SKYWAR.io
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DEVLOG

Notes from the Skywar arcade.

Design retros, balance changes, and short essays about what we are building. Updated as we ship.

May 1, 2026·5 min read·opinion / web / arcade

Why we still ship browser games — the case for the instant-load arcade

A short opinion piece on why Skywar is browser-first in 2026, and what we think the arcade model is good for that a downloadable game is not.

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April 20, 2026·6 min read·guide / future-jet / drones

Tips for Future Jet drone builds — getting the most out of the Drone Bay

A practical guide to drone-bay-first builds in Future Jet: which frame, which upgrade order, and when to pull the SAM-jam trigger.

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April 15, 2026·5 min read·design / vault-raid / stealth

How Vault Raid AI actually investigates noise

A short deep-dive on Vault Raid stealth — how the noise meter, vision cones and guard chase logic interact, and why standing still beats sprinting.

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April 8, 2026·6 min read·design / fighter-ops / sky-battle

Fighter Ops vs. Sky Battle — which jet game should you play?

Both Skywar dogfight games look similar on the card. They are not. A side-by-side comparison of frames, missions, upgrades and feel.

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March 22, 2026·7 min read·design / war-room / devlog

Designing War Room: how a single-button game grew into a strike simulator

A design retrospective on War Room — Strategic Strike Simulator. How the aircraft / launcher / missile split came about, and why missions scale the way they do.

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March 4, 2026·4 min read·intro / arcade / site

Welcome to Skywar — what the arcade is, and what it is not

A short intro to Skywar.io: why it exists, what the 14 games have in common (and what they do not), and how we think about ads, saves and content.

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