
Wild Blue Skies reimagines the classic on-rails adventures of the '90s. Join Bowie Stray and the Blue Bombers as they soar through breathtaking skies on a mission to save the world, battling Grimclaw's forces in this action-packed arcade shooter built for newcomers and genre veterans alike!
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.
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

Wild Blue Skies is a modern take on the classic on-rails adventures of the '90s, built for players who grew up chasing high scores and for a new generation hungry for the real thing.
Soar over oceans, desert ridges, and perilous caves, battling waves of enemies and pushing back Grimclaw's forces. With the help of your squad, you'll fight to restore peace while experiencing the thrill of classic arcade flight-combat!
Easy-to-learn controls make Wild Blue Skies accessible for newcomers and genre veterans alike, while stunning anime-inspired visuals immerse you in a hand-crafted universe. With branching paths, thrilling missions, and a score system that rewards mastery, every flight is an adventure worth repeating.
Meet Bowie, Thorne, Chuck, and Roe: the Blue Bombers. Four pilots, one unbreakable squad. Each one brings their own personality and voice to every sortie. With rival squad encounters and character banter woven throughout the campaign, getting to know them is half the adventure.
No two playthroughs are the same. Branching mission paths keep every flight fresh, with secrets and hidden paths rewarding players who want to master everything the game has to offer.
Easy to pick up. Deeply rewarding to master. Push yourself to earn every medal, uncover every secret path, and find the difference between finishing a mission and truly owning it.

Genres
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.89−34% | 271reviews | 58% | — | $67.9K |
| $14.99 | 71ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 232 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
So many bad reviews are a little unfair to this game. Yes, it is a Star Fox Clone and yes, they almost "copied" the SF64 story to the letter, but this was basically a dead genre until a few weeks ago. The only thing the developers did "wrong" was to wait to release this game shortly after Nintendo released their almost perfect remaster of Star Fox 64. I really wish this game to succeed and maybe we get fresh new scenario from this developer in the future! The universe in itself they created is not bad at all and the story is fun to play through. I reccomend you give this game a chance. It is only 15-20 Euros after all!
The worst thing to happen to Wild Blue Skies is that Nintendo went ahead and released Star Fox (2026). Wild Blue Skies’s explicit goal is to recapture the feeling of playing Star Fox 64. It is not merely “inspired by” that game. From its foundation upward, it attempts to recreate what Star Fox was and deliver that experience to a modern audience. At one point, that ambition was respectable. Star Fox has long been viewed as a series Nintendo has either forgotten or mishandled, so an independent effort to bottle the magic of the 1997 classic carried a certain appeal. Then Nintendo both announced and released their remake of Star Fox 64 well before Wild Blue Skies could launch. The comparison is no longer against a nostalgic memory of a game many players know only from childhood or YouTube footage. It is now a direct comparison against the game itself and its polished modern recreation. Players can experience the original or the official remake pretty easily, and Wild Blue Skies does not come out of that comparison favorably. Some will argue that comparing the two is unfair and that Wild Blue Skies should be judged on its own terms. That is fair to a degree. Yet the game itself invites the comparison by the very nature of its design. The core mechanics are copied from Star Fox 64. Multiple levels are copied. Bosses are copied. In several cases the copying is nearly one-to-one, with the only consistent caveat being that the Wild Blue Skies version is shallower than the original. Flying and combat feel identical. The weapon upgrade system is the same. The boost, brake, and barrel-roll systems are the same. The bomb mechanic and its limits are the same. The healing system is the same. The only notable control changes are that rapid-fire and charge shots now have their own dedicated inputs (a lateral change rather than a clear improvement or downgrade) and that this game removes the ability to perform a loop or U-turn, something that actively hurts the experience later on. Hell, even the story is essentially the same. When I say levels were copied, there are stretches that feel nearly shameless. The opening stage, Archipelago, has you approach the shore from the water, save an ally before entering the city proper, fight through while larger enemies create obstacles, rescue another ally and then follow them through an obstacle course that unlocks a new area for the next level. All of it done in exactly the sequence of Corneria from Star Fox 64, with the single difference that completing the obstacle course does not lead to a different boss at the end of the stage. There is a level whose objective is to shoot out a series of searchlights over water. There is a level where you must prevent bombers from hitting a central target. There is a train-chase level. There is a stage that copies Bolse almost beat-for-beat. The game even has its own Area 6 equivalent, simply swapping starships for air balloons. The rival faction, this game’s version of Star Wolf, called the Prowlers, appears in the exact corresponding missions where Star Wolf showed up in the original. Worst of all, reaching the final boss produced a genuine cringe from me at just how devoid of subtlety the copying is: the design, the different forms you fight, and