Windows, Mac, and Linux
Blast your way across the cartoon skies in this fast-paced game of aerial combat. Nimbly Games has crafted an instantly accessible, rewardingly deep, and ravishingly fun multiplayer action game. The sirens have sounded, bogies are coming in hot...

Jump into the fast and agile Loopy and drop your enemies from the sky with a tactical EMP blast - but hit your afteburners before your Biplane support tears them to pieces with 20mm cannons blazing! Barrel roll through the enemy minefield and arm your nuke as you enter the drop zone. There it is - the enemy base - but two Mirandas just warped in with lasers hot and an Explodet is lumbering into position over their hangar decks - will you carry your team to victory?


Deadly weapons. Daredevil pilots. Incredible planes.



Welcome to Altitude, the best multiplayer 2-D aerial combat game on the internet. Altitude is a fierce contest of ace vs ace, battling for supremacy of the skies in a fast paced combat that is way more fun than a flight simulator. It is a game of steely nerves, hair-trigger reflexes and brilliant tactical thinking. Altitude will stretch you to the limit from the upper reaches of the stratosphere, the relics of a long forgotten city, to within the deepest hollows of underground caverns. It offers five unique planes, twenty three perks and an online community that will provide you with hours of entertainment.


Seven Engaging Game Modes:


  • Plane Ball's constant action makes it a favorite among new and casual players while team-based tactical maneuvers like passing and blocking provide a fun challenge for veterans.
  • Team Base Destruction offers an intense, competitive experience where coordinated pushes and strategic loadout decisions turn the tide. Try a friendly pickup game or join a clan and play in the "Altitude ProLeague" - a competitive tournament scene run by hardcore gamers from the Starcraft and Counter-Strike communities.
  • For the ultimate test of dogfighting skills try 1-life Deathmatch or compete in Demolition for a more tactical, objective-based experience.
  • Or enjoy classic game modes like Free For All and Team Deathmatch.


            



Map Building Tool



Altitude has 61 official maps, a countless number of community maps and those numbers keep growing thanks to a built in ultra powerful Map building tool.



$10 USD one time
All planes and perks
No hidden cost
Windows, Mac, and Linux
2 planes 4 perks
3 hour time limit


Loopy



The Loopy is the fastest and most agile plane, but it also has the lowest health. The primary fire weapon is tracking missiles, which is unique to the Loopy. This combination of characteristics makes this plane a good opportunist; able to quickly enter combat with an enemy and leave just as fast if the situation turns for the worse. The three separate game play modes are offered as Red Perks, which are Tracker, Double Fire, and Acid Bomb. Each game play mode gives the Loopy a characteristic allowing the user unique ways on how they want to approach battle with enemy planes. It is important to remember that, while each game play mode offers advantages and disadvantages, none of the game play modes are designed to be better than another one but rather just a change in the way the Loopy is played. Experimenting with each mode will give you the best feel on which mode works best for you in different situations.

Tracker


The Tracker mode's primary weapon is a single fire tracking missile and its secondary weapon is an exploding EMP shell. The Loopy single fire tracking missile has greater tracking flexibility than the double fire, but causes less damage to the enemy plane. The Tracker requires the Loopy to lock on to the enemy for it to begin tracking the plane. This enables Loopy users to implement a fire-then-lock approach to their attack, instead of the usual lock-then-fire attack.

Double Fire


The Tracker mode's primary weapon is a single fire tracking missile and its secondary weapon is an exploding EMP shell. The Loopy single fire tracking missile has greater tracking flexibility than the double fire, but causes less damage to the enemy plane. The Tracker requires the Loopy to lock on to the enemy for it to begin tracking the plane. This enables Loopy users to implement a fire-then-lock approach to their attack, instead of the usual lock-then-fire attack.

