
Wild Blue Skies reimagines the classic on-rails adventures of the '90s. Join Bowie Stray and the Blue Bombers as they soar through breathtaking skies on a mission to save the world, battling Grimclaw's forces in this action-packed arcade shooter built for newcomers and genre veterans alike!
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Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Wild Blue Skies is a modern take on the classic on-rails adventures of the '90s, built for players who grew up chasing high scores and for a new generation hungry for the real thing.
Soar over oceans, desert ridges, and perilous caves, battling waves of enemies and pushing back Grimclaw's forces. With the help of your squad, you'll fight to restore peace while experiencing the thrill of classic arcade flight-combat!
Easy-to-learn controls make Wild Blue Skies accessible for newcomers and genre veterans alike, while stunning anime-inspired visuals immerse you in a hand-crafted universe. With branching paths, thrilling missions, and a score system that rewards mastery, every flight is an adventure worth repeating.
Meet Bowie, Thorne, Chuck, and Roe: the Blue Bombers. Four pilots, one unbreakable squad. Each one brings their own personality and voice to every sortie. With rival squad encounters and character banter woven throughout the campaign, getting to know them is half the adventure.
No two playthroughs are the same. Branching mission paths keep every flight fresh, with secrets and hidden paths rewarding players who want to master everything the game has to offer.
Easy to pick up. Deeply rewarding to master. Push yourself to earn every medal, uncover every secret path, and find the difference between finishing a mission and truly owning it.

Genres
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.89−34% | 270reviews | 58% | — | $67.9K |
| $14.99 | 71ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 229 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I feel that there's only a certain level of inspiration that you can take from a game until it becomes derivative. It's not necessarily a bad thing to utilize or remix ideas and mechanics from other games in a genre to build yours. Games such as Ittle Dew and A Hat in Time wear their Zelda and 3D Mario inspirations on their sleeves, yet provide plenty original ideas of their own. Wild Blue Skies, instead, is largely a bar for bar imitation of its own inspiration, Star Fox 64. For frame of reference for this review I completed two runs: one for most of the Normal route/ending and another for the Medium/Hard route and ending. What I enjoyed: -The game has a strong visual style and the color palette absolutely pops. It's very pleasant to look at. -The character designs are strong, boasting original, unique designs with each one standing out from the other. -The unique levels (we'll get to that), few as they are, feel solidly designed and come with some interesting environments to boot. -Every level has four "letter badges" to collect, called WILD; you'll recognize this from the Donkey Kong Country series. There are also four bonus objectives that change depending on if the level is in all-range mode or not. I think these aspects add solid replay value in a game that is intended to be played several times. -The voice acting is solid to pretty good. None of the lines ever felt stiff or awkward and the boss VAs were a highlight, hamming it up a little bit. What's eh: -I don't need much lore in my arcade rail shooter but even by my standards it's pretty thin here. You have a very basic premise of a group of mercenaries being recruited to defend the planet against the revenge of an exiled maniac (sound familiar?) and that's pretty much it. There's a few lines that hint at some worldbuilding to be had but it's never expanded on. This extends to the characters as well, who have very little connection with each other. -The music exists. It's not bad but largely unmemorable. -The controls: The Cloudcutter (the Arwing of this game) controls kinda funky? It's not nearly as nimble as an Arwing, being much less responsive and, without Continuous Fire enabled, shoots incredibly slow, but also has a couple tricks of its own. Barrel rolls now will shift you in the direction you rolled in, acting as sort of a dash/dodgeroll. This has some utility, letting you quickly get across the screen to snag a powerup or a couple hits. However, I find that you end up fighting it more often than not. If you happen to roll one direction but move in the other you'll end up completely cancelling out your movement, usually resulting in you hitting whatever you were trying to dodge. On the other hand, there are times where the dodge will cause you to completely overshoot what you were aiming for, likely slamming you into the terrain. The brake also works completely different from SF64. Instead of it slowing down your movement while you retain full control, it quite literally cuts the engines; the Cloudcutter starts falling to the bottom of the screen and while you can still move your reticle around you're unable to move at all. I found it to be more of a hindrance than useful outside of all-range mode, where it acts more like a drift. The bad: -Damage in this game feels like I'm playing on Expert Mode in SF64. A lot of things hit like a truck, you have very few i-frames (if any), and just a couple hits will cause you to lose your laser upgrades. In a game that isn't too keen to hand out extra lives this can end up being a death sentence, because... -Your lasers *suck* if they aren't upgraded. While single lasers in SF64 were bad but usable, they are a nightmare here. Bosses take eight times longer to take down and some of the tankier basic enemies end up becoming super spongy. Even double lasers struggle with the beefier guys. You gotta have hyper. -Your allies serve little purpose other than to have the scripted "help!" sequences in the rail sections and to draw aggro and be squishy in all-range mode. They die *fast*. You get little to no warning when it's happening as well, so you pretty much have to eyeball your buddies' ships at all times to make sure they aren't being tailed. But let's get into the heart of the issue, the entire reason I'm writing this review: [b]This game is Star Fox 64/the Lylat Wars [i]again.