
Ultrawings is an aerial-themed, open-world flight game where you use your virtual hands to fly multiple aircraft to complete a variety of missions across a beautiful, island-themed world!
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 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
I WANT MORE! Island dlc - don't care take my money! planes dlc- don't care take my money! This game is fun, but needs more content!! Edits: June 2019......Content?
It should be noted I am using the motion controls not a HOTAS flight stick. I have one but this game is supposed to be good with just the motion controllers. This pilot wings inspired vr title should be called Pilotwings: filler edition. Honestly the developers lack of faith in their game is pretty frustrating. the padding out they do with the pacing and needless island jumping is unbearable at times. They start you off with a plane that feels like your flying a hot air baloon. that's fine. get people used to it ect ect. But it's so slow I feel I would make better time on the back of a seagull. It's still fun it's great to get used to the mechanics. it also will be the only thing available to pilot for a rediculously long amount of time. suspiciously it takes about 2 hours to earn enough to get your second airport and second plane, yup you have to buy airports to have additional planes available for purchase. Most games that aren't trying to make progession take an enternity would just have every airport have a plane dealership. But we gotta fill that 2 hour refund window don't we. You see you have to do licence certifications. but rather then just have that available at EVERY airport as well. you have to fly your ♥♥♥♥♥♥♥ express over the ocean to another island and buy the airport there (this is a 5 minute flight or more that they don't give you any direction on)...oh by the way don't you ♥♥♥♥♥♥♥♥♥♥ dare leave that first island until you have gold medaled in almost every mission. because if you do when you get to the second airport even though you have enough money to get the airport it will be EXTREMELY frustrating as it was to me to find out you need more money from the FIRST airport missions because you didn't medal high enough in them this window is very tight too I gold medaled every second airport mission but I was still short. you need a gold in almost every mission available in both the first and the second airport in order to afford both the airport and the plane. I had to take the Hot garbage express all the way back to the first island then do those missions over until I had gold medals in all but I think 1. FINALLY that was enough money to get the plane. And this was the point it went from annoying to infuriating. You see because the second plane is an even dumber POS. it's a multi fired rocket glider...what the actual ♥♥♥♥ is wrong with the devs...why not a single prop single wing plane something that is decently faster and much easier to fly. They go from a plane capeable of like 40 of whatever their measurement is to one that will do like 200 of that same measurement 5 times faster. It's like if a driving game started you in a go-cart for 2 hours then was like "OK HERE IS A Formula 1 RACE CAR, WE HAVE TURNED OFF THE DRIVERS ASSISTANCE GOOD LUCK" well great the getting island to island problem is better now...however here is the problem and why i despise this plane. it's a multi fired rocket which means you can not control when it shuts off only when it starts. you can only fire it a few times so you have to use it to gain altitude and guess speed distance and any other variables and use the flaps to help get you where you are going...problem with the flaps they are on the right side of the plane which is fine when you don't need them for anything but take off and landing, but when you are right handed...you have to reach over your steering hand to grab the flaps switch. it's clunky and weird I always end up bumping my other hand which while your landing is a bad bad bad bad thing. Oh and because the dev team is unaware of how to code a proper target zone we have this incredibly stupid bullseye system for EVERY LANDING ZONE. if I were flying a helicopter fine. but these are planes. literally the only way to get gold most of the time is to hover a few inches above the ground until i'm over the yellow zone then just nose it down hard so i smack into the bullseye's center...because it doesn't matter i'm in the middle of the runway and would have plenty of distance to stop, they don't even want me to end up with my plane parked in the middle like I first thought...what matters is i'm in the ♥♥♥♥♥♥♥♥♥♥ dead center of the runway when my wheels touch the ground. doesn't matter how much damage I would have done to the plane in real life with a manuver like that...probably the worst part of the game besides the pacing which I cannot stress enough is GLACIAL. I'm 4 hours in i'm not even licensed for my second plane yet. which side note you have to purchase before you are allowed to do the license for