
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!
Modeled estimate, not a reported figure. How we estimate →
Discounts
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% | 271reviews | 58% | — | $67.9K |
| $14.99 | 71ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 232 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I had been eagerly looking forward to this game, and it was worth the wait, in my opinion. So...okay, let's get the obvious out of the way, first. Yes, this is very similar in style to Star Fox 64 (and you might pick up on a few shared motifs from that game), however it is quite different (story-wise) and has a steeper learning curve. No space fighters here, this is all on one planet, with jet fighters. Some wonder about the shooting and charge shot buttons being different, but the games makes it clear these are both for different tactics. You'll be switching between outright shooting and firing a charge shot, depending on the type of foes ahead of you. Things like dodge rolls and brakes/boost will matter, as the enemies aren't going to just fly around blindly for you to shoot at. They will try to fight you. In the 360 arenas (all-range mode?), you actually will get foes on your back, hitting you. Some enemies will even try to ram you. Plus, your teammates aren't going to be just yelling for you to save them every 10 seconds, you have to actually pay attention to the battlefield and them. Many stages have odd requirements for changing paths, and it's not going to be announced. They expect gamers to be gamers and learn. And that's a key word for this game: Learning. This game has a learning curve, and you're going to stink at first, quite a bit. But over time, you'll start getting better and better, until you're actually nailing certain courses. ------- Now for the harsh words. Why does this game have mixed reviews (as of this review), you ask? Part of it is players struggling with difficulty and controls. I highly recommend changing your settings to make the "ship's responsiveness, set to High", which tightens steering. And trust me, you're going to need tight steering in some later stages (*cough* Grotto *cough*). And definitely turn On "Continuous Fire", meaning instead of mashing the fire button, you just hold it down, and focus on aiming. But the other issue, are fans of Star Fox 64 and Nintendo, who... really seem to have a unbridled hatred for this game. I suspect this is more due to hatred of indie games in general competing with Nintendo (see Palworld vs Pokemon fandom), than any issues with this game. You would be well-advised to ignore such nonsense, and judge the game for yourselves. Do I recommend the game? If you like rail shooters like Star Fox, then yeah, you'll be at home. Do you like a tough challenge that makes you get better gradually? Then yeah, you'll like it. Above all... it's only $15, and well worth the price.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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 232 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i really wanted to like this game, but the controls constantly fight you, i have seen other negative reviews that talk about allot of my complaints, like the shots being in burst, or only in rapid fire, i have a few others combat, first off i dont like how your standard shots are mapped to a different button that your charge shot, i feel like my charge shots do not have HALF the range to lock on as they should, especially in all range mode missions, this feels bad when i CAN charge a shot and shoot it further that i can lock on with it. this feels very bad and punishing and makes it a gamble that you get hit with your own charge shot if an enemy is coming at you and it detonates close to you. the loss of you laser powerups is super punishing, in star fox 64 you only lost your laser power ups if you died OR lost one of your wings, you could be at 1 health bar in star fox 64 and still have your powerups IF you had both your wings, THIS GAME (or whoever decided this was a good idea) forces you to loose your power ups when you loose half your health regardless of your health bar, what i mean is , if you have half health at the point of getting your power up, and you loose another half, (bringing your health down to 1/4th) you loose your powerup, this is super punishing and feels absolutely infuriating! breaking in rail mode does not make sense, you "drift" in the air if you brake and try to aim left or right while still going forward AND THEN you start falling to the ground. (you sitll fall to the ground in all range mode) i get why they did this, to add "realism" but as someone who got all gold medals in Starfox 64 and is very used to the mechanics and controls of that game, this games controls just feels bad. SPEAKING OF PUNISHING!!! health do not spawn as frequently enough to keep you alive,( should have added either more health drops from enemies or the checkpoints should heal you when you pass through them like in star fox 64, there are also no "gold rings" that upgrade your health NOR star rings that will give you a full heal, yes barrel rolls to help but another punishing thing is your blasters stop firing while barrel rolling, so if you try to dodge OR deflect bullets you cant fight back for the duration of the maneuver. you get one shot maybe two off if you spam your barrel roll, this did not happen in star fox (as i remember it) all bosses i fought have annoying second phase and wait time between the phases, how am i supposed to get "fast boss" when the boss is under the water throwing water pillars at me for 50 seconds a cycle? i have have come out of cutsceens and immediately have been hit by a rouge bogie flying and hitting my ship the SPLIT SECOND the cutscene ends everything else for was skill issue, as it stands this game feels way too punishing to me to be fun when i could play SF 64 on an emulator, OR the new one on S2 (if i had one) i've been waiting for this game for over a year and im very disappointed with what i played, slogged through a couple routes, finally beat the last boss in under hours, no i didn't get true ending but im gonna refund this until at least SOME of the more major issues gets resolved.
