Take to the skies above exciting island landscapes in RotorSim, a retro-inspired helicopter simulation inspired by the classic sims of the 1990s. Master accessible yet rewarding flight mechanics as you tackle diverse missions in a hand-crafted world.
As a new pilot for AeroAssist, an organization specializing in aerial support for disaster relief, medical transport, and critical supply delivery, your mission is to bring aid to remote locations. Whether rescuing stranded hikers, delivering vital cargo, or transporting passengers, the places you visit will depend on your skill and adaptability!
Engaging Flight Model
The flight model strikes a balance between realism and accessibility, capturing a sim-cade level of helicopter aerodynamics. Easy to grasp mechanics are balanced with key helicopter dynamics like engine torque, vortex ring state, and RPM management, while keeping the controls intuitive and not requiring expensive peripherals.
3 Different Helicopters
As of the 1.0 release, there are 3 helicopters, each with their own distinct handling characteristics. One is quick and light, one is a strong, slow behemoth, and one is the classic balance between the two. Learning each platform's strengths and weaknesses will be the key to completing the campaign.
30 Mission Campaign
Perform search-and-rescue operations, transport cargo, and ferry passengers while meeting a cast of colorful characters who call the islands home. And if you'd like to practice, mess around, or just chill, choose a free flight mode and go explore the world!
Weather Simulation
Weather is an active part of the simulation, affecting both visibility and helicopter handling. Missions can include stormy conditions, rain, fog, wind gusts, and turbulence, each requiring precise control and careful attention.
Lightweight
RotorSim is built to run smoothly on lower-end hardware (such as integrated graphics and the Steam Deck) without sacrificing the depth of the simulation.
Future Improvements:
Now that the game is in a stable and mature state, I will be focusing on expanding to a larger map with a longer campaign. I expect this next step to be finished by Q3 2025.
Thank you for your support and feedback over these last 5 months! Reception to the game has been far greater than I had hoped, and I want to thank you all for that. I\'ve been able to see and hear people\'s experiences, troubles, and hopes for RotorSim, and it\'s given me a lot of momentum to build and expand on what I started. I have 2 major updates to share, so let\'s kick it off.
Announcing RotorSim: World - In full development
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45537665/1e8caa1556acc8173d2cc06d9c26626adeec6982.png\"][/img]
RotorSim: World has been my goal for years. A story-driven open world flight simulator that combines the fun of old-school flight games with the simulator foundation that I spent years developing for RotorSim. Its far from complete, but porting over the work I did with my first game means I can spend my time making a much bigger \"definitive\" helicopter simulator. The planned roadmap is big, but manageable:
Many more interesting helicopters, such as co-axial, tandem, you name it
[/*]Get out of your helicopter to explore, complete missions, and just goof off
[/*]Much larger maps (>64km in size) with cities, coastlines, forests, and secrets
[/*]Expanded mission types, such as firefighting, more involved and complicated cargo operations, and smuggling
[/*]NPCs! Thousands of citizens and vehicles going about their daily lives and interacting with you
[/*]The story of AeroAssist continues, with new characters and some old favorites coming back.
[/*]
Ive been developing new tools to help manage the development, such as generation systems for cities, forests, and weather. Now that those are active and functional, development can start moving much more quickly. Since this was my chance to start over without the (many) mistakes of my previous one, this will not be an update but rather a standalone game, which will enable me to make this much bigger, perform better, and be the best possible simulator I can make. It\'s going to be at least a year before it\'s ready, but it\'s going to be worth the wait.
Skyward Flight Media has featured RotorSim!
The cool and passionate folks over at skywardfm.com recently featured an article about RotorSim. Written by one of their co-founders, Aaron \"Ribbon-Blue\" Mendoza , it\'s well-researched and a very fair look at what the game ended up being. Check out the article below:
RotorSim: Whirlybird Adventures
Skyward Flight Media is an aviation enthusiast organization that creates content about flight games and simulators across all levels of realism from past and present. They write about indie games, AAA titles, controllers, HUDs, and a bunch of other things. If you are even remotely curious about flight simulators and the culture around them, please give them a visit!
Hello and thank you for playing RotorSim! This update adds building and sound variety, increases stability, and fixes several significant bugs that have been reported since the game\'s launch. I hope this improves your experience! As always, visit the discord to submit ideas or fixes.
The original building artist, Elegant Crow, has returned and made additional structures which are included in the world to make it all more interesting.
[/*]Several repetitive sounds (such as impacts and yells) now have more variety and some tweaks to make them less boring.
[/*]Fixed the \"Realistic Loading\" toggle to actually work. Enable this setting and your passengers will politely wait until you have shut down your rotors to run into your helicopter. This won\'t work on rescue missions.
[/*]Citizens that need to be picked up via the rescue gantry now show a different symbol when approaching them to make it more clear what kind of pickup they are.
[/*]Removed the accidental win conditions for certain cargo missions
[/*]Fixed some menu inconsistencies while using a gamepad; you are now able to select all the game settings in the pause menu.
[/*]Optimized signal and damage smoke particles to be less demanding - a bit less impressive but lower end computers are far less likely to melt :)
[/*]Various small optimizations and tweaks to improve your time in the game.
[/*]
Thank you for your support and stay tuned for more updates!
Hi folks, here is a quick patch based on immediate user feedback. The goal is to improve some immediate quality of life issues so I can focus on larger fixes and updates in the future. I hope this improves your experience! As always, visit the discord to submit ideas or fixes.
Added a "Realistic Loading Conditions" toggle on the Mission Select screen. With this enabled, passengers will run over and jump in ONLY if the engine is shut off. Rescue missions remain unaffected.
[/*]Extended the time the mission end text is displayed so you can read the whole message
[/*]Made sure rescue missions always utilize the gantry system instead of a full landing (mission objectives have been adjusted to keep this consistent)
[/*]Reverted custom mouse icon so it scales properly with large screens
[/*]Fixed menu and controller UI issues
[/*]Various typo fixes
[/*]
Future Plans:
Additional graphics options
[/*]Expanding citizen reactions and poses
[/*]Control enhancements
[/*]
Thank you for your support and stay tuned for more updates!
Minimum Setup
- OS: Ubuntu 20.04 LTS / SteamOS 3.0
- Processor: Intel Core i5-8250U / AMD Ryzen 5 2500U or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Intel UHD 620 / AMD Vega 8 or equivalent
- Storage: 2 GB available spaceAdditional Notes: Target: 1080p/30 FPS. GPU must support Vulkan 1.1 or later.
Recommended Setup
- OS: Ubuntu 22.04 LTS / SteamOS 3.0
- Processor: AMD Ryzen 5 3600 / Intel Core i5-10400 or equivalent
- Graphics: NVIDIA RTX 2060 6GB / AMD Radeon RX 5700 XT or equivalent
- Storage: 2 GB available spaceAdditional Notes: Target: 1440p/60 FPS
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