Aggressor is a stylized, physics-based air combat Shoot 'Em Up. It's all about defeating the enemy and watching them go down in a blaze of glory. The player progresses by completing missions and destroying enemy aircraft. For those interested in quick action, there is an instant dogfight gamemode in which you can rapidly configure your own battles with all aircraft available. The game features 30+ player-flyable aircraft and over 20 distinct weapon types, with both these lists ever expanding. The majority of the roster is made up of classic cold-war era fighters but also many lesser known prototypes and fictional planes with unique flight controls.
The game spans the cold war-modern time period and will cover future warfare too. By completing missions, new weapons can be unlocked and equipped. A wide variety of weapons are available in the loadout editor. From gunpods to bombs to air-to-air missiles, there are plenty of ways to disrespect your opponents in spectacular fashion.
If you are experiencing issues with gamepad controls or anything else for that matter, make sure Steam Input is disabled.
The game offers a number of control schemes and wide array of options for configuring these. Beginner or seasoned virtual pilot, anyone can jump in and fly high speed fighter jets without limits. Aircraft can be controlled with mouse, keyboard, joysticks, gamepads and just about any other module you can think of including a steering wheel or an electric guitar if you feel like it. Flashpoint Studios is not liable, nor will accept responsibility for damages caused by guitar-controlled aircraft.
Aircraft in the game feature a very complex damage model. Every aircraft is divided into parts which are connected through physics joints. These parts each run their own damage calculations. The full list of damage-related features is a long one but here are some prominent ones:
State of the game
As you may have noticed, Aggressor is currently in early access. This means not all of the content and features are in place yet. I've recently gotten to the point where I can start adding more content without too much risk of breaking stuff, thus I will be doing so consistently until the game is complete in my eyes. This is also a good time for player feedback and suggestions for things to add. Currently there is a training campaign with a few missions and more on the way.