Solo dev here. Background in air traffic control and flying as a pilot. Always wanted a proper en-route radar simulator — not tower control, not VATSIM, but the actual experience of managing an Air Traffic sector with Focus on realism. It didn't exist, so it became a side project that turned into a full game.
Tech stack for anyone curious:
- Electron + TypeScript + Canvas 2D
- ~21,000 lines of code
- Single runtime dependency (Bad)
- 1346 tests across 22 files (noooot enough…)
- 25,698 real waypoints from European airspace
- +190 manual checked and buildd flight routes
Started with 4 sectors in Germany early April , available on PC and Mac. Now planning also US/Canadian Sectors
The hardest part wasn't the code — it was translating real ATC procedures into game logic. Phraseology alone has dozens of edge cases that you don't think about until you try to automate it. When does a readback need the callsign at the end? How does STCA (Short Term Conflict Alert) detection actually chain? What's the correct semi-circular rule for flight level assignment?
Currently in the Early Access — with a cool growing Community (Discord) which is helping me a lot with Bug Findings and ideas. The roadmap was/is intensive: dynamic weather, emergency scenarios (squawk 7700), voice control for speaking clearances, and new European sectors beyond Germany.
Biggest solo Indie dev lesson: ship it. There's always one more bug, one more feature. But real player feedback is worth more than another month of polishing alone. Therefore i Hope the Community can forgive These Bugs at the beginning and i continue to Receive more Feedback soon.
Name is: Radar Identified! Happy to hearr your thoughts :)