it...I think that's backwards of how pilot training programs work, but it increases the padding. Clearly that was the focus of the game design, how can we get people to sit here and play the game for 2 hours or more before they figure out if they like it. I'm pretty sure they stole that from no man's sky. I play flight sims all the time in vr and non vr. I was kinda enjoying the slower pacing at first but now it really just seems like a great way to get out of steams refund policy. can't get a refund if it takes 4 hours to figure out you hate it. The sad thing is with better pacing and minor redesigns to the cockpits, this game would be one of the best arcade flight games out there. it does great on steam for that reason. I assume once you get past the multi fired rocket there is something worth doing but literally all I have done is fly through rings and land on bullseyes. I know there is baloon shooting ect...haven't seen it yet. takes 2 hours just to get a plane that isn't total ♥♥♥♥, because you need that total ♥♥♥♥ plane to earn all the money and physically make the trip to the island that sells that plane for some completely ridiculous padding. All of that said. I actually like the game. probably the worst part is the pacing alone ruins the entire thing where I just can't recommend it. They could easily fix it too, just up the money for each mission (at least the first 10 or so) 25% that way when I get enough money together to get my second airport the missions available at that airport are enough money on their own to afford the next plane. Or make the second plane a biplane and open up additional missions besides just hoops and bullseyes because 4 hours of flying though hoops doesn't make a game...right superman 64?
if u liked pilotwings 64: get it! its a really cool game. it looks nice and it flys great. very enjoyable
Pretty fun game so far. Not too easy, not too hard. Lots of progression and missions to do. You earn money from doing the tasks and buy new planes and airports. If you get motion sickness there are comfort options. I turned all comfort options off and flew in simulation mode. I got a little disoriented flying like this, first time in a while this has happened to me in VR!! Very fun flight sim with unique controls, the Vive motion controls do everything from flipping switches in the cockpit to grabbing the stick and operating the aircraft. There are different things to do, I haven't tried all of them yet. You fly through objectives to start, later on trying to land in tight spots and take pictures of different landmarks. Holding the iPad while flying can be a little disorienting but I'm sure I'll get used to it. The flight mechanics seem realistic enough and it does take a little learning to get a hang of flying the first ultralite aircraft. The music and sound effects are fun, although sometimes its hard to push in the starter button long enough to start the engine. Would be nice to see a bit more life on the islands/ocean/air and some graphics options as well as a supersampling option in game. Not all audio prompts are for the Vive controller but controls are basic and can be found beside the laptop. If you want a flight sim/pilot wings style game this is it! Overall 8/10.
So far this delivers. How fun , the controls are easy and the physics do not punnish you too much. Just finished my first job ,, 20 min of flying and just a lil wonkey. I usually get sick as soon as things start to move. I get sick when in the passenger seat in a car,, I dont fly in real planes well. Forget boats on the ocean ,, blarp. So just a little tilty after 20 min is amazing for me!! I Think it is because it moves like you expect it to ,, omg i want peddle rudders ... I recomend this very much to anyone who likes to fly prop aircraft ( it IS slow moving ultralights) This is the game that is gunna make me push for my vr legs. (will update after finishing the jobs just so happy with this i thought i would rave a bit while i took a break)
Had to refund this game unfortunately. Heard great things but the game is not optimised for the knuckle controllers that come with the Valve Index. Tracking is atrocious and your hands will jump all over the place making the game unplayable. Tracking works perfectly well in any other game but this one. If you have knuckle controllers, I'd advise staying away from this game until a fix is implemented.
I'm really enjoying this so far, it might be the best $12 I've spent on a steam sale. If you have a VR headset and enjoy even the concept of flight just a little bit, I cannot recommend this game enough. I was looking for a flight simulator that supported visible, working VR hands. I was also hoping to find one with some planes that were a little more accessible and simple, not requiring dozens of buttons and switches. This was everything all in one package. If you keep it on Arcade mode, it's incredibly easy to jump into, and I can't wait to share it with my dad (who just loves planes in general) and grandpa (a former pilot).
