blocky team dogfights over the Brick Sea
A free, browser-based multiplayer dogfighter set in a Minecraft-inspired voxel world. Two teams, planes and ships, one golden ring to fight over. Here's how it all fits together — tap any screenshot to view it full size.
The fleet war is splitting off into its own game on its own map. The naval theater is open ocean — mostly sea for maneuver, strewn with low islands to fight around, and a continental coastline along the north edge. You don't fly here; you take command of a warship and sail it, World-of-Warships style. A destroyer is fast and nimble; a cruiser trades agility for armor and heavier guns; a battleship is slow and ponderous but wrapped in thick belt armor that shrugs off cruiser shells, with devastating main guns that reload at their leisure. Hulls handle like real ships: the throttle is an engine telegraph you spool up and down (no stopping on a dime), and the rudder lags and bites harder with speed — a near-stopped ship barely answers her helm, so you learn to think a ship's length ahead. The guns train independently of the bow, so you line a target up with the mouse while the hull holds its course.
The whole fighting line is yours from your first sortie: pick the Tachi destroyer, the Bastion cruiser or the Dreadnought battleship straight off the hangar wall and put to sea — no grind between you and the big guns, just three honest trade-offs of speed, armor and firepower.
Only one hull is earned: forty ships sent under wins the Tempest, a premium heavy cruiser with autoloading guns. Where a normal cruiser works up to a salvo every few seconds, the Tempest's three triple turrets cycle in barely over one — the highest sustained rate of fire in the fleet, a relentless storm of shells and fires. Your tally rides your pilot record between sessions, a callout fires the moment she's yours — and she's a player's reward alone: you'll only ever meet a Tempest in another captain's hands, never the AI's.
And they fight like ships. The main battery loads armor-piercing or high-explosive (swap with a key), and the choice is the whole duel: AP has to beat the target's belt armor to penetrate, and a hit on the citadel amidships is devastating — but AP shatters on armor it can't crack and over-penetrates a thin destroyer, so you load HE to start fires instead. Fires and flooding then bleed the hull until you spend your damage-control party to put them out — on a long cooldown, so timing it is its own decision. Two more consumables ride alongside: a repair party (T) that heals the hull back over a few seconds, and an engine boost (G) for a burst of flank speed to close, kite, or run from a torpedo spread — each on its own cooldown, so a captain is always juggling when to spend them. The destroyer also carries torpedoes (press B): a fan of fish that run dead straight and flood a hull they hit, so closing the range is a real threat. An AI warship patrol puts to sea on each side and fights as a fleet, not a loose mob: the hulls form into a division around their heaviest ship as flagship — the cruisers and battleship in the line, the destroyers thrown out ahead as a screen. They thread the islands to make for the capture zone together, concentrate fire on the one target the flagship picks, and fight to each class's strength: the battleship standing off at long range, the destroyers boring in to torpedo water and laying smoke to cover a hard-pressed heavy. Every captain has their own gunnery skill, so a division is no wall of identical marksmen — and a hull that's badly hurt slips behind an island to break contact, repairs, and rejoins the line.
And it isn't only about sinking. Three capture zones — rings of gold light laid flat on the open sea, a contested one at the centre with a flank zone north and south of it — score points for whoever holds them: park a hull inside with no enemy contesting and the points tick your way, and holding more zones ticks faster, so a team can win on map control as well as kills. This is domination, and it forces a fleet to split — you can't hold the whole map with one massed line, so the destroyers race out to the flanks to grab and garrison those caps while the heavies fight for the centre. Each ring glows your colour when you hold it, the enemy's when they do, and gold when it's neutral or contested; the zones spread north–south so neither side has a nearer cap. A ZONES readout on the HUD counts who holds how many, the minimap rings show the whole picture at a glance, and a callout fires the moment a zone changes hands.
It all fits in two thumbs. On a phone the naval HUD is laid out to stay out of its own way: the conning chips tuck into a compact block clear of the engine telegraph, the range readout, the DETECTED banner and fleet orders each get their own lane instead of stacking on top of each other, and the gunnery status drops into a quiet corner. Raise the gunsight and the range dial takes the top-right corner while the minimap steps aside — every control a labelled, thumb-sized target.
Not every gun is yours to aim. Around the main turrets, the crew works a secondary battery on its own — once an enemy ship closes inside range, it throws a hail of rapid-fire HE at it without you, each round with a chance to start a fire. It's shorter-ranged than the main guns, so it only speaks in a brawl: closing for the kill (or a torpedo run) means eating a stream of small shells the whole way in. Every hull also carries an anti-air battery — a twin flak mount that tracks and leads aircraft exactly like the airfield and battleship flak, standing ready for when the sea war gets planes of its own.
And the sea has a sky over it. Each side keeps a wing of AI carrier torpedo bombers aloft: they hunt the nearest enemy hull, run in at wavetop height, and drop a fish that floods the ship it hits — so the threat isn't only on the surface. The run-in takes them straight down the throat of the ships' anti-air flak, which tracks and leads them and throws up bursting fire to break the attack: the guns finally have their targets, and a careless bomber doesn't come home.
And the sea fights through the night. Battles run across kilometres, so when it's dark the warships loft star shells — illumination rounds that climb and burst into drifting flares, casting a pool of light over the water that lifts the enemy hulls out of the black. The AI fires them on its own once night falls, so the fight is always lit enough to lay your guns.
