ENDLESS
Open sky, no timer, and a threat mix that turns nastier the longer you stay up. Bank what you score and spend it in the hangar.
Arcade flight game · Free on the App Store
Sky survival
You fly one plane with your thumbs on the edges of the screen, and the sky keeps filling with guided missiles. Keeping your distance scores nothing. Let one pass close enough to scrape your paint and it pays.
iOS is a public release. Android is a closed Alpha on Google Play, so you have to be added to the tester list before you can install it.

The game
NearMiss is a portrait arcade flight game. You fly one plane, and however many missiles you shake off, more launch. Each launch warns you first: a lock, then a tone, then a moment before the missile commits.
A missile that passes at arm's length pays, adds to your combo multiplier and fills the FOCUS meter. FOCUS slows the world for a second or two, so playing it safe leaves you without the one thing that helps when the sky gets unreadable.
Make two missiles collide and you score more than grazing either one. Graze a new missile type up close and you can capture it and fly it as your own auto-firing interceptor.

How you fly
Everything is a hold or a gesture at the edge of the screen. LOOP and ROLL each cost a cooldown, so you want to be sure before you spend one.
Hold a side
Bank
Steer. The nose is also the gun, and auto-fire follows it, so taking a shot costs you your dodge.
Flick down
LOOP
Reverses your heading, so pursuers overshoot. Once it commits, missiles pass straight through you. Weather still hits.
Drag sideways
ROLL
Throws you sideways and slings nearby missiles off their line. Even the LEVIATHAN loses track until the roll ends.
Hold both sides
FOCUS
Spends grazing energy to slow everything down for a beat.
Let go before a gesture commits and nothing is spent. FLIGHT SCHOOL walks you through all of it, then drops you into a real sortie.

Weather
Storms drift, break apart, merge again and shadow everything under them. Fly into one and you lose sight of the sky, and of whatever is behind you.
You can only charge on a medium-sized cloud or bigger; scattered puffs do nothing. Fly along the outer edge and a thread of lightning latches on. It reaches at most 70% of the clear-view circle's radius, measured out from the cloud edge, so you have to hug the wall. Once it has latched on, you can drift a little further before it lets go. Hold it three seconds and the charge lands. A fifth-generation fighter throws CHAIN LIGHTNING, which jumps between nearby missiles. The Gen 6 Wraith stores a STORM ARC instead: it holds the charge until a missile comes close, redirects the stored lightning into that missile, then sits on a 20-second cooldown.

What's chasing you
Early missiles chase your current position, so a hard turn beats them. Later ones aim where you'll be, and the last ones already know you're turning. Every one of them can be beaten, and no two the same way.
Common
Stray
Chases the spot you're in, wobbles, runs short of fuel. Any real turn leaves it behind.
Uncommon
Mutt
The same missile with the wobble taken out and more fuel in the tank.
Rare
Hound
Aims where you're going, with no reaction delay. Reverse and it over-commits.
Epic
Asp
Fast and clumsy until it drops a stage mid-flight, then slow and agile. The separation is your tell.
Legendary
Phoenix
Reads your turn, sprints as it closes, and re-locks if you break its line.
Mythic
Leviathan
The boss. Longest warning in the game, and a full armour bar won't save you. SURVIVE
You hear it coming long before you see it. Armour will not absorb the hit and steering will not clear its line, so LOOP, or ROLL to break its track.
Survive that pass and it sheds a stage: slower, better at turning, with a health pool. Something has to shoot it down, and a captured missile will.

Hangar
The hangar runs from a first-generation Sabre to a sixth-generation prototype. Most generations come in average, agile and fast trims that trade speed, turn rate, armour and gun against each other. Credits from your runs upgrade whatever you are flying.
Gen 1
F-86 Sabre · MiG-15 · Meteor
Where everyone starts.
Gen 2
MiG-21 · F-5 Tiger · F-104 Starfighter
Quicker and tougher, and it turns harder.
Gen 3
F-4 Phantom · MiG-23 · F-111 Aardvark
Gen 2's armour, a faster turn and a harder-hitting gun.
Gen 4
F-16 Falcon · F-18 Hornet · F-15 Eagle
The happy middle: another armour step and a real turn rate.
Gen 5
F-22 Raptor · Su-57 · F-35 Lightning
CHAIN LIGHTNING: one strike that jumps between nearby missiles.
Gen 6
Chenzoss Wraith
STORM ARC: a cloud-fed strike, in place of FOCUS.
The Wraith arms itself on the storm, so the only way to charge it is to fly close to the thing that can kill you.
The models are adapted from CC BY 4.0 work by the creators named on the credits page. Every upgrade is reachable on credits alone, without watching a rewarded ad.

Ways to play
Solo runs with the network off. SQUADRON puts up to three wingmates in the same storm as you, sharing one score.
Open sky, no timer, and a threat mix that turns nastier the longer you stay up. Bank what you score and spend it in the hangar.
A convoy you have to keep intact. Warnings come earlier than in ENDLESS, because protecting something else means flying around it: intercept, body-block, or bait the missiles into each other.
SURVIVAL and ESCORT with wingmates on one score. Invite friends, open the lobby, or quick play into a waiting one.

Get NearMiss
Android is a closed Alpha on Google Play. It is free, and it is still being worked on: expect bugs, rough performance on some phones, and balance and progress that can change from one build to the next.
Rewarded ads are optional: a revive, doubled credits from a finished run, or skipping an upgrade step. A short transition ad may appear when you create or join a multiplayer lobby. The privacy notice has the detail.