[/i][/b] Most levels are blatantly pulled from its inspiration: a rotating factory where you have to disable its outer mechanisms where a central core then pops out while you fight off four enemy mercenaries (Bolse), a temple that you have to defend from large enemies (a mix of Sector Z and Katina), an ocean filled with ships and spotlights (Zoness), you get the idea. Most levels end up being entirely predictable on a first playthrough if you've played SF64 in any capacity. Dialogue, sequences, bosses and mechanics are nearly identical to their predecessor, only having minor differences at best. A lot of things that *have* been changed are things that they should have kept the same. Why are charged shots and normal shots on different buttons? Why do you not restore health after missions/checkpoints? Why do you not gain extra lives depending on how many hits you get per mission? If you're going to lean this heavy into your inspiration don't just change random stuff for the sake of being able to say "see, we aren't like SF64!". Lean into what worked well and put your own original spin on it. I'm extremely disappointed that Wild Blue Skies is effectively another reimagining of Star Fox 64 for the umpteenth time. While I can't speak for all SF fans, I feel that Chuhai should have been very aware that the last thing some of us wanted was another interpretation of that game. The last two Star Fox games we got were both a remake/reinterpretation of SF64 (not including SF2026, as that would be unfair to WBS considering the shadow announcement and release of it far into this game's development); we really didn't need another one to add to the pile. I only hope that Chuhai is able to use what they learned from this game to develop another rail shooter that can be inspired while being still having its own identity.
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Languages: English*, French, German, Japanese*, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil*languages with full audio support
| $14.99 |
| 62ratings |
| 82% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 229 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I want to give this game a.... 7/10 overall. This game IS GOOD and yes its basically another starfox 64 just on one planet. BUT REMEMBER IT WAS MADE BY OLD 64 DEVS!!!! So yes there's alot of similarities between boss encounters etc. But that's not a bad thing. The reason i have an issue with this game is a few of the mechanics built in such as: - Teammates are WAY too squishy. They get shot down by the simplest of enemies, they should be a minor inconvenience not an obstacle. Like hey if they're in danger have a callout making that the objective and while they call out IF you ignore it then they take damage, otherwise if you want this to be a focus on game at least give them a better health pool cause EVERY mission i was losing someone after the second stage and trust me I TRIED. its alot to juggle when going for objectives. - Basic laser is WORTHLESS yeah similar to starfox 64 its not great but shouldn't require you to get next to no damage on an enemy - Punishing the player downgrading their laser from damage Im not against this mechanic HOWEVER if you do this GIVE US BETTER SIGNALS WHEN ITS ABOUT TO DOWNGRADE!?!? Starfox you only ever lost the laser if you lost a wing you could even go down to almost 0 HP but still have the upgraded laser. This game tells you nothing its "Damage threshold" then it just poofs down to basic laser. Punish the player for bad flying not getting it in a game that's obviously gonna happen ESPECIALLY when to get good grades in this game you have to perform LEAGUES above your average star fox 64 mission in a game that has no difficulty slider makes it very unfair for new players and non skilled flyers. - No indicators that you're being chased. In an all range mode at least give us the option to SEE when we are being followed. Short of the opposing team there is nothing on the radar that helps with this and just getting shot randomly by nobody following you when trying to go hitless is just straight up BAD when you have no idea who did it. - UPGRADE THE POWER OF BREAKING AND BOOSTING PLEASE If you are gonna make your teammates your priority to save I shouldn't have to go through two and a half boosts just to reach them. And by then because their health/defense is so small they almost die by the time you reach them. Making it just PURELY unfair to any player trying to be an Ace pilot, otherwise yes the break is ...bad to say the least. you keep flying at nearly the same speed as your base flying which makes breaking almost pointless. And rough when you want to time something for a collectable. IF you can change some of these things to balance the game better i can guarantee this game will be a solid 10 and give you at least better reviews than the current mixed its getting.
