Improved the crash physics! A wing hitting an obstacle no longer sends the whole aircraft spinning.
Losing a wing is still bad news, but crashes feel more realistic now.

Improved the crash physics! A wing hitting an obstacle no longer sends the whole aircraft spinning.
Losing a wing is still bad news, but crashes feel more realistic now.
Added destructible props!
You can smash through fences now, but your plane might not survive the shortcut.
Grass is finally in.
Still a bit sparse when flying low, but from above it helps the terrain look a lot more alive.
Recently added a forest to my flight simulator.
Flying between the birch trees feels amazing now. Very dangerous, very dramatic, very “I totally meant to do that.”
My piloting skills may still need a little work
One year of working on my flight simulator.
It’s been an incredible journey, and I’m starting to feel this passion project becoming something real.
Thank you for all the support.
One of the grass variants.
It looked incredibly stylish, but the shader was way too demanding, so I had to let it go.
Someday, I’ll have ridiculously beautiful grass.
Improved the hangar camera.
Players can now look around and zoom in. The walls are still pretty empty, but that part is fixable :)
Now I’m wondering if I should replace the cursor with a reticle for interactions. What do you think?
Added a forest to the game.
For now it’s just birch trees, but flying between them already feels great.
They’re intentionally oversized compared to the plane, since the pilots will be much smaller than humans.
Started building the first Sky Delivery world.
The terrain is handmade now, less realistic and more stylized.
It’s still small, around 10 × 10 km, but already has a few landmarks: mountains, hills, a gorge, and a volcano.
Added dynamic streaming for the terrain world.
The map can now be split into chunks and loaded around the player, which is exactly what a flight simulator needs.
Terrain is finally in.
Each WorldStream chunk now has its own Unity Terrain, connected seamlessly across the map.
Distant mountains are handled by a low-detail horizon mesh, so they’re visible before their chunks load.
I built a custom skybox with moving cirrus clouds.
Here’s the basic idea behind how it works.
Added my own sky to the game.
It has a gradient skybox, subtle cirrus clouds, and an HDR sun that always faces the camera.
Volumetric clouds are coming later, but even these light cirrus clouds already make the horizon feel nicer.
Damage system update.
The biplane’s wings no longer detach as two big sections: all four wings can now break off separately.
The old physics were much more toy-like. Now collisions actually matter.
The Scarlet Crane, where it belongs.
It’s less bulky than the prototype now, but still keeps a bit of chubbiness and just enough clumsy charm.