You and up to three friends are desert robbers, deep in debt to the syndicate. Your one asset: a clapped-out cargo helicopter.
Every day, loaded freight trains roll past your hideout. Strip enough loot before sunset to pay the day's quota — or the run is over.
No cutscenes, no menus between you and the loot — every robbery is a hands-on scramble on a train doing 60.
A fully physics-driven helicopter — your flying crane and getaway ride.
Rip pallets and crates off the roof while the train is still moving.
Lower friends onto a speeding wagon, then pull them back up.
Blow the door, kick out crates and pop locks to reach the sealed cargo.
Shove, tackle and boot guards off the moving train.
Drop sheep or a traffic light to stop a train cold.
The same beloved co-op-loot-to-quota loop these hits are built on — plus a player-piloted cargo helicopter. None of them put a flyable vehicle in players' hands, and none rob moving trains. Familiar fun, a brand-new playground.
Heli Problems runs today on a mature helicopter sandbox — build v0.85. Physics flight, the magnet crane, modular damage and 1–4 player co-op are all live, and the gameplay trailer is real footage.
The train, robbery and economy systems are coming together on top of that proven base.
Owns all engineering end-to-end: the physics-driven cargo helicopter, FishNet 1–4 player co-op, gameplay systems (trains, economy, AI, inventory), editor tooling and the Steam build pipeline — a large, working v0.85 build.
A publishing partner to fund two key hires — taking Heli Problems from a proven prototype to a finished, launch-ready co-op hit, with marketing and launch support.