Vector Thrust

Vector Thrust is a fast-paced cel shading action-arcade flight simulator.
With an extensive variety of game modes like the unpredictable and vicious Quick Action, a customisable Skirmish Mode, and multiple immersive story-based campaigns, Vector Thrust aims to please both players wanting to get straight into the sky or those who love a flexible, diverse and customisable game experience.

Vector Thrust gives the player full power over the game to alter any aspect of the game they choose, ranging from simple tweaks to full-blown modifications. Adding user-made skins, changing unit performance and parameters or even complete battle scenarios is easy and open to anyone. With fully fleshed out Map, Mission and Campaign editors, Vector Thrust boasts unlimited expandability and adaptability.

With advanced tactical AI that actively analyses and responds to a dynamic battlefield, as well as over 200 fully playable aircraft and even more naval and ground units that all work to complete their objectives in different ways, Vector Thrust offers missions that are never played the same way twice.

With regular updates containing new game-modes, aircraft, and other important features brought to you by a friendly, active and involved team from around the world, Vector Thrust offers an all-new aerial combat experience in a unique artstyle that will be sure to please both arcade flight sim veterans and new pilots.


  • Engage at your discretion with a variety of game modes
  • Take part in an scarred and battle-weary world with a series of campaigns
  • Unlock over 200 aircraft through an simple, yet competitive challenge mode
  • Pit yourself against advanced tactical AI that responds to the world around it
  • Clash against titanic aerial fortresses and superweapons
  • Duel with a myriad of Ace squadrons, each with their own unique combat strategies
  • Modify your game with easy, simple modding tools and share your creations with others

Windows XP SP3, Windows Vista SP2, Windows 7
CPU with 1Ghz
GPU: 128 MB DirectX®–compliant, Shader 2.0–enabled video card
Ram 1GB
Hard-disk space 3GB
DirectX Version: DirectX 9.0c

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Blog RSS Feed Report abuse Latest News: Report 055: Incubation complete

36 comments by timeSymmetry on Nov 9th, 2014

This report is to mark the last update for the Incubator (at least for now).
Now that the new mechanics are more stable, the next update can be available in all other branches and it will be like any other update with the addition of new units and challenges.

The incubator was a very useful tool for enabling the development very delicate mechanics while continuing to provide feedback to the players, without this the players wound have any other choice other than being out of the development loop while this build were unstable.
Also considering how useful it was, I might use it sometime again as a preview of an upcoming build, in order to fix and the issues that manage to pass through the test before making it as a default build.

But now moving on, at this moment it is already available a new build in the incubator:

  • FIXED: hiccup during campaign levels just before spawning new units
  • FIXED: showing KMH when using knots
  • FIXED: not reading sub mission actions and triggers when testing a mission in the editor
  • FIXED: achievements connection (get ready for a lot of pop ups telling you that you unlocked new achievements, the data to unlock this achievements have been recoding since the earliest versions)
  • FIXED: Mig-21PF challenge
  • FIXED: Su-37 Challenge
  • FIXED: restriction on XF10F-1 access
  • ADDED: fixed fire direction for sub objects
  • ADDED: Mph measurement
  • ADDED: action to configure or set damage Limit
  • ADDED: option to ignore collision check and use only proximity (useful for bullet hell weapons)
  • ADDED: descriptions in the editor for each action and trigger

(Don’t forget in the next build the players won’t be able to use the cheat to automatically unlock all units)

But that is not all for this report, besides talking about the incubator build I find it is the right to reveal something:

I’ll use this opportunity to reveal all the planned super weapons.
However this reveal does not include the super weapons that will appear in Juniper/Hollow Thunder, that reveal will be for another time.

None of the design is in scale, as all of them will greatly vary in size and role. These roles can from offensive, Air space denial or just support units.

Stay tuned, more reports will follow.

