
Become an ace pilot and soar through photorealistic skies with full 360 degree movement; down enemy aircraft and experience the thrill of engaging in realistic sorties! Aerial combat has never looked or felt better!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 175 reviews with recorded playtime.
Reviews
Themes across 174 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Overall, this is a good game I'd recommend. However, anyone who is considering playing this game with HOTAS (Logitech X-56 in my case) should know that it's not possible to configure your HOTAS controls in the in-game settings menu, and you have to go into the game files to set things up. I know this game was primarly made for controllers, but Project Wingman, an indie game made by a team of 3 people, managed to implement the ability to configure your controls, so I don't see why a big budget AAA game couldn't.
Amazing game! Bought it on the day it came out, and finished the game. Kinda sad that I am now older and hence has difficult following the story whilst flying a fighter jet.
A great return of form after the long break PA had. Story is sometimes all over the place, but gameplay, general atmosphere and the whole load of aircraft make this game a real good entry for old and new players.
Me: Trying to sleep My mind: "Missile" "Missile" "Missile" 10/10 for the for the PTSD
buen videojuego
I am genuinely sad that my first ever steam review of a game is going to be a negative one, but here we are. And maybe sad is not the right word, because I am irritated if not outright angry. Let’s start from the beginning. The issue that encompasses all my specific issues stems from the fact that the game is an obvious PC port of a console game and carries with it all kinds of short-sights and compatibility issues. For me personally, it is the way the planes are controlled. I don’t have a stick, so it is a choice between controller and MKB. And the options to customize them are extremely limited on what can be changed in the category that matters to me. MKB has one specific issue that I cannot ignore so it quickly becomes unplayable. In order to maintain a directional input with the mouse, you need to keep moving it in that direction. And well, my desk space is not unlimited. And every time you must lift the mouse you stop the input and add “noise” each time you lift and place it from the surface. In comparison, Freelancer (old game, great game), had a neutral position, and moving the mouse from it induced specific input, like controller stick. You move the mouse back from toward that neutral position to stop the input. I have seen this done in other games as well. Why that is not present here, I don’t know. It was allowing you to manage the movement in all axes that matter with just the mouse. But here, you have to still use the keyboard for some of the axes, acceleration/deceleration, and whatever else you might have to do. And don’t forget that some keyboard gets stuck when certain buttons are pressed together. Then we go to the controller… This is apparently the intended input as it is mainly PS4 game (exclusive VR locked to PS4, for example). I have an xbox controller. Left stick is not in a good position (for me) to make precise movements that isolate X and Y axes. That means that each time I want to pitch, I also turn ever so slightly, and vice versa. I saw ppl complain about xbox controller sensitivity and I think this is part of it for me as well. But I cannot change anything in the game regarding that. In comparison, Call of Duty has quite comprehensive setup for the controller and sticks you can do in-game (not to mention also having aim-assist on top of it). Here, there is nothing. Some people are using third party software to remap the input, but a game should work from the box, not require from you to install additional software. I was considering getting a HOTAS and a Stick for this (been thinking about it regardless of the game for some time as I am interested in planes), but then I read that BANDAI NAMCO made a deal with Thrustmaster to only support specific versions of their peripherals (not even their full lineup). That is extremely consumer unfriendly. And, again, some people have found work-arounds for that (through third party software), but that falls again in that category I mentioned on the controller side. Let’s move to the gameplay side. Here, I feel my view will be a bit skewed, as my main issue is controlling the plane first. And that is a very basic part of the whole game. And if that is not working well enough for me, everything else gets refracted through that lens. I managed to go through 6 missions (including one that is apparently notorious for its difficulty), and did a few tries on the 7th. I played on Normal difficulty, which is second to the highest. The game is difficult in the sense that the room for error is small. Not about getting shot down (that is one thing), but the objectives themselves require you to be very focused on them. The game uses dialogue between the other pilots as exposition while at the same time you are busy dealing with whatever is happening on the screen. The cognitive load this causes is quite high. And my main problem is not that I must listen to what I need