You do not steer every aircraft. You command the system that discovers a threat, prepares a response, sends people into the air, and absorbs the result.
01
Detection
Radar and observers report uncertain contacts. Weather, range, and incomplete information shape what you know.
Contact · confidence · track
02
Planning
Classify the raid, weigh the risk, and assign available forces without stripping another sector bare.
Priority · force · timing
03
Mission
Squadrons launch into a changing situation. Basing, readiness, routes, and opposition decide what reaches the target.
Launch · intercept · effect
04
Consequence
Losses, damage, fatigue, and campaign effects return to the system. Tomorrow begins with what remains.
Loss · repair · replacement
Build your air power.
Airframes, engines, radios, sights, and protection systems all belong to the same force-building problem. Explore the launch air forces down to their equipment.
Research choices change what can be built. Production fills units. Serviceability and crews determine what can fly. Missions create losses that must be repaired or replaced.
Choose the force you will have—not the one you wish you had.
Historical defaults provide a grounded starting point. Manual control lets you own the priorities and accept their downstream cost.
Research priorities and programme timing
Production allocation and delivery
Aircraft, engines, weapons, and supporting capability
Research programmes connect technical choices to the force available later.
Production / Readiness
From factory to flight.
Ownership alone is not readiness. Aircraft must be delivered, based, serviced, crewed, and matched to missions.
Production lines and output
Serviceable aircraft and unit strength
Airfields, maintenance, crews, and operational reach
Production is visible in the same strategic context as bases and operations.
Missions / Effects
Support a wider war you do not directly control.
Armies and fleets act autonomously and request air support. You decide how scarce air power answers those requests while defending your own objectives.
Mission planning and force assignment
Weather, radar, range, and operational constraints
Explainable losses and campaign effects
Mission planning brings force, route, timing, and purpose together.
Playable launch campaign
Battle of Britain. Two commands. No scripted result.
Take command of the RAF or Luftwaffe from 10 July to 31 October 1940. Historical defaults establish a credible starting state; manual decisions determine what follows.
Time
Real-time with pause
Commands
RAF and Luftwaffe
World
Real locations, weather, radar, industry, and airfields
Outcomes
Dynamic and explainable
Historical campaign setup with RAF and Luftwaffe command choices.
Historical credibility
Grounded enough to inspect. Open enough to change.
Sourced inputs
Aircraft, locations, units, and historical starting conditions are built from documented data.
Explainable outcomes
The result follows from visible objects, constraints, and decisions rather than hidden narrative scripting.
Player-owned decisions
Historical presets remain a default, not a rail. Manual control makes the consequences yours.
Gameplay & captures
See the command system at work.
The gameplay trailer is in preparation. The captures below are taken from the current game.
Research programmesProduction controlCampaign command
Awaiting orders
The Steam page is not public yet.
AirWarSonar.com will link directly to the verified page when it is ready. No guessed URL. No invented date.