Acid Bomb


The Acid Bomb is a green explosion of acid that is fired instead of the usual EMP as a secondary weapon. Planes that come into contact with the Acid Bomb will be temporarily affected and will continue to lose small amounts of health, as well as take 33% increased damage until the effects wear off. The main thing to note about Acid is that you absolutely need to hit enemies with Acid before you start firing on them. Acid is great for support as it is extremely good in teamfights(imagine the ideal situation - getting 5 enemies with 33% increased damage taken, it's a gamebreaker). It can also be effectively used as map control in chokes together with Bombers/Explodets.


Plane Ball



Plane Ball is a game type played by two teams of planes. The objective is to score a goal by shooting or carrying the ball into the opponents' goal, while also protecting your own team's goal from the ball. You can carry the ball by picking it up, pass the ball to other teammates or shoot. When carrying the ball, planes move at a slower speed.



$10 USD one time
All planes and perks
No hidden cost
Windows, Mac, and Linux
2 planes 4 perks
3 hour time limit


Bomber



The Bomber is one of the two 'heavy' planes (the other being Explodet), and is mostly used for map control in both TBD and Ball. It has good health, good range, outrageous damage, slow flying speed and passable maneuverability. The Bomber is similar to Explodet in that it can cause knock back damage from its weapons. However, the similarities end there as the Bomber can dispense of all of its energy in the form of grenades, bombs, or tailgun fire in a matter of a second. The three separate game play modes are offered as Red Perks, which are Suppressor, Bombs, and Flak Tailgun. Each game play mode gives the Bomber a characteristic allowing the user unique ways on how they want to approach battle with enemy planes.

Suppressor


The Suppressor mode's primary weapon are grenades and its secondary weapon is a tailgun. The grenades are used to lay down suppressive fire, block off vital choke points, or instantly kill an unsuspecting enemy plane. The tailgun is used when the Bomber is facing away from the enemy. Often times after shooting a few grenades the Bomber either must turn around in order to retreat to more friendly skies or the enemy plane has flown right by them. This is when laying down fire with the tailgun can gain the pilot a finishing blow. Tailgun has limited tracking ability; able to adjust to a flying enemy and shoot to where they are instead of directly behind the Bomber.

Bombs


Bomb mode is very different from both Suppressor and Flak Tailgun modes because it's secondary weapon no longer fires backward but rather is fired downward. Bombs are ejected from the planes bomb bay doors and cause a significant amount of damage when they explode on an enemy plane. Unlike the two rear firing tailguns, bombs can effectively be used to carpet an area of lower flying enemies or to kill an enemy chasing the pilot to a higher altitude.

Flak Tailgun


Secondary weapon is changed out with a high powered flak tail gun that will cause concussive knock back if it hits near an enemy plane. This weapon can be devastating if it lands a direct hit as it will cause a high amount of damage. This is ideal for those players who find themselves in situation's where they are getting chased a lot or just want that extra punch as they are leaving a field of battle.


Explodet



Explodets are the slowest plane in Altitude but also have the largest amount of health. This allows the Explodet to take on heavy amounts of damage and still leave the battlefield alive but also generally makes them poor bomb carriers. They are good for controlling the pace and direction of battles and rely on the concussive blast of their weapons to knock enemy craft around. An Explodet is often a good plane to have as a last line of defense in a match as it can provide the stopping power to halt enemy bomb carriers in their tracks as well as lay a treacherous mine field that can be a challenge for even the most seasoned of fliers to traverse.

Director


The Director mode's primary weapon is a manually detonated rocket and its secondary weapon is a mine ejector. The manually detonated rocket is used to not only cause explosive damage, but to also knock planes around as planes within the radius of explosion are pushed by the concussive effect. This can be used offensively to cause planes to slam into walls or defensively to slow an incoming bomb carrier. The important aspect to remember about the Explodet's rocket is that it is different from any other plane's weapon in that it must be detonated after it is launched. The Director mode's secondary weapon is the mine ejector and it can be used in a multitude of ways. First, it can be used to deter a chasing plane by either destroying their plane through damage or causing a concussive knock back into a nearby wall. Second, it can be used to lay a mine field around either a neutral bomb or a small choke point passageway. The mines will track nearby enemies who fly too close and can often trail into a group of enemies when it is tracking an enemy plane that is retreating back to the comfort of its own team.