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OADF and YAF voice pack

OADF and YAF voice pack

Jan 26, 2015 Audio Pack 6 comments

This is a voice pack for fans of a certain flight arcade franchise featuring OADF and YAF pilots. Special thanks goes to pokeman7452 at

F-22X -Kneesocks-

F-22X -Kneesocks-

Jan 25, 2015 Vehicle Skin 12 comments

Featuring Kneesocks-sama, one of the demon sisters from the Gainax's Panty & Stocking with Garterbelt anime, this paint job will blind your enemies with...

Raptor_101's Eagle Pack 2

Raptor_101's Eagle Pack 2

Jan 16, 2015 Skin Pack 1 comment

A set of real and what-if schemes for various F-15 Eagles.

Ace Combat ADF Pack

Ace Combat ADF Pack

Jan 16, 2015 Vehicle Model 5 comments

ADF-01 Falken converted from ACX and ADFX-01 Morgan converted from lotsbliss' HAWX mod. Features modified vanilla MPBM and Wheaton's TLS (both stats and...

Aerial Carnage

Aerial Carnage

Jan 14, 2015 Singleplayer Map 9 comments

Just a short dogfighting mission inspired by Ace Combat Zero mission "Mayhem". Also included is the Mayhem BGM. First mission that I created, so it may...

Payday 2 Cloaker Voicepack

Payday 2 Cloaker Voicepack

Jan 14, 2015 Audio Pack 4 comments

Voicepack of the (in)famous Cloaker from Payday 2 (supposedly voiced by none other than Simon Viklund himself). Cloaker's signature WOLOLOLOLO whistle...

Post comment Comments  (990 - 1000 of 2,907)
KnX Jul 23 2014, 3:33pm says:

Hi peoples.
Im curious, timeSymetry: is there any Nighthound model in existence? I mean a phisical one.
Also, man, thats a lot of work for each aircraft. You are a masta.

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Jul 23 2014, 7:47pm replied:

Actually, I´m keeping it hidden from everybody, but it will be available on release and it will be fully functional.
You will need to clear both campaigns to see it on the challenge mode.

As for the physical model, it would have been interesting to scratch build it, but unfortunately for me it is always hard to find some free time and I suspect that after the e.a. release things won’t get any easier.

+1 vote   reply to comment
MyHatismyFriend Jul 23 2014, 9:15pm replied:

But the campaigns aren't even done yet :0.

(Actually on that note if JT Mission 06 is incomplete maybe me and Wheaton could give it a go, TS)

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Jul 24 2014, 4:10am replied:

@hat, be careful what you say, because that can be very misleading, I know you meant that the campaigns are not finally as there will have some changes in the missions and cut scenes to be added.

But that doesn't limit the gameplay in any way, all missions and campaigns can be cleared, thus unlocking the Nighthound

+1 vote   reply to comment
MyHatismyFriend Jul 23 2014, 7:51pm replied:

oh J:

+1 vote     reply to comment
MyHatismyFriend Jul 23 2014, 6:53pm replied:

We don't have plans to turn the Nighthound into a physical model. I don't even think it will be in the first Early Access build, because we haven't got the weaponry bays done or something like that.

+1 vote     reply to comment
キレックス Jul 23 2014, 1:09pm says:

I just have to ask this, it's about the sound effects.
Will the all the different planes have sound effects specifically made for them or use a bunch of generic sounds, maybe slightly tuned and altered and **** like that.
Same for the weapons, will they use a bunch of generic sounds or will all the different guns, missiles and bombs have unique sound effects?

+1 vote     reply to comment
MyHatismyFriend Jul 23 2014, 6:56pm replied:

All bombs use the same sound effect, a mechanical clunky sound to signal release. Small missiles and large missiles use different sound files.

+1 vote     reply to comment
flyawaynow Jul 23 2014, 2:26pm replied:

There is some variation right now regarding different armaments, plane HUD sounds, and engine noises, however they are subject to change.