Like most have said, it's almost a carbon copy of Star Fox 64. I want to like this game, and I do in some parts (mostly the characters), but it tries too hard to copy what came before it instead of doing its own thing. The controls are manageable but a little bit frusturating in the free roam mode. I would love for a u-turn or backflip option to avoid enemies rather than having to break turn and run into them. The bosses feel a bit too easy, and with not much variety on their attacks. Most bosses only really have two attacks that they repeat on loop until they die. They at least go down quickly if you have max blasters, but if I've lost that and have to use the basic blasters the fight gets very repetetive. The characters are good, the voice acting is good as well. Though I do wish the stage bosses had actual names. The story is very bare bones, even less than the game it's trying to copy. It could use with more world building and interaction between your team. A few more callouts and dialogue, as it feels like they're repeating themselves a lot (And a lot of copy-paste dialogue from SF64). Overall the game was a let down for me. I love SF64 but when I'm looking for other similar games I don't want 1:1 copies, I would much rather the devs had done their own thing with the genre. If you never played SF64 you might enjoy it more, but as a fan of the original it was just more of the same.
This game is Starfox at home without a switch. However, it is MUCH more difficult. But as a long time fan of SF series, lemme give a proper breakdown on my thoughts. Differences: Health is much less forgiving than SF64, your going to want to achieve those no-hit medals. Braking descends you, Yeah caught me off guard, but that's REALISTIC in atmosphere. Charge shot isn't bound to the same as blaster, odd choice. At least let me rebind it to flip that around (default, X is blaster ((up to 3 shot burst unless you turn that setting on for keep firing when held)), A is charge) Health DOES NOT regen between stages for you AND team, SF64 did some recovery at end of stage for teammates, that does not happen here. And your health is as critical as you left it at the end. This is where I say the game is harder. The levels: Layouts are familiar. But that isn't a great thing. Level 1 is quite literally a reskin of corneria, but slightly smaller. Enemy spawns and all. Alot of these levels feel REALLY short, or squished versions of SF64. Where an SF64 level would take like 4.5mins to do, these are at the boss in like 2mins or less it feels like. They just feel rushed. The Game design: Voiceacting is good, needs a lil more variety in it imo, but you can only do so much. Music is, background for sure, its ok but not jumping out at me. The graphics are great, I really wish they did more with it. There isn't much story and that saddens me. They could have paced the game with cutscenes with this art design and it would feel much more involved, but with the shorter rapid levels, I can see why not because you'd have more cutscene than level. Overall: I'm marking as not recommended - For the base of it was promised so much more, but this felt extremely rushed. I will 100% recommend it if you just want a new rails shooter, but for what they are trying to do, they tried to be a fan version of starfox at home, and copied it too much to the point of it feels like a dollar store version of the game. Pick it up on sale. 4/10
Underwhelming. It's an unapologetic clone of Star Fox 64. This could be fine, although some more originality would be nice, callbacks instead of "we have SF64 at home". Not forgivable, is that it's boring and frustrating * Bosses have little mechanics, and generally mostly wait for you to shoot them * All range mode (rare but a highlight in SF64) is tedious. Teammates fly around doing nothing but quickly dying. Enemies don't really do anything but ram into you from behind, which is almost impossible to see because it's mostly off camera. Not having U turns and loops is a crime. * The visual clarity of the game is poor. Especially some levels have way too much particle effects, making enemies and projectiles hard to spot I'd give it a 5/10. Only worthwhile if you really really want to play a rail shooter again, but you should probably just go play SF64.