Thermobarics


The Thermobarics mode is a large departure in play style from both the Director and Remote Mine modes. The difference is that the primary weapon replaces the highly concussive rocket with a thermobaric rocket that pulls the nose of planes within the blast radius toward the center of the explosion, sending it a few degrees off course. While losing the ability to push planes around with the concussive explosion the thermobaric rocket gains a slight damage increase. The play style with the thermobaric rocket is quite different and requires situational knowledge in order to get the best effect. Planes that are rounding corner or traversing small enclosures will suffer the worst consequences of being in the blast radius of a thermobaric rocket as it often causes their plane to fly uncontrollably into nearby objects. The secondary weapon remains the same as the Director mode which is the rear mine ejector.

Remote Mine


The Remote Mine mode offers the user not only the choice of when their rockets will detonate but also the choice of when their mines will detonate. The change is that the mine ejector is replaced with a remote mine ejector. This new mine has the drawback that the user, like the rocket, can only have one in play at a time. However, the damage and explosive radius is increased from that of the mine ejector. Often times enemies chasing an Explodet will often be able to maneuver around mines that are dropped as deterrents. With the remote mine, the user can choose when the mine will explode often times knocking a chasing plane off its course. This game play mode can be difficult to master as it requires the user to both launch and manually detonate both the primary and secondary weapons at specific times.


Team Base Destruction



Team Base Destruction is a game type that revolves around teamwork in order to destroy the opposing team's base in order to win. Each team has a base which they have to protect from the other team while at the same time destroying the other team's base. In order to inflict damage upon the enemy base a player must carry the bomb item and use it to hit the enemy base. By using one's own team as cover this is easiest accomplished with the cooperation of one's teammates. Another new object that enters into the game with TBD is the turret. Turrets are team designated and only shoot at enemy planes. Turrets can be destroyed using bullets or bombs, unlike the base. Time limits for games can also be set by the person who hosts the server. If the time runs out while the game is still being played, the team currently with the most damage done to their base loses.



$10 USD one time
All planes and perks
No hidden cost
Windows, Mac, and Linux
2 planes 4 perks
3 hour time limit


Biplane



The Biplane is like the ancient Asian game of Go – a minute to learn, a lifetime to master. It has average speed, maneuverability, and durability. Even its weapons appear unremarkable at first glance. Yet this plane is deceptively powerful, able to output more damage in a single attack than any other plane in the game. Biplane usually works best in a fighting environment where it can get close to the enemy to put out a very high damage output. The three separate game play modes are offered as Red Perks, which are Dogfighter, Recoilless Gun, and Heavy Cannon.

Dogfighter


Dogfighter mode's primary weapon is a long range gun and its secondary weapon is a short range gun. The long range gun is used to shoot enemies too far away for effective use of the short range gun. The short range gun is used when the enemy plane is close enough to feel the heat from the afterburners and gives a much higher output of damage per second than is possible with the long range gun. The important aspect of this mode is that the short range gun causes a high amount of recoil. This recoil can be useful by causing the user to slow down when damaging an oncoming plane and therefore causing more damage as well as used to get a user out of a tight corner and keep from smashing into the ground, but it can also cause a user to go into a stall which can be a problem in the wrong situation.

Recoilless Gun


Recoil from the short range gun is completely removed in this mode. This allows for a more fluid style of play for the user in that they can fire their secondary weapon without having to deal with inevitably slowing down to a stop. However, while the drawbacks of having recoil in the gun are removed, the ability to use the recoil as an aid in maneuvering is no longer available. Also, the damage will often be substantially less from the burst of the short range gun when the user flies by a plane at full speed unless the user manually slows down when approaching an enemy plane.

Heavy Cannon


High powered and high damage output heavy cannon in place of the long range gun that is available in the dogfighter and recoilless gun modes. The heavy cannon does great damage, even able to pass through one target to do half damage to a second. However, while causing a great amount of damage it does not come without its drawbacks. The shot has a small amount of recoil and requires a large amount of your energy pool which makes successfully landing the shot on the enemy plane all the more important. However, with the right accuracy, this mode can offer great damage output as well as a an increased sniping ability. When using this mode the damage of your short range gun is reduced.



