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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Guardians Blockade Runner Unclear
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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Jurassic Squadron

Jurassic Squadron

Dec 26, 2014 Skin Pack 2 comments

Here is Jurassic Squadron, a fictional squadron of ace pilots in F-22Vs defending the island nation of Isla Sorna of Jurassic Park fame.

Battle Fairy Yukikaze Plane Pack Part 1 ver. Alpha

Battle Fairy Yukikaze Plane Pack Part 1 ver. Alpha

Dec 25, 2014 Vehicle Model 9 comments

3 playable planes from Yukikaze game (PC/Xbox) converted to VT: Sylphide, Super Sylph, Mave. Original models & textures by SystemSoft Known issues: Hardpoint...

F-22V Idolm@ster Hibiki Ganaha V2

F-22V Idolm@ster Hibiki Ganaha V2

Dec 21, 2014 Vehicle Skin 13 comments

I thought I might update my F-22V skin for you guys. I changed the name font and added a cockpit glass texture as well as some other things... Enjoy...

Ace Combat X Fictional Aircraft Pack 1

Ace Combat X Fictional Aircraft Pack 1

Dec 21, 2014 Vehicle Model 13 comments

6 fictional jets from Ace Combat X/Joint Assault along with semi-correct loadout (Fregata's FAEB temporarily replaced with Mk-84, ammo count for all weapons...

XFA-27A Phoenix V1.0

XFA-27A Phoenix V1.0

Dec 20, 2014 Vehicle Model 14 comments

This package contains the XFA-27 with the AIM-152 and AIM-132 missiles. Known bugs: The afterburner flames don't follow the engine's thrust vectoring...

Vaguely Ace Combat pack

Vaguely Ace Combat pack

Dec 20, 2014 Skin Pack 3 comments

A pack containing various Ace Combat themed redesigns and what-if skins. !!!Update: Archive file fixed!!!

Post comment Comments  (10 - 20 of 2,811)
Wrathikus Dec 21 2014, 11:37pm says:

Is this a free to play game?Cuz if it is....I WANT IN....

-2 votes     reply to comment
Nergal01 Dec 22 2014, 11:06pm replied:

Hate to be "that" guy, but what's with this guy obsession of asking virtually every single game he saw whether it's free to play or not?

+1 vote     reply to comment
szboudreau01 Dec 22 2014, 5:18pm replied:


+1 vote     reply to comment
Soviet_One Dec 22 2014, 4:18am replied:

Thankfully, it's not. $10 on Steam, on sale relatively often.

+2 votes     reply to comment
Nergal01 Dec 21 2014, 11:50pm replied:


+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Dec 20 2014, 5:04pm says:

@Fulcrum-F & szboudreau01

After some consideration how to do a beam weapon that shows in the map before firing, I realized that for it to work the way we all expect, it must be a scripted weapon, not something we can add to a unit. But I´ll add that very soon because I´ll also need it for the campaign, but what I´m working now is laser as weapon for any unit or sub object.

It still need some extra work in this weapon type and some other elements, but I´m trying to see if I can release the next update this week, it would be great if it was close to Christmas.

It only needs to be able to use some extra reactors and effects, but this type of weapon can already be used as a precision laser like the falken, a true Wave Motion Gun that damages any target close to the beam, or as a active defense that neutralizes in a limited FOV any projectile with high precision.

+1 vote   reply to comment
IbizenThoth Dec 21 2014, 12:11pm replied:

Any chance we could get warning circles on the map to indicate the radar ranges for those really long range SAMs? I don't remember having trouble with them (an ai quirk?), but a lot of people seem to have difficulty with them.

If we ever get more indications on radar, radii or lines for Jamming and ECM would be useful too, since it gets pretty hard to coordinate those kinds of things with team mates otherwise...

+1 vote     reply to comment
Fulcrum-F Dec 21 2014, 5:12am replied:

Ahh I see, and I just remember that laser units in ACX doesn't have warning on radar. Perhaps for enemy unit make it less accurate, or make conditions for avoiding it (such as accelerate over certain speed).

Adding laser is fun, but am I the only one who hate getting hit by a stray laser beam out of nowhere?

+1 vote     reply to comment
szboudreau01 Dec 20 2014, 9:34pm replied:

the precision lazerz is all i need. go on :D

+1 vote     reply to comment
willychong8921 Dec 18 2014, 3:03pm says:

Any possibility of creating a playback? I know is pretty ambitious, but is it possible?

+1 vote     reply to comment
flyawaynow Dec 18 2014, 6:46pm replied:

Very possible.

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Dec 17 2014, 10:12am says:

Still in progress, but already fun to use:

+1 vote   reply to comment
Nergal01 Dec 17 2014, 8:58pm replied:

turretted version plz

+1 vote     reply to comment
SpootKnight Dec 17 2014, 11:10am replied:

Is that being guided by where the aircraft is pointing?

+1 vote     reply to comment
timeSymmetry Creator
timeSymmetry Dec 17 2014, 12:06pm replied:

Yes, that was because it was easier to see if it was working if the source was a static spot.

But it would be great if you could really request and aim an allied strike.

+1 vote   reply to comment
Fulcrum-F Dec 19 2014, 7:44am replied:

Umm by the time this weapon came out I hope there is a warning at the radar showing area of effect.

+1 vote     reply to comment
szboudreau01 Dec 19 2014, 9:09am replied:

Something like

bweep bweep bweep bweep bweep bweep beweweweweweweewewewe

From ACJA?

+1 vote     reply to comment
Fulcrum-F Dec 19 2014, 8:15pm replied:

I don't think sound is needed, just show big red line (or red dot) on the radar before it shoots a la ACZ.

+1 vote     reply to comment
Nergal01 Dec 18 2014, 6:33am replied:

Not related but can you do a weapon that guided by camera movement like a turret for player plane/non-subobject?

+1 vote     reply to comment
szboudreau01 Dec 17 2014, 10:43am replied:



+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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173 votes submitted.

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Ratings closed.

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

Combat Sim
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