- Aggressor News: New Gamemode - 1 March 2026
Aggressor NewsWhile the update is still in the oven (few days away), I'm starting a new series on here to keep you better updated with Aggressor development. Upon request from the community and because it is fairly easy to do now with Aggressor's current code, I am starting a new gamemode that will feature a dynamic-ish mission. It will have you operating from within the cabin of an E3 Sentry fulfilling command and control duties in an active battlespace. For this I'll simply take the existing model for the Sentry and give it some interior decoration. The resulting mission scenario's are generated through code. You can choose to partake in such a mission (which will load that mission and have you fly it) or simply stay inside the AWACS aircraft. The battle won't actually advance strategically while you're flying the mission (not sitting in the AWACS). The idea is that missions are assem…
- Procedural & Dynamic Missions - 19 February 2026
Dynamic GameplayI've been wanting to have some elements of mission state evolution for a long time, but whether it's possible in a way that's fun enough to pursue is a topic that still needs some thought. I'll quickly go over what Aggressor has now and what can be done in a reasonable timeframe. First off, Id like to address what is understood under the concept of a dynamic campaign and how Aggressor's engine stacks up.What makes a good dynamic campaignThe general definition of a dynamic campaign calls for a strategic sim that evolves in time based on player action, or inaction. Missions are not premade, but rather emerge from this strategic simulation that runs even if the player is not actively flying a mission. Perhaps the best example of a game that does this exceptionally well is Falcon 4.0. Throughout the entire map, supply chains and conflicts between factions are simulated conti…
- Patch 1.2.2 - 19 January 2026
ChangelogAdded 3 more themes to skirmish: MODERN, PROTOTYPE WAR & EVERYTHINGWater textures sharpenedFixed bug where look around was restricted in cockpit view when added controls mode was set to cursor joy, but you didn’t have additive controls toggledFixed issue where roll-aligned chase cam would be left behindFixed issue where camera would intersect with the ground or entities in some scenario’sPriority targeting arrow no longer linked to aerodome settingRoll-aligned chase cam now respects origin repositioning events
- Steam Workshop - 19 January 2026
Steam Workshop for AggressorThis update serves as the starting point for the gradual integration of Steam Workshop and user generated content in Aggressor. Currently, the only allowed form of content is loadout preset xml files. These files you create in the loadout editor present within the hangar by clicking Save As. To upload said file to Steam Workshop, you'd go back to the menu and boot up the Steam Upload Tool from there!How to UseIn the left top section of the menu, you see a Steam icon. Clicking on this brings up the upload panel. It is from here that all the action is driven. To upload your loadout to Steam Workshop, perform the following steps (order doesn't matter):Set the icon (png,pjg,gif), this will serve as a thumbnail for your item. It can be no more than 1MB.Navigate to the .xml file of your custom loadout using the file browser icon. This can be found under users/(your…
- The Mission Builder - 10 January 2026
Aggressor's Mission BuilderIf your idea of a fun Saturday afternoon includes things like: pulling out your own hair, throwing your laptop out of a window or catching a glimpse of success only to have it taken away 2 minutes later, then you've come to the right place. So you want to make your own missions? Well you can, technically, but at the same time you can't. Welcome to my guide on the mission builder and why you probably shouldn't use it for now. The mission builder was for a long time meant to be for me only. This means there are some serious bugs getting in the way of a smooth user experience. Because it is part of the game and available for players, I'll go over how to use it here to hopefully make the experience a bit better for those who want to give it a go. We'll start off simple and go from there to more advanced concepts.Starting OffBefore you do anything else, you need to…
- Aggressor Returns - 10 January 2026
Aggressor over the yearsBefore anything else is said, I feel I should take the time to explain where Aggressor has been, and why it wasn't updated on Steam for what is essentially 3 straight years. The problem largely comes down to what this game is and all the work that had to be done to get it to a state where it can be released. This is in no way meant as some sort of justification for it all, but I will be transparent with you regarding the game's development over the years.2023Prior to my departure I made a decision to begin work on a new strategic mode for Aggressor named Frontlines. Frontlines was meant to take Aggressor's air combat mechanics and mix them with a full scale war theatre. It can likened to a dynamic campaign with the distinction that one can build and maintain their own airports in a procedurally generated world. Seeing this come to life was one of the core motivat…
