Development

Where it stands, honestly

Early access is the model: the physics are the foundation and they're already worth flying. Visuals come next. Here's exactly where things are.

Built

THE FLIGHT MODEL

Real airfoil polars, blade-element propeller, camber-from-brake aerodynamics, pendulum dynamics, collapses, stalls, spins, ground effect, launch sequence. Thousands of lines of custom physics code.

Built

ENGINE & WEATHER

Moster 185 engine model with fuel burn, temperature, and failure. Day/night cycle, clouds, fog, precipitation, thermals, ridge lift, turbulence, and wind gradient.

Built

INSTRUMENTS & AUDIO

Altimeter, variometer, speed, fuel, RPM. Dynamic engine audio driven by throttle and RPM, plus airspeed wind noise and ambient sound.

In progress

ENVIRONMENT VISUALS

Terrain textures and ground detail — grass, dirt, roads. Trees, buildings, and scenery. This is the main remaining work before early access.

Coming

EARLY ACCESS RELEASE

itch.io first — one-time purchase with all future updates included, priced to grow with the sim. Steam later, once it's further along.

Roadmap

BEYOND LAUNCH

Additional maps and flying sites, equipment customization (wings, motors, props), controller support and key mapping, challenges and training scenarios, VR support, and multiplayer post-launch.

Why it's being built

Built by a paramotor pilot with real flight time and a mechanic by trade — because every existing sim treats paramotoring as an afterthought. The physics come first: if you're a pilot, you'll know within 30 seconds whether it feels real. That's the standard.

Follow the code on GitHub →