Sky Fighter Loop: Release notes

This complete Web history combines the August 16 and August 26 editions and remains verified against the live August 21 release. A separate August 27 Android haptics experiment is documented below; it is not part of the browser build. The project did not assign version numbers to these changes.

August 11–21

Seven verified entries covering combat, controls, localization, guidance, and launch recovery.

Explore Sky Fighter Loop
  1. A route out when launch stalls

    • The browser launch screen now keeps one keyboard-accessible Open game overview link available while the game loads or if startup fails.
    • Startup errors are announced in a live alert, and the recovery surface clears after a successful start.
  2. Clearer browser guidance

    • The English, Russian, German, and Spanish browser descriptions now state the implemented flare behavior precisely: flares neutralize nearby hostile missiles.
  3. Tutorial and clearer round starts

    • A responsive launch sequence and three-step How to Fly guide now cover steering, radar locks, firing, waves, boost, and flares.
    • Every wave begins with a visible 3–2–1 countdown, and action controls show localized labels and bindings.
  4. Radar, fire controls, and music

    • A heading-up radar scans twice the missile lock range so nearby threats are easier to read.
    • Automatic fire still starts enabled, but pilots can toggle it and launch manually with Space or the Shoot control.
    • A looping main theme and saved music toggle join wider target acquisition and radar cleanup fixes.
  5. Better mobile controls and missile pacing

    • Portrait action controls are larger and sit higher for easier one-handed play, with improved landscape spacing.
    • Both missile types now travel at 600 pixels per second, and the player lock range increased from 650 to 900 pixels.
  6. Flares, localization, and safer reinforcements

    • Anti-missile flares neutralize nearby hostile rockets and recharge after ten seconds.
    • English, Russian, German, and Spanish interface choices now persist between runs.
    • Later waves enter fully offscreen and outside the fighter’s immediate forward arc.
  7. Browser launch and combat overhaul

    • The first verified browser release introduced progressive one, three, five, and seven-enemy waves.
    • Visible reload timing, a two-second boost, offscreen enemy indicators, stronger homing feedback, cinematic destruction, and a repaired replay flow sharpen each run.