Now I'm a die hard Star Fox 64 fan, It's one of the reasons I even got sucked into playing video games in the first place and I'm not one for bashing on Indie games. But c'mon.. You're gonna tell me you couldn't nail a game's gameplay that was made back in 1997 using modern game development tools in 2026, let alone not code in the f*cking U-Turn and Somersault from the game you're copying? - Why do the lasers you fire have the range equivalent to the hair on the *ss of a fly? - Why is the lock on range even shorter than the laser range? - Why does the second boss have a glowing weakpoint the size of a barn door but the hitbox of a pinhole? - Why are the discount star wolf enemies on level 3 killing my entire squad in 10 seconds because everytime I try to chase them they no clip through the drill in the center of the stage or one of the slightly larger sand dunes? - Why do the lasers feel like they do not match up precisely with the reticle? - Why do I feel like I'm fighting my own ship's controls to try and keep the reticle on target? - Why is a game, copying the the homework, word for word, from a game made in 1997 making me constantly ask "Why ___?" - Why is the god d*mn bull character showing up and quoting Falco's "YOU WANT A PIECE OF ME???" every single f*cking level? Did you REALLY want to make sure I got the word for word reference the first time or the 6th time I heard it? I'm gonna be real with you brother, I came here looking for Star Fox and refunded it like 4 stages in because this ain't Star Fox. This is Star Fox's autistic unity slop cousin. thrice disowned by his family and left on the streets to develop a fentanyl addiction. And the characters... the characters are also so, so, so, so, soooooo... f*cking bland... You got extremely talented voice actors like Legoshi from Beastars, Yuffie from Final Fantasy and Frieza from DBZ, Yet you managed to make the most soulless, uninspired, boring dull characters ever, Couldn't even copy Star Fox's homework right and make the main character say dumb corn ball one liners like the "Sorry to jet, but I'm in a hurry" line from star fox 64 or literally any type of line to give the characters the remotest sense of a personality. They don't even acknowledge the discount star wolf team outside of a quick "HEH, Grimclaw sent you guys to do his dirty work, huh? :v" Like, god d*mn brother just make your own game next time with your own formula and stick to your guns developing it, maybe consider spending the budget on the game instead of hiring talented actors you have no f*cking idea what you're doing with if you're not gonna make their acting carry your mediocre clone game. Do not try to nostalgia bait people with your unity slop game if it can't even copy the homework correctly.
