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Aggressor

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Aggressor screenshot 1

Aggressor

Flashpoint Studios · Published by Flashpoint Studios

Mixed — 58% positive (187 reviews) · 8 achievements

Last updated 27 Sept 2026

Aggressor is a stylized air combat shooter with a physics-based damage model. Fly the greatest planes of the cold war and bring down the enemy with an arsenal of unique weaponry in a spectacular lightshow of force.

Early AccessDJCTQ l

£15.49

Lowest price we've ever recorded

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Price history

3 Sept 2026Lowest: £15.49 · Highest: £15.499 Oct 2026

Action, Indie, Simulation, Early Access · 2021 · More £15 - £30 games

Dive into intense aerial battles as you pilot iconic planes from the Cold War era. Unleash unique weaponry and witness spectacular explosions in this action-packed simulation from Flashpoint Studios.

About this game

The game

Aggressor is a stylized, physics-based air combat Shoot 'Em Up. It's all about defeating the enemy and watching them go down in a blaze of glory. The player progresses by completing missions and destroying enemy aircraft. For those interested in quick action, there is an instant dogfight gamemode in which you can rapidly configure your own battles with all aircraft available. The game features 30+ player-flyable aircraft and over 20 distinct weapon types, with both these lists ever expanding. The majority of the roster is made up of classic cold-war era fighters but also many lesser known prototypes and fictional planes with unique flight controls.

Controls


If you are experiencing issues with gamepad controls or anything else for that matter, make sure Steam Input is disabled.

If you want to fly well in this game you need to have some understanding of traditional flight physics. Control-wise this is no arcade title, understand that this is a game for pilots and there is a learning curve you have to devote yourself to. Those coming from true arcade titles may have trouble getting used to it. On the bright side, no air combat manuever is out of reach when one masters true flight controls. There is a mouse aimed control scheme you can toggle with right click for those not in possession of a joystick.

The game offers a number of control schemes and a wide array of options for configuring these. Beginner or seasoned virtual pilot, anyone can jump in and fly high speed fighter jets without limits. Aircraft can be controlled with mouse, keyboard, joysticks, gamepads but will require some configuration to get it all set up. For any questions or help I am always available on here or in the discord.

Damage Model

Aircraft in the game feature a very complex damage model. Every aircraft is divided into parts which are connected through physics joints. These parts each run their own damage calculations and physics iterations. The full list of damage-related features is a long one but here are some prominent ones:

  • Fuel tanks can rupture and/or catch on fire
  • Parts can be shot off, disintegrate and/or explode
  • Lift/drag changes from damage to aerodynamic surfaces
  • Powerplant failures
  • Hydraulic failures
  • Jammed control surfaces
  • Structural failure

Setting

The game spans the cold war-modern time period and will cover future warfare too. By completing missions, new weapons can be unlocked and equipped. A wide variety of weapons are available in the loadout editor. From gunpods to bombs to air-to-air missiles, there are plenty of ways to disrespect your opponents in spectacular fashion.

State of the game

Aggressor is currently in early access. This means not all of the content and features are in place yet. I'm developing this game on my own and expect to be doing so for the rest of Aggressors development timeline. I've recently gotten to the point where I can start adding more content without too much risk of breaking stuff, thus I will be doing so consistently until the game is complete in my eyes. This is also a good time for player feedback and suggestions for things to add.

CHECK DISCORD FOR THE LATEST ON AGGRESSOR!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS *: Windows 7
  • Processor: 32-bit, 2GHz or higher
  • Memory: 8 GB RAM
  • Graphics: GeForce GT710
  • DirectX: Version 11
  • Storage: 1 GB available space

Recommended

Recommended:
  • OS: Windows 10
  • Processor: 64-bit, 4GHz or higher
  • Memory: 8 GB RAM
  • Graphics: GeForce GTX1650 Super HDMI
  • DirectX: Version 11
  • Storage: 2 GB available space

Supported Languages

English*
*languages with full audio support

Latest news

  • AnnouncementsOfficial

    Aggressor News: New Gamemode

    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 assembled for you based on the map view. You complete them and then return to the AWACS after which the map view updates dynamically based on targets you've hit during your flight. Limited fuel prevents you from just scorching the entire map in one session. This will offer good mission variation naturally and provides an alternative while Aggressor's scripted mission set is still minimal.Map TechnicalitiesThere's two options here. In both cases the map is procedurally generated as I need relief data for the map view's planning anyway: 1) The map is of fixed size (
    Read full article on Community Announcements (Flashpoint Studios)
  • AnnouncementsOfficial

    Procedural & Dynamic Missions

    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 continuously. You as the player are dropped into this world and everything you do is decisive in pivoting the direction of the war. Naturally this makes for good fun. I should add that Falcon 4.0 represents what is probably the holy grail of dynamic campaign simulation and this won't be possible to replicate in Aggressor. But if anyone still wanted to know what a true dynamic campaign looks like, that is the best example out there.What can be done in a reasonable timeA map view of an evolving conflict, where the map size is limited to 100x100km (60x60 mi)An increase in the number of active units in a scene through better LODProcedural mission & map generation -> fly the missionAction at a distance -> physics sim does not break down far from the playerMore varied static ground targetsEngine limitationsRuntime instantiation of units(Strategic progression while flying the mission itself is halted because of this)Maps cannot be larger than around 120x120km without compromise on detailIn-mission runtime map generation (required for Aggressor to go past 120x120km)Large scale aerial conflicts (ai...
    Read full article on Community Announcements (Flashpoint Studios)
  • Patch NotesOfficial

    Patch 1.2.2

    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
    Read full article on Community Announcements (Flashpoint Studios)
  • AnnouncementsOfficial

    Steam Workshop

    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 name)/appdata/locallow/Flashpoint/Aggressor/customs/loadouts/(the aircraft name)Set a title. This is the display title you'll see in Steam WorkshopSet a short description that tells player something about your creationClick uploadAfter clicking upload, your item will be automatically created on Steam Workshop. The final message usually comes a few seconds later and says something along the lines of "Item Updated!" This indicates your item was successfully uploaded and set with all the information you've provided. A link to it should open at this point.Things to be Aware OfOnly loadouts are supported for now, though this will quickly be expanded to include missions as well in a later patch. The game will load your subscribed items on startup. No downloads/installs take place when Aggressor is running, this means that after you've subscribed to a new item while in-game, you'll have to restart Aggressor. Synchronization here is not supported yet. The same concept applies to de-subscription, try and avoid doing that while the game is running as this is largely untested territory.Changelo...
    Read full article on Community Announcements (Flashpoint Studios)
  • AnnouncementsOfficial

    The Mission Builder

    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 be in a mission. Open the side panel by pressing Escape and click on the file icon at the top. You'll see a bunch of settings you can mostly ignore except for one: the world option. Click on it to set it to "prefab". The procedural mode will just break the game as far as I'm aware. Select a map from the dropdown and it will load immediately. For this tutorial I will go with the Drylake map since it offers perfectly flat ground in the center which will be important for when we make a simple airport later.Missions are stored in C:/users/(name)/appdata/locallow/Flashpoint/Aggressor/customs/missionsAdding the Player AircraftCongratulations, you have a mission environment now! Use WASD to move around and your mouse to look. Space and shift control up/down movement. Holding "F" makes your speed increase 10x. Before a mission can be flown, it is absolutely necessary to assign a player aircraft. The mission wont be playable if you don't. Don't worry, after you've set the player aircraft for the first time, the builder will from that point onwards ensure there is always at least one player. T...
    Read full article on Community Announcements (Flashpoint Studios)

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