A simple, accessible-yet-difficult, fwooshy, “feel good” flight sim. Blow things up on an infinite number of procedurally-generated islands, but watch out for volleys of missiles; when you die, you're dead.

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Alpha 21 - MIRV 'em up!

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"Charlie Foxtrot" (Alpha 21) Changelog:

  • Minor bugfixing + rebalancing


  • Keyboard controls are re-enabled
  • Reinforcements will stop spawning if there are already too many enemies in the air (this limit increases with alert level)
  • Alert levels are gained more slowly, and resulting enemy reinforcements are less numerous
  • Reinforcements appear immediately when you gain the alert level
  • Reinforcements are more numerous at higher alert levels
  • Audiovisual indicator when you gain an alert level
  • RIG structures have come back, but with floating defenses
  • The number of ground targets and airbases (carriers / aerodromes) increases in later islands


  • Buildings directly on the coast may have defenses floating in the water if they don't have enough space on land
  • AAA towers now fire in bursts to make them more similar to SAMs: timing an approach correctly will allow you to avoid all damage
  • There's now audiovisual feedback when you try to equip things that won't fit on the aero
  • FALKE and VECTOR speed stats swapped (makes more sense for the Light to have higher performance)
  • Decreased DODGE special's avionics cost, increased BOOST special's payload cost
  • Fixed: The lock-on diamond would sometimes stick around if you switched from a guided to an unguided weapon

I haven't announced anything on IndieDB for a long time, so here's the changelog from the last update, Alpha 20, which was pretty major:

sure to take a moment to vote!"Skunk Works" (Alpha 20) Changelog:NEW TOYS:

  • NEW AERO: ‘Kirin' Swing-wing Fighter
  • New Weapon: Micro-rockets, unguided high-damage missiles that fit in your micromissile slot
  • New Weapon: AAM-IRMR, very fast IR missile, best against fleeing enemies
  • New Skin: Sky Fox
  • New Enemy: Hovercraft
  • Removed the Aeromod slot because it didn't affect gameplay enough to justify having it around
  • Scrap is now a permanent resource
  • Like before, dying will make you lose all equipped weapons. You'll need to re-build them to use them again.
  • The default loadout for every aero only uses free weapons... no more "free lunch" with non-free default weapons, sorry.


  • You no longer have access to all aeros and weapons, you will need to research them
  • Destroying certain enemies will give you "tech points", which you can use when you die to research new technology
  • Researching a tech gives you a free copy of that weapon
  • In future versions, there will be more interesting ways to gain tech points


  • Missile guidance changed significantly: they are easier to dodge, but will more reliably hit a target that doesn't try to dodge
  • Most missiles will take twice as long to accelerate to top speed, making them a bit more accurate at steep angles


  • The enemy will send reinforcements to the island if it feels you're too much of a threat.
  • Destroying ground targets will increase this threat
  • Landing will increase threat significantly (repairing + reloading gives the enemy time to regroup)
  • Destroying the command center will also increase it significantly
  • Your current threat level (max of 5) is displayed in the upper-right hand corner
  • There is no way to remove threat except by clearing the island


  • Veteran and Ace enemies added, they use more missiles and can evade yours
  • Enemy defenses like the LRSAM and TORO will only appear in later islands


  • Colliding with aircraft (dead or alive) will no longer kill you, but it will screw up your orientation pretty bad.
  • When you equip a bomb, semitransparent reticles will appear over ground targets to assist in aiming
  • Changed the loadout GUI so you can see the aero you're working on


  • New InControl version: more controllers should be supported (Gallantgames.com)
  • Terrain and skybox colors are a bit more saturated now
  • Bomb / bomblet blast radius increased slightly
  • MIRV missiles pick their targets in a round-robin style for better distribution. They are now MUCH more useful for taking out drone swarms.
  • Flares have more ammo but a longer delay before they trigger
  • BB renamed to FRIGATE
  • RIG structures temporarily removed, they will come back with sea-based defenses!
  • Sounds for gunfire and several GUI actions updated
  • Minor UI polish in some places
  • Fixed: weird aspect ratio on bombsight
  • Fixed: using a loadout with one weapon, or no micromissile, shouldn't wreck everything and show messages
  • Fixed: ammo multiplier bug when using multiple copies of the same weapon
  • Fixed: modded skins without decals wouldn't work properly
  • Fixed: some GUI elements were visisble in the flyby camera, now EVERYTHING is disabled for cooler screenshots!
Alpha 13 Released!

Alpha 13 Released!

News 2 comments

This version brings sky carriers and a tutorial, along with a number of fixes and tweaks. Changelog in the details!

Sky Rogue Alpha 11

Sky Rogue Alpha 11


In case you missed my mention on twitter, I released a new version that fixes some bugs, namely one that kept Mac users from playing at all.

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Alpha 17 - Windows (.exe)

Alpha 17 - Windows (.exe)

Demo 4 comments

Lots of bugfixes and minor changes! Mainly focusing on controls on this update, but I snuck in some gameplay improvements as well.

Comments  (0 - 10 of 36)
martyra2j - - 168 comments

I did a Let's Play/First impressions on this game! Come check it out if ya like!
Big thanks to the developer for this great game!
Hope you enjoy.

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meeko011 - - 5 comments

What are the system requirements?

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koko8477107 - - 106 comments

yeah.. that. the game is less than 100 MB and you could run this on yo' grandma's rig.

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Guest - - 693,158 comments

This comment is currently awaiting admin approval, join now to view.

freelanceralpha11 - - 20 comments

Great game so far. Definately want this game to be released on Steam. Will you add Multiplayer in the future as well?
Also, I think i've found some bug.
1. Reaching Tech Level 24 or getting more tech point will make the game freeze and forced to abandon the progress.
2. The game has trouble understanding custom key mapping. Putting a Button13 will result in Button1+Button3 in the game.

Keep up the good work, guys!

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Nergal01 - - 1,608 comments

Looks like Update 21 made turrets the to spawn on water. Perhaps require a quick hotfix for it?

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Nergal01 - - 1,608 comments

welp, sorry, didn't read the changelog.

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Nergal01 - - 1,608 comments

Alpha 19 is the best update so far!

However, some gripes:
-It somehow much laggier on my laptop (used to ran smoothly under 'Awesome' graphics quality and 1366x768 resolution), especially when there's too many explosions happening/hectic.
-The 'unselectable plane's default special weapon' bug still hasn't been fixed yet. i.e if you replace cluster bomb from Kondor's default loadout with other weapon, you can't switch it back to cluster bomb until you buy it from the store since cluster bomb isn't listed in inventory by default.

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ivalin - - 15 comments

Why Alpha 18 is not in IndieDB ?

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philstrahl - - 22 comments

Love the look! Reminds me a bit of StarFox in a very good way :)

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