even the escape sequence after the boss is defeated all track the original with almost no variation. This is not homage. This is not inspiration. It is a lesser version of a game that came out in 1997, a version with fewer levels and fewer modes. There is no landmaster or blue-marine, and what flight variety exists simply feels thinner than what came before. The dogfights against the Prowlers illustrate the problem clearly. In the original, Star Wolf could put up a real challenge by looping, dodging, and weaving; precision and aggression were required to bring them down. Even when the 2026 remake made those fights somewhat easier with health-bar tracking and smoother controls, they still demanded attention. Here, the Prowlers lack those maneuvers entirely. They become a joke where a quick flurry of charge shots while lazily trailing them is enough to end the encounters. The fights come and go so quickly that facing them feels almost embarrassing. The visuals are one area where I can offer genuine praise, though problems still surface. Wild Blue Skies features a cleaner, more cartoonish aesthetic that favors bold, distinct designs. The result is a simple, vibrant style that makes each level and enemy stand out. Then the game undermines that strength with an atrocious draw distance. Normally a limited draw distance is used to maintain performance and is masked by fog that hides the horizon while the level streams in. This game does not bother with that solution. Instead you see a full backdrop of horizon, mountains, and sky, and the actual level geometry simply pops into existence right in front of it. You will be flying forward, a character will mention a cave ahead, and the cave will materialize out of thin air. It is the kind of disregard for basic presentation that makes one question the competence of the team. Even in open free-flight sections, where visible terrain is already limited, the draw distance remains strangely restricted. Star Fox (2026) took the original game and recreated it nearly perfectly. Rather than altering the core gameplay, it expanded the narrative with more detailed cutscenes that unfold according to the route you choose. It is not without its own faults. In the end, it is fantastic primarily because Star Fox 64 itself is fantastic, but the remake recaptures that experience while making only light, thoughtful adjustments (At this point it shouldn't be hard considering they've remade Star Fox about 2 million times). It is not an insult to say that Wild Blue Skies is a lesser game than Star Fox 64. It was designed to be Star Fox 64. Judging it purely on its own merits is difficult when nearly all of its merits are borrowed. The real insult is this: As a Star Fox experience, it is not only outdone by the game it is trying to copy, it is outdone by a porn game that released a month earlier. Starbreed takes the Star Fox gameplay framework and actually puts a unique twist on it, adding greater level variety and meaningful customization of weapons, defensive options, and special abilities for each mission. It is surreal to admit, but a game where the primary goal is sexual gratification managed to create a more compelling Star Fox clone. On that bizarre note, the audience I would recommend Wild Blue Skies to is quite limited. The original Star Fox 64 is not difficult to get your hands on, and the official remake is available to anyone with a Switch 2. Wild Blue Skies does have two practical advantages: it is available on PC and is significantly cheaper than the remake. If you do not mind playing a lesser version of those games, there is no real harm in giving it a try. It at least runs well and controls decently. If you have access to either the original or the 2026 remake of Star Fox 64, play those instead. If you are looking for a Star Fox-style game that actually does something interesting with the formula, try Rogue Flight or Starbreed. There is a timeline in which Wild Blue Skies released while Star Fox was still considered forgotten. In that world, players might have shrugged and said, “well It’s basically Star Fox 64, and this is as good as it gets right now.” That is pure speculation. If you really, really want to check the game out, it is short enough that you can finish it well before Steam’s refund window closes. See what the fuss is about. And if you belong to the group of players who have never experienced Star Fox, cannot easily access the official titles, but still want a close approximation, then this is servicable enough. otherwise, I can't really vouch for it.
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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*, French, German, Japanese*, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil*languages with full audio support
| $14.99 |
| 62ratings |
| 82% |
| — |
| 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 232 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
>Star fox 2026 comes out >its another rehash of 64 >"ugh, whatever, at least I got Wild blue skies to look forward to" >Wild blue skies comes out >ITS ANOTHER ♥♥♥♥♥♥♥ REHASH OF 64 >oh and it controls worse than every Star fox game DUDE COME ON
Disappointing. I really wanted to enjoy this game. I was so excited for it. It looks great, and the characters are incredibly cool. But you were supposed to take the controls, mechanics, and personality of Star Fox and make a new game out of them! Just like we've been waiting for Nintendo to do. Nintendo's lazy ass keeps remaking the same Star Fox game and trying to sell it to us again. You should have slapped Nintendo in the face and shown them that you can make an amazing Star Fox game without simply remaking Star Fox 64. You were the chosen ones! You were supposed to destroy them, not join them! But no. You went ahead and made a reskin of Star Fox 64. Again: Disappointing.