And the sea keeps secrets. A ship is hidden beyond its spotting range — a destroyer slips far closer than a cruiser before anyone sees it — until it opens fire (the muzzle bloom gives you away), a star shell lights it, or an enemy closes in. And the islands are cover now: terrain breaks the sightline, so a hull tucked behind an island is hidden from anyone on the far side — duck behind one to slip a lock or set an ambush. Caught in the open? Press C to lay a smoke screen and vanish into the bank, shooting from cover while spotters do the seeing. It's the game of ambush and nerve that makes a sea fight a sea fight.
Two squadrons — CRIMSON and COBALT — battle for the golden SKY RING floating above the central island. Hold the ring to bleed points out of the sky, shoot down enemy planes for bounties, strafe the flak guns ringing the enemy base, and reach 1500 points before the round clock runs out. Crashing into the scenery is canon.
Hits are localized. Every round that finds you is routed to a component — engine, a wing, the fuel tank, the cockpit, or just the airframe — and you wear it: a scorched engine smokes and loses power, a shot-up wing sheds its tip and drags your roll, a punctured tank streams fuel, a cockpit hit greys the pilot out. So a mauled plane limps home trailing smoke instead of simply falling out of the sky, and you can read an enemy's damage on his airframe and finish the job.
Get shot down and the server ships you the last several seconds of the fight, replayed from the killer's high three-quarter — the camera rides off their firing line so their plane holds the edge of the frame while yours, and the tracer stream between you, fills it. At the instant of the kill it lets the killer fly on and settles into a slow orbit of your falling wreck. It plays at full speed, not a fast-forward blur, and a persistent KILLCAM badge names the shooter the whole time, so there's never any doubt who put you in the dirt. Seen enough? Click to skip straight back to the action.
The killcam runs to the end before anything covers it — only once the replay finishes does the spawn screen appear, so the death cam is never obscured. And there's no separate “you died” card: the killcam already named who got you, so the spawn screen is simply the join screen again, pixel for pixel. The full unit picker — every warbird, the flak and naval mounts, the battleship turret, the ground vehicles — the base-or-carrier launch choice, and today's daily missions with your live progress. Line up your next ride and hit TAKE OFF to drop back in — same button you launched with. A short respawn timer just keeps you from spawning instantly; once it lifts, you go when you're ready, not a moment before.
A charming, Minecraft-inspired voxel world stretches across the Brick Sea, kept lively by charmingly-named bot pilots that fill empty seats, dogfight for real, run home smoking when shot up, and contest the ring when their team falls behind. Rounds roll random weather — clear skies, a golden haze, or a storm that pulls the fog into knife-fight range — all riding a shared day/night cycle where the moon, stars, and Milky Way come out after dark.
Choose your warbird in the hangar: the Sparrowhawk turnfighter, the Thunderhead boom-and-zoom fighter, the Ironclad twin-engine heavy, the Leviathan four-engine heavy bomber, or the Swordfin torpedo bomber — each a distinct flight model, hull, gun package, and ordnance loadout. The Leviathan hauls a 12-bomb bay and exists to flatten flak nests from altitude; the Swordfin trades bombs for two ship-killing torpedoes. Make a slow pass over your own carrier's flight deck and the crews patch you up and hand fresh ordnance aboard.
Each team's hulls hold a diamond formation pointed at the enemy: the battleship in the van showing its broadside, the two destroyers screening on the beams, and the carrier at the rear with its bow toward the fight. The two fleets are anchored a deliberate distance apart — just beyond either battleship's direct-fire range, but inside its over-the-horizon reach. So the fleets can't simply trade blows: to land shells on the enemy task force you need a teammate flying over it.
The battleship's three main-battery turrets are crewed by players. Take a BIG GUNS slot from the respawn screen and the minimap becomes a plotting chart: click a target inside the range rings, wait out the ballistic computer's solve, then hold fire to send a salvo on a genuine ten-second arc. A teammate flying over the target spots your shells onto a tight pattern — and past the direct-fire ring, out in the spotter range where the enemy fleet lies, the battery won't even loose until a friendly plane is over the target. The chart only shows enemy ground inside your direct ring or inside a spotter's view bubble, so reaching the enemy's deep installations takes eyes in the sky — watch the fog lift as teammates fly the target area. Flak cracked open by naval gunfire stays suppressed extra long. While down you can also man any free AA gun on your team (F bails out).
Every hull is sinkable. Torpedoes must be dropped low and slow or they break up on entry; a good fish runs straight just under the surface behind a wake everyone can see. One sinks a destroyer; a sunk ship takes its guns and gunners down with it and refloats minutes later.
The fleet runs on supplies too. Supply ships are the convoys' seagoing cousins: freighters steaming an open-water lane to the carrier, funnels smoking so you can spot them a long way off. Every one that delivers rebuilds your downed guns faster — so escort your sealift and sink theirs with bombs, rockets, or a fish.
Forward territory hides shore installations — radar stations and fuel depots worth big points and painted on the gunner's chart. Supply convoys roll the base-to-base highway; every truck that survives the run scores and rebuilds your downed guns faster, so strafe theirs and escort yours. Rounds also roll wind with their weather: bombs drift downwind (watch the minimap wind sock), though the battleship's computer corrects automatically. And after dark, searchlights sweep the sky: every gun is half blind at night unless a beam cones the target — a lit plane is visible to everything on the map.
The plane flies on a real six-degree-of-freedom model — lift, drag, stalls, the works — which used to mean fighting a constant sink just to stay level. Now auto-trim holds your altitude for you: take your hands off and the nose stays where you left it, so you can look around, line up a shot, or just cruise. Pull, push, or roll into a turn and it bows out instantly — you always have the plane. The little TRIM strip on the gauges shows it working; tap T to switch it off if you'd rather fly it all yourself.