How it works
A game about running a company that designs, flies and sells aircraft. What AeroForge does, what it’s built with, and how far along it is.
The premise
A simulation game built on Bevy about designing, certifying and manufacturing aircraft as a business. You design the airframe and the engine, fly it from a cockpit you lay out yourself, get it certified, and sell it to airlines and buyers in different market segments.
A lot of it is built: the design studio, a flight model, an engine designer with a dyno, engine sound made from each design, and a company with a campus, staff and quarterly reports from its executives. Much of the visual and audio work hasn’t been checked in a running build yet, and nothing has been released.
What’s included
Design the airframe and a piston, turboprop or turbofan engine, then fly it
An engine designer with a dyno, and engine sound synthesized from each design
A cockpit panel you build from about fifty instruments
A company to run: an upgradable campus, staff to hire, and COO and CFO reports
How it’s built
AeroForge is built on Rust and Bevy.
The repository is 85% Rust, 11% HTML, 4% JavaScript by volume.
It carries 1 commits since Jun 2026, most recently changed in Jun 2026.
How the work is done
Every project here starts as a written spec, and the spec stays the source of truth once there’s code. The repository keeps a build plan with current status, an append-only decision log of where the code departed from the plan, and a handoff document that describes where things stand, including the unfinished parts.
That’s how one person keeps this many projects moving, and it’s what this page is written from.
Current state
Prototype. Works, but isn’t finished.
The source is private, so the way to check what this page says is to use the product.
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