- Patch 1.1.9.1 - 15 October 2022
Patch 1.1.9.1 - Fixed: M2MG gunpod no longer fires off center - Fixed: AF-4J couldnt fit 4 sparrows on stores + centerline stores - Fixed: FM-104G explodes when using wing stores - Tweaked: Only enemies now show up on minimap - Fixed: Missile locking volume drowning out everything else - Fixed: Percentage for throttle 2 remained in UI for aircraft that do not have secondary engine controls. - Fixed: Flare counter didn't work - Tweaked: Minimap enemy display size - Tweaked: Improved YF-16E turn rate at all speeds - Added: A-4D central stores - Tweaked: YF-17 flight model improved, stabilators fixed. - Tweaked: MGI-29L flight model improved, stabilators fixed. - Added: XF-20 stabilators - Added: XF-T stabilator - Tweaked: YF-31 Active Aim sharpened; low frequency oscillation on roll axis traded for more precise low magnitude, high frequency oscillation - Tweaked: Typhoon control surfaces…
- Update 1.1.9 - 11 October 2022
1.1.9 - Control Update The main focus of this update was the addition of a new control scheme called "Active Aim". This control method allows you to aim your aircraft with the mouse. Toggled by right click, this is now the default secondary control method. It's not exact due to the unstable nature of the physics calculations and suboptimal PID values, but it does a good job once you get the hang of it. Aircraft In total 4 new aircraft have been added, 2 of which are trainers. The 2 flight school missions I've previously mentioned in the DC have been put on hold awaiting the mission builder update. Because of this, the trainer aircraft are not flyable by default, you would have to manually modify the data files to pilot them. There are two new fighter aircraft you do get to control though; The YFA-17 Cobra, powered by two 14000 lbf thrust class engines, makes for an excellent dogfighter…
- Experimental Controls Patch - 1 August 2022
NOTE: this update gets rid of the fireworks Controls Patch A minor patch/update with the biggest change being the option of having gamepad controls for camera orbit/lookaround. Three new options have been added to the control settings panel, but only 2 of them; the camera and view sensitivity options are in working order. The "secondary controls" refer to the control scheme you can toggle in flight with right click, AKA the mouse as joystick scheme. Its been renamed to secondary controls because you will soon be able to control the aircraft with something other than the mouse in this mode. Changelog - Fixed: singlemissions return button in hangar now actually works - Added: loading screen - Fixed: UI now picks up negative G's - Added: cockpit G-force effects - Added: view sensitivity option - Tweaked: hangar UI - Added: new options to control settings panel - Fixed: gamepad or other con…
- ANNIVERSARY UPDATE - 28 July 2022
Aggressor Taking a break from the usual serious nature of updates to celebrate the 1 year anniversary of Aggressor. On this very day, 1 year ago, Aggressor was released to the public in early access at approx 12:00 UTC. A moment to remember, I made a small update to celebrate. This wasn't just some aimless venture taking up development time of real issues though. I used this opportunity to get familiar with the Unity VFX graph, an extremely powerful tool for visual effects that allows not 10s of thousands (current particle systems), but millions of particles to be displayed on screen. It does this by making heavy use of GPU acceleration. EFFECTS CAN BE INVOKED BY USING THE WHIPLASH MISSILE (available only on high tier aircraft). The possibilities with this are certainly exciting and something to look forward to. When the time is right for more larger scale events to be added to the game…
- Update 1.1.8 - 26 July 2022
Summary A small update adding some new content to the game but mostly focused on fixing some technical issues picked up by the community. Most notable of the new weapon types would be the 106mm recoilless rifle you can mount on a P-51. NOTE: Camera orbit control rebinding left out for now because of technical issues with mouse axis detection. Changelog - NOTE: Camera orbit controls left out because of technical problems with mouse axis rebinding. - Fixed: ussr bomb not compatible - Tweaked: YF-29 Sideram loadout now uses AMRAAM instead of ASRAAM. - Fixed: landing gear phasing into the ground on hangar override - Tweaked: increased Colt Mk12 damage by 30% - Added: single missions free flight button when mission is accomplished - Tweaked: payout for a mission decreases with the number of times you completed it - Tweaked: USSR missiles performance improvement - Added: mission summary for s…
- Patch 1.1.7 - 20 July 2022