I just landed an ultralight on the deck of a small yacht. 10 out of 10, would crash a millionaire's party again. This is another game in a long line I've seen that are a weird combination of arcadey style video game, and real world physics simulation (kinda like KSP, for example). The game's atmosphere is relaxing, and has an in depth and colorful cartoony world to explore. There are 3 different aircraft to choose from, and a number of islands with different geographies. The game consists of a decent difficulty curve, a simple economic and progression system, and dozens of challenges, from the relaxing to the hair raising. If you are interested in learning how to fly, but know LITERALLY NOTHING about flight, then pick up this game. Despite its arcadey feel, the flight models of the 3 aircraft are surprisingly realistic... There are 2 flight models; "Arcade", and "Simulator"... I highly recommend that, regardless of how new you are to flight, that you switch it to simulator immediately. You can learn actual basic flying skills from this game, but you'll only pick those skills up if you start off with the simulator flight model right off the bat. The arcade one will only teach you bad habits... Also, the simulator model lets you push the plane closer to its limits, meaning you're more likely to get better scores on the challenges if you master it. The flight models feel right. The ultralight, even right down to a tendency to side slip, the glider feels like a glider, soaring on practically nothing for quite a while, and the sports plane feels like a sports plane... Twitchy as all hell, and prone to stalling and flat spins. Each one teaches you new skills. The ultralight is an introduction to basic flight, and is so easy to fly, you're have to TRY to crash it. The glider teaches extreme power and speed management (it's rocket powered, but only fires in bursts, and has extremely little fuel) as well as unpowered landings, and the sports plane teaches the importance of fine controls, and feeling a stall before it occurs. I'd honestly probably use this game as a teaching tool before moving someone on to more realistic flight sims like Microsoft X. The great advantage of this game is that it was built from the ground up for use with VR, while flight sims like X-Plane and Microsoft X only have VERY clunky and glitchy paid mods for VR support. There NEEDS to be a new training sim dedicated to VR, but until that sim comes, this is pretty much the closest (besides DCS and WT, but those are combat games). The 8 hours I spent was a joy, and I plan on palying much more of it... That being said, it is not a perfect game. This is where my criticisms come in. Firstly, this game only relies on touch controls for controlling the aircraft. I found a post on here of one of the devs stating that they weren't going to introduce joystick and hotas support because it would be a UI nightmare. I can see where they're coming from, but honestly, it's a NECESSITY. Yes, it's a UI nightmare for you, but if you take on the challenge of coding that, it saves the PLAYER of the nightmare of trying to control an aircraft with touch controllers. I've seen this problem in the Microsoft X paid VR mod as well. Sure, the idea of using touch controllers to grab a virtual yoke, and interact with the cockpit sounds nice IN THEORY, but it rarely works out, and instead usually just detracts from the experience. For myself, I had difficulty even grabbing the stick because my sensors can't see very well below keyboard level. And the complete and total lack of feeling an actual stick made it hard to fly by muscle memory. I'd be rotating the touch controller to the left, but instead the plane would roll right because my hand was on the right. It's hard to tell when you're even successfully grabbing the control stick because it's all VR... There's nothing there TO grab. There is an alternative. You can simply resort to using the thumb sticks, as I did... Flying a plane with thumbsticks just isn't natural. It's why I hate flying in console games. In fact, using the left thumb stick is actually required in this game, as it's the only way to control yaw. And these thumbsticks have a very large deadzone as well, making the planes twitchy to fly this way... This isn't a problem for the glider or ultralight as they're pretty chill, but it became a BIG problem when I first started flying the sports plane. That thing is twitchy enough as it is. With it, I NEED the sensitivity that the big deadzone takes away from me... Not that thumbsticks are very sensitive to begin with. Problems get worse when there are moments you're actually required to use the touch control scheme for certain things. You still need to physically grab the throttle, and you have to use the touch control on