I didn't get very far into the game before I had to return it. First of all there is paying homage to a series then there is basically copying it beat for beat, which the entire intro does. If you have played Starfox 64 or any of it's recent remasters you basically feel like you are seeing blatent rip-off happening in front of you. Then there is the gameplay. To sum it up: weapons feel underpowered and shooting is separated from the charge shot because...reasons. The ship feels sluggish to control and/or aim if you aren't using the charge shot. Slowing down makes you fall from the sky, so you have to know when and how you will break beforehand before you can use it without hurting yourself. Finally the levels feel to constrained so you are constantly bumping off terrain and/or enemies that you can't kill because again the weapons feel so weak. Basically, and I hate to say this, but just get Starfox somehow or some other game that takes inspiration from the series. This game needed a lot more time in the oven and playtesting, and if the introduction stage was this bad I have zero belief the rest of the game is any better.
A copy job of the worst variety. For context, I am a Starfox fan. As such, it is impossible for me to divorce from comparisons to that franchise. That said, this game sticks so rigidly to that game's formulas that it could only be interpreted as inviting the comparison, in the same way that a rumbling stomach at 3am invites a trip to Taco Bell, and with about as much ♥♥♥♥ flinging afterwards First, there is some good. This game's strongest point is the aesthetic. The cell shaded style and vibrant colors do at least give some visual personality. The modest price point is also at least inviting for those that may not have the previous anthropomorphic flight shooter experience. Unfortunately, that's about where my praise has to stop. Barring a few mechanical choices, this game is faithful to the interstellar vulpine formula. Blindly faithful, to the point of significant detriment. I was discussing this game elsewhere and stated, "There's copying someone's homework, then there's taking it, knocking out the author, leaving their body in the back of the bus and pretending nobody noticed you just assault the valedictorian." If Starfox hadn't just received a remake which improved on it's own formula in every single way, this might have been more favorable in it's comparison, or I would say that if if wasn't blatantly riding the coattails of the Nintendo franchise. I can't say it does nothing new, though. It's just that the new things they did absolutely suck. Rather than holding down the blaster for a charge shot, now rapid fire and charge shots are different buttons and cannot be fired simultaneously. They tried fixing what wasn't broken and made it worse. Story and character personalities are one note and thin on the ground, but were admittedly the same in Starfox until the recent remake. That said, your allies are completely useless, and annoying with their one liners. Game feel doesn't fare very well. Visually, the speed is not terribly different looking from the Nintendo game, but the feel is slightly more languid and cumbersome. Also, the autofire for the rapid blaster, while a nice accessibility option, has the side effect of reducing the urgency of combat, with the player able to keep their blaster going the entire time by holding down a single button. On the other hand, the lock on blaster's range feels diminished and ineffectual. A supreme lack of thought in to enemy behavior and placement also becomes blatant after a time. The rival opponent force that gets introduced presents little challenge and can be easily dispatched by spamming the lock on from behind. They also highlight an oversight in presentation, being able to clip through objects and terrain with no negative effects in one arena style level. The design issues I've cited, in addition to the relative ease instilled a casual recklessness that punishes you with a difficulty spike in the last level. Finally, I have three words for any developer that still uses the lives and continue system of old. ♥♥♥♥. Right. Off. This is far from the worst game I've ever played, but a blind devotion to a formula that it seemingly fails to really understand or capture leaves this game feeling soulless and ultimately mediocre.
The Graphics and Art Direction are pretty solid. Everything else is pretty lackluster or just... Very middling. The team looks great and this type of game would benefit from a lot of proper dialogue. The stages feel pretty lifeless and there's an almost complete absence of pilot banter to help build chemistry between teammates. Even the post-battle banter is the same thing pending on their HP levels. When the enemy rival team showed up, there was hardly any interesting conversation or interaction. Overall the game just feels lifeless despite how vibrant and beautiful the stages are. Starting each stage without having your health back to full was an interesting decision and I personally don't like it. It doesn't even make sense because the Blue Bombers have an actual ship they dock in. The controls are... Interesting. I don't understand why the rail sections have momentum physics while the free flying sections do not. When you brake in the rail sections you would naturally expect it to allow you to traverse from one side to the other while cutting your frontal momentum. You don't. It's actually terrible if you use it for that purpose and you even lose altitude if you brake. Okay, they want to be realistic. Sure. That makes sense. I guess(?). You're travelling fast, you're cutting your speed, you lower your altitude. I don't really see why you wouldn't be able to make a sharper turn but okay. Conversely in the free flying section if you brake you don't lose altitude at all AND your aircraft is also flying slower(?). In these segments of the game your ship is significantly more maneuverable and the forced momentum physics are just almost non-existent. My game crashed twice. Once in the middle of a stage and once just in the title screen. I play high spec games and stream other games with no issues so that was a bit surprising to me. Overall this game was just... Not very impressive honestly. Sure it's a 15 dollar game but it feels rushed and unpolished.