Truth be told, I feel incredibly mixed about this game. Let's preface this by pointing out the game's biggest issue: it's trying too hard to be Star Fox 64. The game repeats a lot of the same scenarios from Star Fox, to the point that the game feels more like a reskin of Star Fox 64 rather than having it's own identity. THAT BEING SAID! I can't deny that I enjoyed my time playing this game. If you wanted a star fox like on rails shooter, this game is pretty much what you asked for. Plus, the voice acting is a lot better than the Star Fox switch remake.
I was really looking forward to this, there arent enough on-rails shooter type games with that Star Fox-esque element. Sadly I felt pretty let down by this one. As others have mentioned, it feels like a re-skinned Starfox 64, and Nintendo beat them to that with the masterfully done Star Fox remaster earlier this year. If you've never played a Star Fox game that might not both you, so your mileage may vary, however I do feel the following points badly hamper the game regardless of previous Star Fox experiences. 1. Controls - The controls feel sluggish, and while the aiming reticle moves at speed, your ship lags behind by an uncomfortable delay. In addition to this, when you brake your ship loses altitude, which further gimps your ship handling as you have to turn while also pulling up and trying to avoid bouncing off the ground. I understand this is a "realism" type thing, these are aircraft, not spaceships, but this feels at odds with the other game mechanics, and is made worse on some of the tighter levels that require precise, rapid manouvering and braking, and usually end up with you bouncing off the scenery and/or an enemy that you couldnt see because.... 2. Camera - The camera is waaaay to close to the ship, to the point that it freqently hides incoming enemies. The amount of times I've been hit by an enemy that was obscured by my ship is too often not to mention it. This is bad on a regular 1440p screen, but on a Steam Deck its awful. 3. Power Ups - The powerups the game issues are small and hard to see, and have no audio cue that they have dropped. Couple this with my ship obscuring a decent part of the screen and it just asks for frustration. In addition to this, health powerups seem non-existent, the few playthroughs I did I felt like I basically had one health bar for the entire game. You heal a little in between levels depending on kills made but it felt like a pitiful amount. 4. Allied Pilots - Your allies are dumb as a bag of rocks. Any free-range arena you end up in usually ends up with them all dying in a few minutes unless you go hell for leather on killing on the small fighters. It's almost like they just sit there and take damage. They don't call out for help if they are getting targetted, and theres not much playful banter between pilots during the levels, though this was hard to confirm because mine were dead half the time anyway.
Play the demo first. This game clearly had a lot of care put into it, but the team simply didn't have the technical skills to live up to their creative passions. Wild Blue Skies did a lot of things right; full game on launch, Steam Deck compatibility, and a fantastic artstyle, all from an indie studio. Unfortunately, the gameplay is a little lacking; flight controls feel like very little refinement was done to the physics in a licensed game engine, aiming is somewhat awkward, and nothing about the flight is really unique or distinctive to set the game apart.
For $15 this isn't a bad game at all. It's not by any means perfect, and it's essentially a clone of "Star Fox 64," but this is not a bad game. 59% review score? Really?? It's an "F-Tier" game? Some of you people are nuts...
So people like to complain that Nintendo can't seem to iterate Star Fox beyond 64. So when an indie team comes along and promises a new Star Fox-like experience, you'd hope they would be able to do something above and beyond what Nintendo did. But nope, they just remade Star Fox 64 again, but they did it badly! It's clunky, frustrating, lacking polish in just about every area, and has basically zero originality. If you're desperate to relive the Star Fox experience, just play the Switch 2 version. Yes, it's another remake, but you'll have more fun than playing this.
