
Dogfight through time! Upgrade your plane, from biplanes to modern fighter jets. Face off against historical and futuristic foes, and dominate the skies!
Modeled estimate, not a reported figure. How we estimate →
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About
High in the skies, you take flight in a legendary WWI biplane, the wind whipping through your hair as the propeller spins. But this is no ordinary dogfight. It’s a clash of eras, where the past and future collide.
Historical Showdowns: Engage in thrilling skirmishes against enemy planes from different time periods. From the nimble PT-17 to the sleek F-16 Fighting Falcon, every dogfight is a battle across the ages.
Gold and Glory: When your biplane takes a hit, fear not! Collect gold during each aerial duel, and use it to upgrade to more modern aircraft. Will you choose the agile Messerschmitt or the cutting-edge F-18 Hornet?
Customization Galore: Outfit your planes with air-to-air missiles, gunpods, and other advanced weaponry. Turn your vintage warbird into a high-tech marvel, ready to dominate the skies.
So, buckle up, pilot! The skies await, and history is your battleground. Rise above the clouds, defy time, and become a legend in Time of War - Airstrike.
*Should work with Playstation controllers, but not guaranteed functional yet.
*Game works offline, but needs 1 minute of being online to authentic with steam prior to going offline.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Honestly having played this for a little bit, i do have to say its alot of fun, there is a small learning curve if your use to playing some other games lol, but do recommend ill update this more as i play more
Time of War - Airstrike, developed and published by Complex Games Studio, is an Early Access aerial combat title that blends arcade-style dogfighting with a progression system spanning multiple eras of aviation. Rather than aiming for strict simulation realism, the game focuses on accessible controls, fast-paced engagements, and a sense of technological evolution as players move from early propeller-driven aircraft to modern jets. Its core concept revolves around the idea of battling through different periods of military aviation, giving each new unlock a tangible shift in speed, firepower, and combat dynamics. At the heart of the experience is straightforward, action-oriented flight combat. Controls are designed to be intuitive rather than technical, allowing players to jump into dogfights without mastering complex simulation systems. Maneuverability, speed management, and target tracking form the foundation of engagements. Early aircraft emphasize slower, tighter dogfights that rely heavily on positioning and careful turning arcs, while later jets introduce faster movement and more explosive weaponry. This progression creates a noticeable contrast between eras, giving the game a sense of forward momentum even if the core loop remains consistent. Combat arenas are structured to encourage vertical movement and tactical positioning. Players must consider altitude, terrain features, and enemy formations when engaging in battles. While the maps are not massive open-world spaces, they provide enough room for maneuvering and evasion to keep encounters dynamic. Enemy AI focuses on direct confrontation, engaging in dogfights that test reflexes and aim more than long-term strategy. As a result, battles tend to be intense and immediate, favoring quick reactions over drawn-out tactical planning. Progression is closely tied to unlocking new aircraft and upgrading loadouts. As players complete missions or engagements, they gain access to more advanced planes and additional weapon options. This system provides incentive to continue playing, especially as newer aircraft significantly alter how battles feel. Modern jets introduce increased speed and advanced ordnance, shifting combat from close-range turning duels to faster-paced missile exchanges and strike runs. Customization options allow players to tailor their approach, though the depth of these systems remains moderate rather than deeply technical. Visually, the game adopts a functional 3D presentation that prioritizes readability over realism. Aircraft models are clearly defined, and environments are constructed to support combat visibility rather than to showcase cutting-edge graphical fidelity. Explosions, contrails, and skyboxes create enough atmosphere to sell the action without overwhelming the screen. The aesthetic aligns with its arcade design philosophy—clean, responsive, and focused on playability. Audio design complements the aerial action with engine sounds, weapon fire, and environmental effects that enhance immersion. While the soundscape does not aim for cinematic grandeur, it supports the sensation of speed and engagement effectively. Music remains understated, allowing the focus to stay on the mechanical rhythm of combat rather than on narrative or emotional cues. As an Early Access release, Time of War – Airstrike currently offers a foundation rather than a fully realized experience. The absence of a structured, story-driven campaign means that long-term engagement depends largely on enjoying the core dogfighting loop. After extended sessions, repetition can set in, particularly for players seeking mission variety or deeper strategic modes. However, the framework shows potential, especially if future updates expand mission types, refine AI behavior, and introduce additional gameplay layers. Overall, Time of War – Airstrike delivers a solid arcade flight combat experience centered on progression and era-spanning aircraft variety. It favors accessibility and immediate action over simulation depth or narrative ambition. While it may not yet offer the content density of larger flight combat titles, it provides satisfying short bursts of aerial engagement. For players drawn to dogfighting mechanics and the thrill of upgrading from vintage biplanes to modern jets, it stands as a promising, evolving project with room to grow as development continues. Rating: 5/10
A fun game where you need to manage your energy, keep track of enemies, and know when to disengage. Otherwise you get the portal.
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