Comunicato stampa

Blue Fury gets a Trailer

In his first attempt at making a game the developer invites you to take to the skies in a helicopter combat game that pays homage to the action classics of the 16-bit era.

Each mission drops you over a procedurally generated island - no two maps are the same. Your objectives are straightforward, but execution is anything but. Destroy enemy tanks, neutralize ground forces and locate friendly soldiers stranded behind enemy lines. Get low, drop a rescue line, and bring them home. All while watching your fuel gauge, managing your ammunition, and keeping one eye on the missile launch countdown timer. When that missile launches, the mission is over.

Your helicopter carries a minigun, unguided rockets requiring a lock and air-to-air missiles. Each weapon has its place. Strafe infantry with the minigun, crack open armored positions with rockets and knock enemy helicopters out of the sky before they can do the same to you. AA rocket launchers and hostile helicopter patrols will all push back.

Not ready for the campaign? Quick Mission mode lets you jump straight into a randomized map with full control over enemy numbers, biome, tree density, AA detection range, and whether a commando unit is in play. Every run generates a fresh island.

The world changes with every mission. Summer, fall, winter, and desert biomes alter the look of the terrain, the enemy camouflage and the feel of each engagement. A full ten-mission campaign takes you across all of them, with authored briefings, fixed terrain, and escalating opposition. Die and retry from the same map or complete a mission and move on.

Useful for testing performance or just enjoying the spectacle as the NPCs wage war, a benchmark/demo mode lets you watch the action unfold on its own. An in-game minimap with range and color modes, including a colourblind-friendly option, keeps you oriented without breaking immersion.

  • Featuring Helicopter combat inspired by 16-bit classics
  • Procedurally generated island terrain across four biomes
  • Quick mission mode with randomized terrain and customizable enemy loadout
  • Thirty-mission campaign with authored briefings and fixed maps
  • Rescue mechanics with rope and climb animations
  • Missile Silo countdown with multi-stage destruction sequences
  • Enemy helicopters, tanks, AA launchers, gunboats, and jet interceptors
  • Minigun, rockets, and air-to-air missiles
  • Colorblind-friendly minimap option (for my dad)
  • Benchmark and demo mode
  • Scoring system with high score tracking

Check out the Blue Fury Steam page: https://store.steampowered.com/app/4634590/Blue_Fury/


About Tim Wheatley (hey, that's me!)

A British-born sim racing genre veteran who has worked in the industry in various roles for more than twenty years, from community building to licensing of cars and tracks for racing games, Tim has been gaming on PC since the 80s enjoying text-based adventures and cassette-based programs on the Commodore Vic-20. From there he moved onto a Commodore C-64 and discovered sim racing through Geoff Crammond's Revs, but was only bitten by the bug in the 90s with Formula One Grand Prix and Indy 500: The Simulation on the Amiga.

This is his first attempt at making a video game, and he's inspired by a time when gameplay was everything.