I want people to buy this game. I will say upfront that I am deeply and personally biased towards this game due to it's accidental competitor, Star Fox 2026, being everything I never wanted Star Fox to ever be. Wild Blue Skies captures the feel I desire from Star Fox and, yes, homages Star Fox 64 in particular quite a bit. That being said, I do feel the game's takes on most levels are distinct enough to justify the game's existence, to say nothing of how the actual gameplay mechanics make it stand out from Star Fox. Braking will cause you to lose altitude. Barrel Dodge Rolls shift you to the side a bit. The charged shot and the rapidfire are separate buttons for some reason. You can't adjust camera distance or go into first-person. You don't fully heal between levels. This is all on purpose. It's not bad game design. It's different from Star Fox, deliberately. Braking causes you to lose altitude, but lets you aim at a target without flying into it, meaning you can use the brake to dodge enemy attacks and fire back. You can roll to move left or right a bit to properly dodge attacks while still braking so you don't have to stop braking and wait for the meter to refill. You can't mash faster than the hold fire toggle, (or at least I can't, and I like to think I'm pretty good at mashing), and not having to mash means less pain for you and less damage to your controller. Additionally, bombs can't home in on enemies even if you lock on with a charged shot, forcing you to manually aim your bombs just like how you're asked to manually detonate your bombs. You don't have somersaults and U-Turns, but you don't need them thanks to how Dodge Rolls and Braking work. Everything is just as in-your-control as it is with Star Fox, but differently. If you go in expecting it to PLAY just like Star Fox 64, it won't live up to what's in your head. You have to come into this game willing to engage with its GAMEPLAY on its own terms even as the game welcomes you in with it's old-school cartoon aesthetic and silly, familiar character archetypes. On which note the English voice acting is a little goofy, yes, but that's part of the charm. I do feel the Blue Bombers lack a little bit of the camaraderie and depth that Star Fox 64's version of the Star Fox team had, but they are definitely more fleshed out than the SNES version of the team is in my opinion, at least looking at just the games. Also Thorne is adorable and I love him and anything that harms him gets bombed. He seems to be a better flier than Slippy, better at navigation. Roe is less abrasive than Falco, a bit more serious and less of a show-off. Chuck is significantly more cheerful and energetic than Peppy while still clearly being the oldest and most experienced team member. Like Star Fox 64, the game has branching paths. Outside of the first level, the game doesn't usually outright tell you what you need to do, instead choosing to imply it through level design and sometimes character dialogue. Activating alternate paths sadly doesn't open new routes through the levels or lead you to different bosses, which can make successfully accomplishing these sub-objectives less intuitive, BUT, the game DOES give you an indication of what to do. There's a sound cue that plays when you perform an action that progresses your sub-objective, with a different sound cue playing when you fully accomplish your sub-objective. You can hear this clearly in the first level if/when you follow Thorne through the waterfalls. If you miss an objective, the sound cues for making progress will still play, but the final "point" for an objective will not have the sound cue, cluing you in to the fact you missed something. This sound cue can be hard to hear, though, and some levels have sub-objectives like clearing before a time limit runs out or preventing enemies from reaching something that won't play the sound cue-- though aside from Hurricane's "get a high enough score" requirement, I feel these non-sound cue objectives are fairly obvious to see. My only real complaints are that the Blue Bombers as a whole feel way too fragile. Your wingmates will just inexplicably get shredded in Free-Flight levels even if you're babysitting them, except ironically when you're fighting Not-Star Wolf? But Bowie also just feels so much more fragile than Fox ever was. The game is definitely much harder than most Star Fox games, but I don't know if it's harder because it's just more difficult and Bowie is just as sturdy, or if Bowie genuinely