Patch 1.1.7 A small update following up on 1.1.6 with some changes and tweaks plus an extra livery for the XF-20. Changelog - Added: nation can now be switched in the menu by clicking on the big nato/ussr text top left of the screen. - Fixed: invert roll/pitch mouse control settings - Fixed: weapon controls not picking up stick inputs - Fixed: music not playing occasionally - Changed: data no longer saved when exiting instant dogfight, only when moving to the hangar, decreasing load time. - Fixed: wingtip weapons exploding on some aircraft - Fixed: tail surfaces coming off XFS-8, XFY-107, MGI-23 and Taifun - Tweaked: cloud intensity ridges map - Fixed: bombs exploding in various configurations - Fixed: auto-trim not kicking in - Tweaked: XP-84B ammo count - Added: XP-84B afterburner visual - Added: XF-20 livery - Tweaked: tree color arena map
- Update 1.1.6 - 19 July 2022
Caution: This update will discard all player progress. Post incomplete but will be expanded tomorrow Introduction Hello all! At last, I present to you Aggressor 1.1.6: New Horizons. As much as I'd like to make this into a massive post right now it's getting late so I'm keeping it short. What you need to know is that the main reason for the long wait was a core revamp of game systems which proved necessary to support the various new gamemodes and gameplay mechanics that are on the horizon, coming to the game within the next few months. State of 1.1.6 The game now has an experimental mission builder which should be used with great care, considering it is still in active development and not foolproof. You can play around with it but don't press the wrong buttons in the wrong order. Instant dogfight is still the main gamemode you'll be interested in for now since there is still just one cam…
- Update 1.0.6 - 2 October 2021
Description This update brings a few more experimental features to the table. Most notably: landing gear, which is as of now only available for the Marlin, Claw and Comet aircraft. A landing gear control has been added, assigned to G by default. Landing gear is fully integrated with physics, this means it is affected by aircraft manuevers. Moderate to high G-forces and rolling moments could induce retraction problems, so fly as smoothly as you can when the gear is not locked down yet. The select instances control has been removed to make missile firing slightly easier/less confusing. Now, you just switch between next/previous weapon types, and fire as many as you want (of that type) by pressing Fire. Also interesting is the Scramble gamemode which is being worked on. For now it just serves as a sandbox for the brand new General Purpose AI (GPAI) that will eventually replace the old mode…
- Patch 1.0.5 - 12 September 2021
Fixes the hills map not being loaded. You can now safely load this map without locking up your screen.
- Update 1.0.4 - 11 September 2021
Things: - Added "Hills" map - Fixed target markers - Sound tweaks - Bolt airbrake nerfed - Bridge weakened - Fixed faulty camera controls (combining x and y) using gamepad
- Update 1.0.3 - 9 September 2021
Some small changes here and there. More info following shortly!
- Update 1.0.2 - 7 September 2021
This update mainly features many changes under the hood, allowing for the implementation of various planned ground/sea targets which will be added further down the line. Many missing controls which were previously invisible to the player have been added to the controls panel. The only control still missing is the zoom in/out which is bound to mouse scrollwheel. More interesting are the various new aircraft, including the first thrust-vectoring plane to be added to the game. Going forward, I'll be handling updates a bit differently. Instead of going for few large updates, I'll be breaking stuff up into smaller chunks to keep a steady flow of content going. This means there will be many small updates gradually introducing new features to the game. New aircraft - Dragon - Vector - Thunder Changes - Using the mouse control scheme, mouse control can now be switched to keyboard on the fly by…
- Update 1.0.1 - August 8, 2021 - 8 August 2021
Update 1.0.1 The first update. Mostly focused on fixing some burning problems found early on right after release. Also a few tweaks here and there to the handling of the airplanes and the weapons. Changes: - Marlin performance buff - Invader performance/top speed nerfed - Flight data panel (listing speed, altitude, alpha etc) slightly enlarged to help with visibility - First person UI more vibrant - Overall flight model tweaks - Controls panel visual improvement - Changed invaders flight path to keep them from crashing into the canyon - Add cash button, temporary addition to make testing of flight models more accessible. The currency display doesn't change, but that's simply because it's not refreshing at that point. Fixes: - Draco now shows up in the hangar - Ghost has acquired weapons and hardpoints - USSR type missiles now have a booster - Fixed bug where aircraft were disappearing a…