Blue Perks - for all planes



Turbo Charger


Gives an increased energy recharge rate to your plane. This perk is designed for those who typically find themselves in situations where they want higher consistency of energy output when they have depleted their energy supply. It also provides a faster ability to fire on an enemy after using the afterburner to catch up to a fleeing enemy or quickly get to the area of battle. In a dogfight in which both planes have used up their energy supply it can often mean the difference between winning and losing the fight when it gives the user the ability to have a higher damage output over a longer period of time.

Ultracapacitor


Gives an increased energy supply pool to your plane. This perk is designed for those who want the ability to output a large amount of damage in a short period of time as it can often provide the additional energy to fire a few additional shots before a plane's energy is depleted and starts recharging again. It also provides the ability to use the afterburner for a short period of time without depleting such a large portion of your energy supply that would normally be used. On a plane like Miranda it can provide a two fold benefit because it is a plane that is penalized through increased cool downs and decreased energy recharge rates when it is at low energy levels.

Reverse Thruster


Gives the ability of the plane to fly in the opposite direction and also doubles the throttle up and throttle down acceleration rate. This perk is designed for those who either find the need to reverse direction when in a tight spot or who want the ability to quickly increase or decrease their speed. It can also provide the ability to trick opposing players by performing maneuvers that would otherwise be impossible without the ability to reverse directions. With the ability to accelerate faster it can also mean that you can quickly catch up to a fleeing opponent or make a quick exit from a situation that is becoming overwhelmed with the opposing players. Additionally, when some planes are stalled on a collidable object it can be difficult to gain the speed in order to fly away. The ability to reverse thrust can allow you to safely free your plane from an otherwise dire situation.

Ace Instincts


Gives an increase of 50% to the bonuses provided by Veteran Bars that are earned through combat. This perk is designed for those who excel at being able to stay alive for a long time in a game due to the fact that this perk does not provide any benefit to a plane that hasn't earned any Veteran Bars which provide an increase to a plane's health, speed, turning, damage, and energy recharge rate. While the effects of this perk are not highly noticeable when you only have a few Veteran Bars, the effects can give a plane a very noticeable advantage when you have earned a large amount of Veteran Bars. This perk is more geared towards seasoned players who are confident in their ability to stay alive, and thereby preserving the veteran bars they have earned, in order to get the maximum effectiveness of this perk.


$10 USD one time
All planes and perks
No hidden cost
Windows, Mac, and Linux
2 planes 4 perks
3 hour time limit


Miranda



The Miranda is the most versatile plane to fly in Altitude because its secondary attack is actually not an attack at all, but a movement. It is the most fragile plane in the game, but unlike Loopys, they're potentially one of the hardest to kill. The primary disadvantage of the Miranda is energy management — maintaining a balance between using your energy offensively to attack and defensively to maneuver is often a difficult task, and a single mistake can cost you your life. One of the main differences between the Miranda and other planes is that the Miranda's secondary weapon doesn't inflict damage, working only as a function of plane maneuverability. This is made up for with the Miranda "warp" function which is part of the plane's afterburner system. If you have enough energy and you depress the afterburner key you will "warp" to a location moderately in front of where the Miranda was previously. Any planes in your path that happen to get in the way of the "warp" end up taking a fair amount of damage.

Trickster


Trickster mode's primary weapon is a bouncy shot and its secondary weapon is reverse. The bouncy shot has a few great advantages that include the ability to fire a high powered shot and immediately leave the area as well as the ability to hit a plane, or many planes, more than once as the shot bounces off planes, walls, and any other object until it reaches its maximum effective length. The disadvantage is that the user has to charge the shot up by depressing the primary fire key in order to get the highest energy shot. This makes the cost of missing with this shot much higher as failing to deliver a killing blow can often mean your own death. The secondary weapon, although not a weapon at all, is the reverse function. By hitting the secondary fire key the user will instantly reverse their plane 180 degrees in the opposite direction, which is great for shooting sniper shots and quickly retreating, or fixing a mistake of accidentally taking a wrong turn.