I feel that there's only a certain level of inspiration that you can take from a game until it becomes derivative. It's not necessarily a bad thing to utilize or remix ideas and mechanics from other games in a genre to build yours. Games such as Ittle Dew and A Hat in Time wear their Zelda and 3D Mario inspirations on their sleeves, yet provide plenty original ideas of their own. Wild Blue Skies, instead, is largely a bar for bar imitation of its own inspiration, Star Fox 64. For frame of reference for this review I completed two runs: one for most of the Normal route/ending and another for the Medium/Hard route and ending. What I enjoyed: -The game has a strong visual style and the color palette absolutely pops. It's very pleasant to look at. -The character designs are strong, boasting original, unique designs with each one standing out from the other. -The unique levels (we'll get to that), few as they are, feel solidly designed and come with some interesting environments to boot. -Every level has four "letter badges" to collect, called WILD; you'll recognize this from the Donkey Kong Country series. There are also four bonus objectives that change depending on if the level is in all-range mode or not. I think these aspects add solid replay value in a game that is intended to be played several times. -The voice acting is solid to pretty good. None of the lines ever felt stiff or awkward and the boss VAs were a highlight, hamming it up a little bit. What's eh: -I don't need much lore in my arcade rail shooter but even by my standards it's pretty thin here. You have a very basic premise of a group of mercenaries being recruited to defend the planet against the revenge of an exiled maniac (sound familiar?) and that's pretty much it. There's a few lines that hint at some worldbuilding to be had but it's never expanded on. This extends to the characters as well, who have very little connection with each other. -The music exists. It's not bad but largely unmemorable. -The controls: The Cloudcutter (the Arwing of this game) controls kinda funky? It's not nearly as nimble as an Arwing, being much less responsive and, without Continuous Fire enabled, shoots incredibly slow, but also has a couple tricks of its own. Barrel rolls now will shift you in the direction you rolled in, acting as sort of a dash/dodgeroll. This has some utility, letting you quickly get across the screen to snag a powerup or a couple hits. However, I find that you end up fighting it more often than not. If you happen to roll one direction but move in the other you'll end up completely cancelling out your movement, usually resulting in you hitting whatever you were trying to dodge. On the other hand, there are times where the dodge will cause you to completely overshoot what you were aiming for, likely slamming you into the terrain. The brake also works completely different from SF64. Instead of it slowing down your movement while you retain full control, it quite literally cuts the engines; the Cloudcutter starts falling to the bottom of the screen and while you can still move your reticle around you're unable to move at all. I found it to be more of a hindrance than useful outside of all-range mode, where it acts more like a drift. The bad: -Damage in this game feels like I'm playing on Expert Mode in SF64. A lot of things hit like a truck, you have very few i-frames (if any), and just a couple hits will cause you to lose your laser upgrades. In a game that isn't too keen to hand out extra lives this can end up being a death sentence, because... -Your lasers *suck* if they aren't upgraded. While single lasers in SF64 were bad but usable, they are a nightmare here. Bosses take eight times longer to take down and some of the tankier basic enemies end up becoming super spongy. Even double lasers struggle with the beefier guys. You gotta have hyper. -Your allies serve little purpose other than to have the scripted "help!" sequences in the rail sections and to draw aggro and be squishy in all-range mode. They die *fast*. You get little to no warning when it's happening as well, so you pretty much have to eyeball your buddies' ships at all times to make sure they aren't being tailed. But let's get into the heart of the issue, the entire reason I'm writing this review: [b]This game is Star Fox 64/the Lylat Wars [i]again.[/i][/b] Most levels are blatantly pulled from its inspiration: a rotating factory where you have to disable its outer mechanisms where a central core then pops out while you fight off four enemy mercenaries (Bolse), a temple that you have to defend from large enemies (a mix of Sector Z and Katina), an ocean filled with ships and spotlights (Zoness), you get the idea. Most levels end up being entirely predictable on a first playthrough if you've played SF64 in any capacity. Dialogue, sequences, bosses and mechanics are nearly identical to their predecessor, only having minor differences at best. A lot of things that *have* been changed are things that they should have kept the same. Why are charged shots and normal shots on different buttons? Why do you not restore health after missions/checkpoints? Why do you not gain extra lives depending on how many hits you get per mission? If you're going to lean this heavy into your inspiration don't just change random stuff for the sake of being able to say "see, we aren't like SF64!". Lean into what worked well and put your own original spin on it. I'm extremely disappointed that Wild Blue Skies is effectively another reimagining of Star Fox 64 for the umpteenth time. While I can't speak for all SF fans, I feel that Chuhai should have been very aware that the last thing some of us wanted was another interpretation of that game. The last two Star Fox games we got were both a remake/reinterpretation of SF64 (not including SF2026, as that would be unfair to WBS considering the shadow announcement and release of it far into this game's development); we really didn't need another one to add to the pile. I only hope that Chuhai is able to use what they learned from this game to develop another rail shooter that can be inspired while being still having its own identity.
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