Fight
Take on readable, hard-hitting aerial operations.

One contract. Three pilots. No retreat.
Out of the East
Almost overnight, the Ascendancy rose from the East—a rebel army fielding machines no upstart should be able to build.
The Union of Free Nations has the army to stop the Ascendancy, but no minister willing to authorize a war. While committees debate jurisdiction and officials pass the blame, Union High Command quietly hires mercenary pilots to make the problem disappear.
Win, and the Union will praise its own decisive leadership. Die, and it never heard of you.
That is the contract. Welcome to JETGRAVE.
The contract loop
Take on readable, hard-hitting aerial operations.
Complete contracts and optional operations.
Choose an airframe, upgrade its primary gun, and arm ordnance.
Open the map and decide which operation comes next.
In flight
One to three pilots on one machine.
Direct-IP play for up to three players.
Replay and achievements
New Game+ brings harder waves, primary-gun level increases, a classified fourth pilot, and a classified additional operation.
30 achievements track pilots, loadouts, missions, and challenge runs.
The squadron
Three mercenary pilots, each with a combat passive. Bring the whole squadron in co-op.

“Fifteen years of close air support. Never lost a contract.”
Ordnance Expert: Increased special weapon damage.

“I don't need a wingman. I am the wingman.”
Fast Recovery: Greatly reduced recovery time.

“They call me Iron for a reason. Take your best shot.”
Damage Mitigation: Equipped with damage shields.
New Game+ dossier: Classified fourth pilot
The hangar
Every airframe carries a distinct primary gun. Upgrade it, then combine it with ordnance to build a loadout for the next operation.
Forward Volley
Straight volleys gain additional rounds as the gun levels.
Overdrive Cannon
Hold to spin up; release to vent heat before it jams.
Suppression Fire
Forward fire plus downward angles for ground coverage.
Heavy Shell Cannon
Explosive shells deal splash damage and clear missiles.
Spread Fan
A widening fan adds alternating angled rounds.
Seeker Swarm
Homing darts fan out, then track targets ahead.
Tracks the nearest enemy.
Eight orbiting blasts clear enemy fire.
A fifteen-volley machine-gun fan.
Rapid-fire rear-guard spikes.
A gravity bomb that steers to its target.
A shield bubble that negates incoming fire.
A sustained up-right cutting laser.
A screen-wide airstrike.
A charged, piercing blast.
Major encounters
War machines, champion aces, and things that should not move.

A gunship locks down the desert corridor.

A jungle gunship leaves no cover standing.

A flying fortress owns the open sky.

An untouched flagship bomber controls the pass.

A lightning-fast interceptor rules the storm.

A weapons plant on rails rolls into battle.

The Ascendancy’s champion ace awaits.

The contract reaches the seat of command.

Something impossible rises from the sea.

The foundry’s largest machine moves all wrong.

A sleepless fortress is already watching.
The campaign
Ten distinct first-run environments across four fronts. Choose among nonlinear operations; optional bosses award campaign salvage or mysterious relics.
Break the newly seized border and open multiple routes inward.
Strike supply lines, mountain defenses, and a secret at sea.
Push through storms, engineering works, and corrupted factories.
Take the contract through to its final operation.
One contract. Three pilots. No retreat.