This is one of those games I really wish steam had a "mixed" option for reviews It's really unfortunate with the SF64 remake shadow dropping this year, I genuinely feel bad for the devs here. The game is really just OK, it's fun to go through like one path just to say "yeah ok, this was their take on a rail shmup." I don't find myself wanting to do the rest of the paths or find more secrets. Overall I think the game feels good. I'm very used to SF64, and it feels much different from that. I don't think it's bad, just something to get used to, like braking causing your vehicle to slowly fall to the ground. My gripes are The stages feel a bit too fast, I'm trying to knock out groups of enemies with the charge shot but I can't brake enough to get all my shots in, or get enough hits into a bullet sponge of an enemy, and I struggle to get the stage's ribbon. This is likely intentional but you can't spam the fire button to shoot faster. It fires up to a certain rate. They probably don't want people injuring their thumbs, but I do on SF64 anyway, and it makes it feel more limiting in this game whether I can shoot a tanky enemy fast enough. I think this also contributes to bosses feeling very, very slow to beat. There should be more voice lines randomized. On top of retrying stages and playing through normally, I get kind of sick of the same lines from the crew telling me their status. No first person cockpit view is kind of a disappointment. Not that I used it a lot in 64, but in some situations it can be useful and fun. Some of my favorite stages in SF64 were the all range mode ones. No U-turn or somersault in this game is a huge letdown for those stages specifically. This is less of a complaint, but I'm not sure if I just have to get used to the difficulty, or like a lot of these things if I'm just too used to SF64, or your squad really just dies that fast. They lose health so fast if you are not constantly monitoring them. Please let me skip all cutscenes, not being able to skip ones I've seen makes replaying more of a slog. SF64 didn't have this, but let me replay certain missions without needing to start from the beginning and go up through the path just to reach it again. That's a QoL feature games like this get to have over the og games they're borrowing from, but it missed that opportunity. The game is more good than bad. I think it needed more time in the oven. The problems are not unsolvable and could be rectified in the future with updates
This game is letting me relive the fun adventures i used to have replaying star fox 64 over and over in my room alone at 8 years old. i cannot overstate how much i've wanted to play something like this and its finally here and its beautiful. 10/10 graphics and so far the gameplay hasnt let me down. will update on completion
貴様等がスターフォックスか
[b]TL;DR - This is a bad Star Fox 64 clone. I don't mean that as a bad rail shooter (although it is), but specifically a bad imitation of the '97 masterpiece. The game is almost completely bereft of creativity. Go play Ex-Zodiac, it's in Early Access, but that dev actually polishes to masterpiece quality BEFORE releasing to the public and has its own clear identity to boot.[/b] I've been playing shmups for 35 years, scored 2k+ in SF64, including 595 in Area 6. I bought the '26 remake and am loving it. Wild Blue Skies feels like an early beta version of 64 before any of the polish was done. Controls are tight, but they also feel stiff. Bugs and bad game design galore. It's so bad, I had intended to go through at least one full route, but the poor gameplay killed my motivation in the middle of stage 4. From what little I played, it is imitating SF64 in bad ways, almost like they were trying to do it from memory. Stage 1 feels like a reimagining of Corneria, right down to a wingman being downed by three enemies while another wingman tells you to boost to chase them. The boss puts you into all range, but at least it's not a bipedal machine with breakable legs (it's a spider with weak points where the legs meet the body), so there's that, I guess. In the second stage, Hurricane, your team is talking about the enemy hiding in this storm (Meteo, sound familiar?) and you fight a boss that is basically a mechanical octopus. First real divergence from SF64, but this is such an underwhelming boss and it's mostly because once you kill all of its tentacles, only its head remains. Its head is also where you'll deal 95% of the damage. In both the demo that I played many months ago and in the full release now, I killed all the tentacles before attacking the head. While the tentacles are still up, the head will attack by shooting water geysers. This is very important because once all the tentacles are