Iron Wings is arcade-action air combat set in the Second World War, built around an idea most flying shooters never try: you fly two pilots at once. Childhood friends Jack and Amelia join a special air force squadron under Colonel David Ruse, and across a campaign of missions packed with primary objectives, side objectives and enemies you switch between their planes at will, handing orders to whichever pilot you are not flying. Fast, loud dogfights are the core of it, but shooting on its own will not get the job done.
Two Pilots, One Fight
During every mission you control both pilots and both aircraft, swapping between them whenever the situation calls for it and assigning the other a primary target to go after. Each plane carries its own set of extra tools, so deciding who does what, and when, is as much a part of the game as lining up a shot. Send Amelia after the bombers while Jack keeps the escorts busy, then trade places when the fight moves, and the squadron starts to feel like a real partnership rather than a lone hero with an AI shadow.
Tools of the Trade
- Chaff and Magnetron
- Radar countermeasures that let you slip through enemy detection or break a lock when the sky fills with tracers. Knowing when to spend them, and which plane is carrying them, can decide a sortie before the first shot is fired.
- Photo Camera
- Some objectives call for detailed visual reports rather than bombs, which means a steady reconnaissance pass over a defended target while your partner draws the fire. It turns the usual shoot-everything loop into something closer to a plan.
- Search Light
- Night missions hide targets in the dark until you find and focus them with the searchlight, a job that leaves one pilot exposed while the other does the hunting and rewards teams that coordinate.
- Camouflage
- The paint scheme you choose affects how easily the enemy spots you, so picking the right camouflage for the theatre is a quiet way of avoiding damage before the mission even starts.
A Campaign Across Real Battlefields
The story opens at a fundraiser in 1940s New York, rebuilt in deep period detail, and moves rapidly into war operations with Operation Husky, the invasion of Sicily, as the squadron follows real events in its search for General Adler and the Ahnenerbe, a secret team of Nazi archaeologists and scientists. From there the missions take Jack and Amelia over Black Canyon and other American locations before crossing to Europe’s real battlefields, from Sicily and Naples through Poland and into Germany, with aerial and ground targets waiting at every stop.
Built for the Arcade Pilot
- Handling is firmly on the arcade side of the line, with an emphasis on speed and the sense of being in the middle of a dogfight rather than on managing fuel mixtures, so newcomers to flight games can be pulling off their first kills within minutes.
- Full controller support means a pad or a stick feels natural from the first sortie, while keyboard players are catered for too, and the two-pilot switching is a single input away at any moment of the fight.
- Achievements and leaderboards give the campaign a reason to be flown again, whether you are chasing a cleaner run through a favourite mission or a better score against the tools and orders you used the first time.
Strap in with Jack and Amelia, decide who takes the lead on each run, and find out whether your orders hold up when the tracers start flying over Sicily.









