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.
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.
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.
INSTRUMENTS & AUDIO
Altimeter, variometer, speed, fuel, RPM. Dynamic engine audio driven by throttle and RPM, plus airspeed wind noise and ambient sound.
ENVIRONMENT VISUALS
Terrain textures and ground detail — grass, dirt, roads. Trees, buildings, and scenery. This is the main remaining work before early access.
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.
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.