gone, the head will just sit there AFK as if the boss ragequit. I literally sat there shooting for about 30 seconds without being attacked, barely moving the stick to aim. I could understand this maybe happening during development many months ago, but not after release! Third stage is Fichina/Fortuna (it's mistranslated as Fortuna on N64), except you are planting a bomb. [strike]Star Wolf[/strike] I mean The Prowlers will even come to try to stop you midway through and the cutscene is even nearly identical to 64's. The only real divergence here is the Prowlers don't chase any of you for some inexplicable reason. Instead, they all just fly around like regular CPU ships, but I think they'll shoot at you if you're in their sights. Your wingmen will also just fly around like regular CPU ships and avoid chasing the enemy squadron. I also saw one of them fly into the giant drill thing in the center, but seemingly did not get damaged because I never saw the ship react. The stage ended when the time bomb reached zero, but there was no warning ahead of time other than a small countdown timer in the corner of the screen. Fourth mission is where I stopped, this is Poor Man's Zoness. The intro implies I'm supposed to be sneaking through, but I missed at least one light (at least it looked like a searchlight), but nothing bad happened??? I quit midway through after another Poor Man's "Falco gets chased by three ships" scenario. It all just felt very rushed. Enemies feel like sponges overall. Things that should take no more than two hits maximum end up taking at least three (searchlights take three!). Barrel rolling prevents you from shooting during the barrel roll. Braking causes you to descend (okay I get it, it's a jet fighter, but still doesn't feel good). Locking on feels like it takes a few frames too long (in 64, you can spam charged shots, harder to do here). Taking damage while you have any laser upgrade will inevitably cause you to LOSE that upgrade, again, this does not feel good, not in an arcade style setting. Uninstalling. Hopefully the devs get their act together and find an ounce of creativity so they can call this game their own one day.
OK, to begin with, I'm a huge arcade shooter Star Fox fan. I have been with the series since I was a kid. Favorite game in the series is 64 and has always been that way. However, just please, just go play Star Fox 64 instead, or SNES, or Assault, or Zero, or the Switch 2 remake of 64 depending on which one you like best. Go even play the other indie Star Fox games like Ex-Zodiac or something since that's a good game. I don't care, just save your money on this. But back to the topic at hand, this game was just disappointing from a gameplay standpoint. The graphics are good, the characters are likable, the music's nice and all. However, if you're looking for something from a Star Fox indie like game like you initially would after seeing how awesome this game looks from the trailers and demo and things like that, look elsewhere. To begin with, this game does not control like Star Fox 64 at all, and you're probably thinking like me "How can they screw up controls in a Star Fox like game?" Let me explain: You cannot do a somersault or a U-turn at all this game so that already cancels everything I was excited for in this game, and this game features all-range mode missions so how do you maneuver and dodge from incoming enemy fire from behind or from SIDEWAYS? Well there's no way currently so that's just great. If you're not going to have somersault or a U-turn then why have all-range mode segments? Another thing I really hate is the charge shot and the rapid laser are two different buttons in this game. And those two being the same button is important because me personally, I do not want two different fire buttons to swap between, especially if you don't have a way to remap buttons which this game does not have at all. The controls are abysmal to the point where I am just gonna go back to Star Fox 64. That being said, I do not recommend this game in the state that it's in. Either save your money or try out the demo first to see if you like the controls first. Me personally, I cannot play a Star Fox like that doesn't have the basic maneuver mechanics the series was known for.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $148.5K | 366 | 95% | $19.99 | |
| $551 | 4 | 100% | $5.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $54.4K | 389 | 77% | $9.99 | |
| $22.3K | 72 | 78% | $12.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $67.9K | 269 | 71% | $9.99 | |
| $67.9K | 955 | 55% | $4.49 | |
| $67.9K | 443 | 97% | $5.99 | |
| $67.9K | 445 | 88% | $6.99 | |
| $67.9K | 477 | 83% | $7.99 | |
| $67.9K | 491 | 85% | $6.99 |