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Jul 22 2014, 5:25am says:

@Spootknight, what I wanted to say is the artwork for the cover was quickly approved, but at the moment is still stuck on the logo, not because it has to be gold, it just happened to be stuck there since some of the staff that calls the shots is still on vacation.

+1 vote   reply to comment
SlyCooperFan1 Jul 23 2014, 12:36am replied:

Is the logo such a big thing that it can't be updated later?

+1 vote     reply to comment
Nergal01 Jul 23 2014, 1:11am replied:

Still, I can feel it's a pretty vital issue especially that it should be related to the trailer and other promotional materials.

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Jul 23 2014, 8:39am replied:

There are cases were even the name was changed after early access release. But as I said before, I don’t think the logo is truly the issue, they probably just waiting for everyone to be available so they can setup everything.

I know it is a pain to drag the release for so long, but I have high hopes that everything will on track next week.

+2 votes   reply to comment
SlyCooperFan1 Jul 23 2014, 12:26pm replied:

Alright, TS, I believe you. Just hope that we get it soon.

+1 vote     reply to comment
Nergal01 Jul 23 2014, 8:52am replied:

Meh, could've sworn I've a couple of ideas of subtitles should they need to add a subtitle for VT, but whatever.

+1 vote     reply to comment
MyHatismyFriend Jul 22 2014, 10:09pm replied:

Why not tell one of the staff at Iceberg HQ to call him and ask for a yes/no for release?

+2 votes     reply to comment
timeSymmetry Creator
timeSymmetry Jul 23 2014, 8:38am replied:

They will probably want to have a meeting with everyone before launch.

+1 vote   reply to comment
Nergal01 Jul 22 2014, 10:32pm replied:

This. Or completely skip the new logo and finalize it along with the first update instead.

+2 votes     reply to comment
SpootKnight Online
SpootKnight Jul 22 2014, 8:57am replied:

Going from previous comments/posts, wasn't Iceberg asking for reassurance (during the beginning of the month) if the game would be ready within the next one to two weeks? Seems to be a Scumbag Steve move of them to be asking this just to dip out if this is the case.

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Jul 23 2014, 8:37am replied:

I do not know the full story so it is always possible that what happened was a miscommunication or a change of plans.

+1 vote   reply to comment
Nergal01 Jul 22 2014, 9:09am replied:

I'd like to call it a sabotage then, whether it's intentional or not. But that's a publisher for you, meddlings always happen.

+1 vote     reply to comment
Nergal01 Jul 22 2014, 5:27am replied:

And he hasn't came back since then?

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Jul 22 2014, 5:41am replied:

Yes, most likely there is no release information until next week

+1 vote   reply to comment
Guest Jul 22 2014, 7:42am replied:

does it mean it will likely be delayed to August ?

+1 vote     reply to comment
Nergal01 Jul 22 2014, 5:45am replied:

Don't tell me he's actually secretly doing something like this

+1 vote     reply to comment
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Vector Thrust
Developer & Publisher
Ogre Engine
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Release Date
Released Jun 25, 2012
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174 votes submitted.

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Highest Rated (13 agree) 10/10

I am sorry I couldn't give it a 10/10 out of euphoria; but this is still an alpha; I am glad that such a ace combat pandora box has been opened; i was very pleased, really; and the only reason i cannot be more precise is the state of advanced sleep deprivation my brain is suffering from. The musics seem sometimes to be out of place and we can barely see what the entire game will be; but...... This is a godlike game. Really. I have never been so hooked on a game this "young" since years. Not even…

Jun 26 2012, 8:54pm by Wheaton_Adams

Lowest Rated (2 agree) 5/10

Pretty unplayable at the current moment, UI's too small, the game is also very buggy for me currently, every time I start the game it just likes to empty out all my controls, so I have to keep 'reverting to default' and resetting my modified controls over and over again. And also Desura seems to have wiped all my skins and modified content when I update (And also wipes all options again, including Display options) I understand that this is a Alpha version, but the game's bugs and problems are too…

Jul 2 2012, 3:59am by DEathgod65

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