has less health, takes more damage, or what. Not fully healing between levels doesn't help. Also, the default single laser is WAY too weak, and dying seems to either strip you of any Bombs you had stocked, or leave your bomb count where it was. I have always been low on Bombs when I die, so retrying from death feels like I tripped on a pebble and had both of my legs shot off for it. Not cool, team. It would help a lot if basic enemies just weren't so tanky against the basic laser, or at the very least if it was a little harder to lose your blaster upgrades altogether. It seems to be inspired by Star Fox Zero of all games, funny enough my favorite in the series, but Zero only takes away your HYPER Lasers, and it does so after two hits, but once you get Double Lasers you keep those until you finish the level or die. I think the default laser's weakness would be more justified if this was also the case in Wild Blue Skies, or at the very least you only lost one blaster level at a time rather than both at once. It's deeply frustrating to get a boss down to their last sliver of health but take one bit of damage and lose your blasters at the very last moment. That all being said, while the WILD medals can be annoying to find at times, I love them as a mechanic, and I appreciate the game giving you bonuses for not getting hit and for killing bosses quickly while not requiring you to get all bonuses to hit the high-score threshold. I've hit 100% in this game, and that's ironically more than I can say for any Star Fox game I've played. Part of that is because there are fewer levels than 64, but we're only missing about 3 levels. I felt driven to collect those medals and ribbons, and while getting there was frustrating, my skill issues tick me off with every game. The cosmetic reward is very pretty, and I love what it changes the title screen to. Ultimately I really like this game. I think $15 is totally worth it, and I deeply, truly hope the devs have the passion and make enough money to give us a sequel, one that can truly stand entirely on its own without Star Fox's shadow hanging over it. I really like these characters, and want to see more of them, and I'd love to see Free-Flight get refined; those levels are the only ones in the game I find disappointing, but they're not terrible, just kind of underwhelming, which is kinda how it goes in most Star Fox games too.
I havent played any starfox games so this is really unbiased opinion. just my experience with this The controls are freaking awful, same issue with the beta that was never looked into or addressed. using Mouse, the aimer takes forever to move where you want, even with the response set to Very High, then it just goes towards one direction and doesnt have a auto centering option using controller, the aimer is insanely fast and responsive (makes absolutely no sense) then the aimer auto centers, like your crosshair goes to the middle insanely fast and stays there its like the mouse settings and controller settings are reversed for no reason. only giving this a avoid simply because of this garbage, oh and BTW there is literally NO mission select, its either you replay the mission or go to the next, then once you complete it im sure you can go back to the other ones but you have to finish it, if you lose all your lives, well baby, restart the whole ♥♥♥♥♥♥♥ game ( my adventure mode restarted completely after all my lives were lost)
Need a Star Fox fix? Don't want to boot up your tired, old copy of 64? This is the game for you. It's a tried and true Star Fox homage in just about every way. I did run into the occasional performance hitch but it didn't negatively affect me during gameplay. If you're curious, check the demo. It's an accurate representation of what can be expected during game play. Totally worth the price of entry.
Accurately priced. If you want a indie version fan made Starfox 64--- that's fine.. and I'd recommend it. However, Starfox 64 is my favourite game of all time and I can say with certainty that this isn't well designed--- it has a lot of problems that are apparent instantly to anyone who knows what these games should feel like. I feel sad--- cause I want this to be amazing.. I was so excited and then instantly forgot to barrel roll and took a laser shot to my childhood--- Thank you for trying devs-- sincerely I see the love--- it just misses. My score: 4/10 (I played 2 levels and tutorial mode before refunding)
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