enjoyed every minute of it (except initially failing like a chump!) It is a great game for the price. If Airbus made space sims it would prob be similar to this XD Play the demo if you don't believe me. DEV: Looking forward to future updates, keep em comin'
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Languages: English, German
Hours played at review time, across 20 reviews with recorded playtime.
Es ist jetzt schon eine echt solide Sandbox mit der ich lange Spaß haben werde. Der Developer ist sehr aktiv in der Community und es sieht so aus als würde noch einiges an Updates kommen.
A really nice 3D lunar lander type game. Some of the weather effects are interesting to deal with and the vibe is nice (especially if you add your own music). I would love to see a new type of lander that allows 6dof and is resistant to the current height cap, but relies more on vectoring the main engine. Also the hardcore mode leans a bit too grindy rather than difficult, a more "big risk big reward" type mode would be fun. Overall a cool game.
WTF is this lazy ass ♥♥♥♥♥♥♥♥.
An excellent lander sim unlike anything else out there for simple, satisfying pick-and-up play hops around different zones with more and more objectives being added by the dev every day. The flight physics are great, forcing you to manage your fuel and boosters for changes in the wind and environment, This game has come a huge way in just a few short months since the demo released.
There is only a few hours of content here. $12 is too much. This game has massive potential if it was done right. The game is ugly, thats ok if it has the mechanics to make up for it. It doesnt have that. Too few upgrades. needs more stuff going on in general. like items, more ships, more than one type of mission, I can think of a million ways to make this a great game. It baffles me that someone spent so much time on something, but miss putting in the things that would make it successful. almost nothing is explained. There is no fail state. You can run out of money without a way to progress and the game says nothing about it. So i had to delete my saves and start a new game several times. I know this was probably a single dev, but this isnt a game. its a proof of concept trying to fool you into paying for a full game. The idea is excellent, poor execution.
[b] An interesting concept, though (for my taste) there’s too much of a luck factor in the early game[/b] I stumbled across this by chance and, as a fan of other games of this sort, I thought I’d give it a go. Unfortunately, it’s not my cup of tea. The graphics, sound and effects are adequate; the HOTAS controls take a bit of getting used to and some time to set up. So far, so good. The concept and the idea are interesting. However, what prompted me to request a refund is that even on the starter map (tutorial start), it can (and will) happen that, during a short-haul flight, you’re brought down by meteorites, gusts of wind or other weather phenomena without really being able to do anything about it; at least I felt quite helpless here and realised that the frustration caused by such events significantly overshadowed the fun and sense of achievement. Anyone who isn’t bothered by this will certainly find an interesting alternative to similar titles here, but I prefer games that give me a genuine chance of avoiding misfortune.
Ich mag ja Physikspiele aber wenn die so schlecht aussehen dann ne danke.
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