Laser


In this mode the primary weapon is changed to a laser. The laser is similar to the bouncy shot in that the user must charge the weapon for a short period of time but the operation of the weapon is much different. The advantage to using the laser over the bouncy shot is that it does more damage per charge. However, the disadvantage is that you must be facing your enemy while the laser is active in order to do damage. Unlike the bouncy shot, where the user can shot and run, the user of the laser must focus the laser on enemy planes for a moderate length of time in order to do a substantial amount of damage which often times put them in harm's way longer than would be desired. The secondary weapon in the Laser mode is the reverse, which is the same as the Trickster mode in that it reverses the user's direction by 180 degrees.

Time Anchor


In this mode the primary weapon is returned to the bouncy shot, which is the same primary weapon in the Trickster mode. However, the secondary weapon is changed to the time anchor. The time anchor is like a memory of your plane's history in time. A razor thin wire, that only you can see, trails your plane acting as a guide of where your plane has traveled in the near past. By pressing the secondary fire key the user instantly teleports back to that location in time, which not only includes the location in space but also direction. Using this weapon can trick a chasing enemy as you teleport behind them to deliver a killing blow or it can be used to correct a wrong turn that otherwise would not be possible.



Green Perks - for all planes



Rubberized Hull


Reduces damage from collisions and reduces the effect of concussive knock-backs from weapons. This perk is designed for those who are apt to graze into walls or who want to worry less about their planes speed when getting shot with explosive rounds. It is not only designed to make the user take less damage from collision but also offers rebounding bounce effect off of objects allowing for an increased ability to regain control of the flight of your plane after hitting an object. It can be utilized on maps with small enclosures and "death trap" choke points.

Heavy Armor


Gives the plane a reduction in damage taken from all sources. In effect it gives the user an increased health pool which allows them to fight longer and do more damage without worrying about their plane going down in flames. This perk is designed for those users who don't have a problem finding health packs to fly over to regain health or those who don't mind the occasional trip back to their home base to recharge their health. In a dog fight, a user with heavy armor can be difficult to take down as it requires a higher amount of damage output from the enemy plane. It can be well suited to those players who enjoy playing a defensive game strategy as the proximity of their base allows them to recharge their health much easier than a player who extends far behind enemy lines.

Repair Drone


Gives a damaged plane small increments of health over time while the user is not afterburning. This perk is designed for those who want to quickly return to battle after taking non-fatal damage to their plane. Without this perk a user must either fly over a health pack from a destroyed plane or fly over a health pack power-up spawn in order to gain health back. As is the hazard with any dog fight, the winner often has taken some damage to attain the victory. This perk offers players a continual source of health in order to stay on the front lines of battle and not have to either retreat to regain health or enter a new dog fight with the handicap of reduced health. It is well suited for those who enjoy playing an offensive game strategy as health can be hard to come by when you are deep within enemy territory.

Flexible Wings


Gives an increased turning ability even when traveling at high speeds. This perk is designed for those who want to be able to out maneuver enemy planes in a dog fight. The ability to turn on an enemy and unleash your firepower before they are able to do the same can often mean the difference between living and dying. This perk is a departure from the other three Green Perks as it does not offer any aid to the plane's health. This perk relies heavily on a players flying abilities to determine its usefulness. This perk is best used once a player feels comfortable flying. User's who choose this perk should be very comfortable with not only their plane's strengths and weaknesses but also have keen sense of knowing when to fight and when to turn and regroup their efforts.



$10 USD one time
All planes and perks
No hidden cost
Windows, Mac, and Linux
2 planes 4 perks
3 hour time limit


System Requirements
OS: Windows, Mac OSX, Linux
Processor: 1.0 GHz
Memory: 256 MB
Graphics: 64 MB VRAM
Hard Drive: 300 MB of free space

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