to do, but that this second channel I need to track (the dialogue) is full of fluff that is meaningless until it is not. Do I need to know if there are some ppl betting on who will crash or who will not? The game both gives you the impression of something that is not serious while it pushes you to achieve very tight game objectives. And there is little to no indication on what you should prioritize vs what you should try to ignore if you missed it in the dialogue. Briefings pre missions are informative, but they also are not covering the whole mission, in the sense that “there might be surprises”. So, you NEED to listen to pointless banter while dodging missiles, trying to align your plane with targets, checking your radar for missiles that you need to dodge, and fighting the controls. Dodging incoming missiles is its own can of worms. You can see them on your radar, so dodging at the right moment or even ignoring them if they are not guiding properly toward you is possible. But you can get locked into having to dodge repeatedly missile after missile, while the game requires you to NOT waste time. In many situations, it seems dogfighting is counterproductive. That is not necessarily a bad thing, but sometimes you are not the one choosing. Even if your aim is to just extend and continue to chase objectives, you still lose time dodging missiles, and whether or not that happens feels completely out of your control. Mission variety is good (the ones I managed to play). And I think the design of them is good. But my struggle with the control side of the plane makes certain obstacles far more challenging than what was probably intended. Planes and weapons. What I tried was good. The planes had distinct enough feel. But that feel is more about what their stats say than what the plane is. It is an arcade game after all, you won't see the game differentiate a delta wing's instantaneous vs. sustained turn rate the way a sim would. You will feel an A-10 be more sluggish than an F-16 though. The way weapons are depicted is also interesting (again, the ones I managed to try). There are good options to choose from, and what you choose WILL matter in a mission. You have broadly two categories from my POV – guided and unguided weapons. Guided means that the game will lock on targets for you. With my issues with controls, those were the preferred options. Unguided require precision that I struggle to replicate in game (certain unguided weapons have AoE effect, so the guidance requirement varies). I saw videos of players online being extremely precise with their handling and aiming, but I can tell you for sure, they are NOT using an xbox controller. Aiming at a ground target with your plane cannon requires precision (precise SMALL movements) that the controller is not capable of without tinkering with the sensitivity (and I can’t from the game alone). I played a bit with the dead zone of my controller, and it helped me a bit with the general controllability of the plane, but that also killed the precision part even more as it shortens the space in which you move from little to all the way. If the game was allowing me to use the d-pad AND, it would have been A LOT better. But I don’t have that option out of the box. I feel I have two competing problems that the stick fails to solve. To summarize, the game is not accessible enough for me. And mind you, I don’t want the game to be easy. The game IS challenging, it is intense, and those are good things for me. But I want the challenge to be fair. And if I am struggling with the basics because Bandai Namco did not spend enough time to create solid input device customization, that is on them, not me. One last thing to mention here, and I am trying to be careful with it. The community of that game is not very helpful. I tried looking at guides and saw elitism and memes in large portion of it. The expectation that you need to “git gud” answers every complaint toward the game. So, have that in mind if you decide to give it a shot.
If you like the Ace combat or are interested in trying the series out this is a REally great game to play! I feel the story is a little haphazard with how it's told... but it does come together at the end which is nice! Can't wait to Play AC8!
Watched how my wingman used the disney princess as a flare and had a cute tomboy mechanic call me dumbass. 10/10 would recommend this game to everyone.
Incredible game, the last one I played was Assault Horizon on release, I didn't realize how much I missed this series and how fun it was,
Having flown in many other games, I find it extremely disappointing that I cannot customize the controls (in particular, what I can assign to roll, pitch, yaw, accel/decel, etc) more than it allows. It just feels terrible to be forced to fly with a control scheme that I'm not used to, and I refuse to have to get used to it when it just doesn't feel natural. Seriously, there's no reason that any game in this day and age shouldn't have robust control remapping.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese*, Polish, Portuguese - Brazil, Russian, Korean, Traditional Chinese, Spanish - Latin America +1 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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