the stick to take pictures and fire at balloons in certain mission. So it becomes awkward switching back and forth from using thumbsticks to make a 180 turn, and then grabbing the stick for an attack run. I can't make my own key bindings, I can't change the stick sensitivity or deadzone... This isn't just stuff any flight sim would have, this is stuff most GAMES have. And don't get me wrong, I get it, VR UIs are REALLY hard to do compared to the normal UIs you see in video games. But it's NEEDED. Touch controllers are in their infancy. This is the first generation that I know of that not only detect the location of your hands, but also what gesture they're making. It's amazing technology, it truly is... But it's inconsistent and clunky. Half the time the controller loses connection, and next thing you know, the plane rolls over and crashes. It's obnoxious to keep my finger pointed 24/7 to push the rocket button in the glider during a hair-raising, corner-cutting race, only to be distracted by the fact that the button isn't registering my movement, or because I keep accidently flicking the magneto switch when I go to push the button. ... It's CLUNKY. When I crash, or fail a challenge, I want it to be because I am the one who failed... Not because my stupid Occulus controllers are practically prototypes. Touch controllers are nice, but they only work well in very specific circumstances, like in horror games, or those cheesy room scale games like job simulator... It simply doesn't work where vehicle controls are involved. For a racing VR game, I'd rather have pedals and a logitech steering wheel. For flight VR games, I'd rather have my logitech extreme 3D pro. These things offer me the real world tactile feedback I NEED to fly and drive well. Without them, the gameplay suddenly becomes frustrating. This is all a major problem of VR in general, not just this game. That being said, there is one thing the devs of this game could do to alleviate this problem for their game in particular: introduce Hotas and joystick support, with remappable options... That would make this game literally 10 times better than it already is. It would make it a far more useful educational tool as well. And there's a very simple and easy way to avoid most of the "UI nightmare": Start the game in a launcher window. Make it so that the game's settings are only accessible through this really simple 2D launcher. Here, players can go through, set up their joystick or hotas the way they like, and then launch the game when they're ready. There. That solves most of the problem of implementing a key binding UI in a VR environment. I am litterally on my hands and knees begging you to add this right now. It would make the game far more accessible to the demographic most likely to buy this game: Flight sim buffs. Put in the effort now to implement better joystick and hotas support, and you'll be rewarded with sales. Besides that, most of the issues I take with the game are nit picks. Bugs that are obviously going to eventually get worked out (like my issue with the glider's nose wheel steering control being inverted for no apparent reason). See replies for more.
Really cool and fun game, but I can't recommend if you have the valve index controllers. The controller will bug out if using motion controls, the right controller will randomly fly in a direction after grabbing the stick in front of you, no other game I know of has this issue, and I've calibrated the controllers to try and fix it. Until the game fixes this glitch, I cannot ask you to even spend the $7.50 that I bought it for on sale, will be returning it. If the game does fix this issue, well worth the money, bright, colorful, and relaxing on the arcade difficulty, plus it's fun to play a flight sim game that's built for VR, with toggleable switches and starter buttons.
Decent little flying game. Consistently breaks and sticks on the main menu. Recenter menu bug still present as of 4/13/2022 which renders the game unplayable If using a quest 2 I would recommend just buying on the oculus store
Related
Related
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Thick As Thieves | $200.6K | 1.2K | 71% | $4.99 |
| Frozen Cortex | $200.4K | 272 | 71% | $24.99 |
| Krzyżacy - The Knights of the Cross | $200.4K | 644 | 76% | $15.99 |
| Boti: Byteland Overclocked | $200.7K | 515 | 69% | $19.99 |
| Battle Worlds: Kronos | $200.7K | 326 | 68% | $19.99 |
| Harold Halibut | $200.7K | 1.3K | 82% | $9.79 |
Related
| DayZ | $531.7M | 465.8K | 78% | $49.99 |
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Euro Truck Simulator 2 | $421.6M | 932.1K | 97% | $19.99 |
| Forza Horizon 5 | $317.3M | 278.1K | 89% | $59.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| The Forest | $254.8M | 678.6K | 96% | $19.99 |