Aces of Thunder is a very difficult game to review. I completely understand why some players dislike it, but at the same time, it feels like a game made specifically for me.
- Genre: Flight Simulation | Simulation | Virtual Reality
- Developer: Gaijin Entertainment
- Publisher: Gaijin Network Ltd
- Price: $29.99 | 29,99€ | £25.99
- Release Date: 3 February, 2026
- Reviewer: Chris Irwin (PC)
- Target Audience: Flight-sim players, World War 2 and World War 1 enthusiasts, VR enjoyers
- Final Score: 7/10
There are flight sim enthusiasts who own $1,000 HOTAS setups and chase the highest level of realism possible. My own setup is far more modest — a Thrustmaster T.16000M FCS HOTAS with pedals. I dabbled in flight sims in the ’90s as a kid, but it wasn’t until adulthood, when I could finally afford them, that I really dove in.
Of the classics, the original Red Baron remains my favorite. World War I is my favorite aviation period. Rise of Flight is also high on my list — it’s less complicated in its controls and feels grittier. This was an era when pilots were sometimes denied parachutes so they wouldn’t abandon valuable aircraft. I’ve read books like Terror of the Skies by Blaine Pardoe, which tells the story of Frank Luke, the first American pilot to receive the Medal of Honor. I also grew up near several Air Force bases, even close to what was considered America’s first Air Force base, so aviation has always been part of my world.
Over the years, I’ve played Falcon 4.0 and the IL-2 Sturmovik series, enjoying both in VR. I’ve also spent time with the Warplanes series, Gunship Sequel: WW2 VR, Dawn of Jets, and VTOL VR. In short, I’ve played a lot of aerial games in VR.

Now, back to this review.
I know this game has drawn criticism, especially from fans of War Thunder. To be honest, I will never play War Thunder or World of Tanks. I don’t like games that rely entirely on live servers to exist. I want to be able to boot up a game 20 years from now and know it will still work. I also have no interest in grind-heavy progression systems.
That said, there are legitimate issues here. The game isn’t streamlined for HOTAS players, which will alienate a large portion of traditional flight sim enthusiasts. The menus are clunky and confusing. The campaign can feel like it progresses on its own without much player impact. All nations use English voice lines, often with the same voice. There were day-one microtransactions for additional planes. The starting plane roster feels smaller than War Thunder’s — which is free. On top of that, there’s no proper tutorial, something that frustrated many players.
That’s a long list of negatives — enough to tell many players to stay away.
And yet, I bought this game on day one. I wasn’t given a review key. I’m not exactly flush with cash. But this is the kind of game I’ve wanted ever since I first played IL-2 Sturmovik: Battle of Stalingrad in VR. When I play IL-2, I want to physically grab the stick with motion controls and interact with the cockpit around me. This game delivers that feeling, even if it still limits what you can press. VTOL VR and Dawn of Jets may be more immersive in terms of full cockpit interaction, but this game captures a similar sensation in a World War setting.

Some criticize it for being too arcadey. I’ve also seen videos claiming it’s too much of a simulation because you can easily spin out of control. The truth lies somewhere in between. You still manage fuel levels, trim, and landing gear. For me, it feels “sim enough.”
One feature I genuinely love is the inclusion of mission checkpoints — something rare in flight and tank sims. If you struggle with carrier takeoff, the game eventually pushes you into the action. Yes, that’s arcadey. But I have a newborn at home. I don’t always have 30 minutes to replay a takeoff sequence just to reach combat again. For my situation, this blend of sim and arcade is perfect.
The game offers structured missions, custom battles where you can choose location, mission type, time of day, and AI difficulty, plus multiplayer team deathmatch. You can play both WWI and WWII missions, though WWI content is currently limited to custom battles.
Visually, it looks excellent for a VR title. For me, it’s up there with IL-2 Sturmovik: Battle of Stalingrad. It’s certainly stronger than many VR flight games built primarily around standalone headsets. That said, it’s not targeting players who demand 500 FPS and cutting-edge ray tracing.

Since release, the developers have rolled out a steady stream of updates addressing player complaints. This is a large company with the resources to improve and refine the experience over time. I expect HOTAS functionality to improve significantly.
I know my preference for motion controls over traditional sticks will be controversial. Some will call me a casual flight fan — and that’s fine. If you’ve ever played the demo for Intersolar 83, you’ll understand why I prefer motion controls. I feel more immersed. I don’t like lifting my headset to search for keyboard shortcuts. I prefer physically interacting with the cockpit. I understand that many players love the tactile feel of a real stick and find “grabbing air” immersion-breaking. There are workarounds — from mounted sticks to custom rigs — but I’m comfortable with the current setup.
My only real concern is the long-term DLC model. I expect many future aircraft to arrive as paid expansions, which could become expensive. That said, I’ve never spent money on microtransactions in games like Enlisted, and I’m satisfied with the current selection of Russian, American, Japanese, German, and British planes. Unless future DLC includes major campaign content, I’m unlikely to purchase additional skins or aircraft.
Personally, I’d rate this game an 8/10. I genuinely believe that with updates, it could become a 10/10 in a few years. Officially, however, I’m giving it a 7/10. Too many players — particularly HOTAS-focused PC sim enthusiasts — are dissatisfied with the control implementation, and they far outnumber players like me.
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