Ok, I'm going to cut through the noise and leave an early review of the game, the SIM itself... rather than leave a negative review screeching about the price, or that my steamdeck can't run it. To those unfamiliar with past IL-2 franchise games this is a series that has been around since 2001... and the original games were about the closest thing to flying a Warbird that you could ask for in a flight sim. All these years later, we have Korea. From a "modern" perspective, It is something of a middle ground between the likes of War Thunder "sim battles" and DCS. It leans FAR further onto the DCS side of the spectrum than most either know or want to give credit for. The best way I can describe it is... if DCS had much better accessibility and options available to reach a wider audience, that would be IL-2 Korea. There's a stack of options to make the experience *very* sim, where even simple navigation is a challenge requiring dead reckoning and visual navigation... Or you can go full arcade with unlimited fuel, ammo, all-seeing-eye map, HUD icons, etc. There's no clickable cockpit like some other sims, but the internal systems modeling IS there, it IS running "under the hood," and once you start getting hit by machine guns and cannon fire you'll start to realize just how many actual systems are modeled with individual hitboxes, rather than some oldschool percentage-based damage probability for components in much broader locations. This isn't just for aircraft, but ground vehicles as well. This is also one of the first combat sims I have seen where the incendiary ammunition is modeled properly... and the .50cal MG arrays are actually very effective as a result. The systems modeling is excellent... and the damage model is phenomenal. Moving on. So, hows the actual flight modeling? To be blunt it's on par with DCS. It feels VERY similar, with some distinct differences. For one, taking the MiG-15 as an example... in Korea, no two MiG-15 airframes in the sim fly exactly the same. Let me say that again... The developers actually went out of their way to simulate that the quality control and manufacturing was actually not 100% consistent from one airframe to another, and therefore when flying the plane to its limits, you will experience subtle differences in flight character up to and including how the aircraft handles when pushed into departing from normal flight. A small example would be one airframe may have an uncommanded roll to the left, the other to the right, when pushing the aircraft to go too fast. That example may be a small thing, but it gives a good impression of how much research the devs have done, and the amount of work they put in to simulate these warbirds. The audio design is also, I would say excellent, and I am VERY picky as I have done audio design for years. The engines, guns, bombs... everything is very well done. The ONE aspect that bugs me related to sound design... that I actually dislike with some intensity... is the text-to-speech voices that are currently in the game for radio comms. While they are NOT nearly as bad as good old "Microsoft Sam"... They are just... not good enough. I've heard some unbelievably good, complex, life-like LLM voices in something like the BeyondATC addon for MSFS, so I know how good a system like this CAN work... but it just is a swing and a miss here in its current, early form. Given how superb ALL the other audio design is in Korea, it's really disappointing to have such immersion-breaking voice comms. That's the first, and most glaring negative I have seen. So what is there to do? Well, you've got a nice quick mission generator if you just want to hop in and fly a sortie and are pressed for time to do so, and then you've got the core of the SP experience... a semi-dynamic "Commander Career" Campaign mode that spans years of the Korean conflict. This mode introduces a lot of squadron management like making sure supplies are stocked, pilots are available, aircraft are fixed and ready to fly, and tasking how many pilots and aircraft are to fly what missions. If you don't want this complexity or it becomes tedious, there's an option to automate much of it so you can just focus mostly on flying. One thing I will say is a bit poorly designed is the ability to assign awards to individual pilots... this is fine for when one pilot performs really well and should be awarded a medal for it, but it is... really tedious for some medals which really should just be automatically awarded, like the purple heart and pilots badge for example. As far as the campaign structure, it is NOT a fully dynamic campaign, NOR is it a scripted or "canned" campaign. It is a historical campaign that portrays the actual events of the Korean war, and the day-to-day missions are generated, and influenced by previous missions. So, it's unscripted, but not "dynamic" in the sense of Falcon 4.0 or Jane's Longbow 2 as examples. The generated mission variety is similar to IL-2 Great Battles... some missions may feel routine and boring, while others however... will be a struggle just to survive and RTB. The level of detail and interactability with the world is also a definite step up above the previous generation game. The campaign has persistence (WIP), so targets damaged or destroyed will still be destroyed in following missions, and the actual physics applied in bombing is both impressive for a flight sim, and occasionally hilarious. Bombs will leave terrain deformation/craters... some pretty large... and vehicles that can't stop in time may ragdoll right into them. Trains can derail and ragdoll their cargo all over the terrain... potentially impacting and damaging other objects. Artillery units have crewmen that can be strafed. Bullseyeing a vehicle with an HVAR rocket is both incredibly difficult, and satisfying when you manage it. It's also worth mentioning the level of polish... it's better than I expected, and frankly far better than most games that release in the modern gaming industry. They have done so much here beyond what IL2GB had. The UI is easier to navigate, it feels slick, the Radial menu is nice if using a controller. And one nice little 'bonus' is the museum which has references and information on aircraft and other units in the game. And there's multiplayer as well of course, with the more popular servers already starting to work on designing Dynamic Campaigns. Even though there is a ton of polish, there's still bugs, which is to be expected with any complex game. Most of the bugs I have experienced have been physics related, with trucks being positively yeeted to sub-orbital velocities from a bomb, or a whole line of tanks trying to use a heavily cratered road, only to fall into the bomb craters and getting stuck. And finally, the thing that bugs me *the most*... the AI combat flying. It's better than IL-2 GB in some ways, especially in wingmen actually following flight lead's orders, but in other ways it's still lacking. To me it's especially evident in dogfight AI, where the AI just doesn't maneuver aggressively enough, in either offense or defensive maneuvers. So far, during the Early Access period, several updates were made to AI performances and routines to improve them, but they still don't feel challenging enough. The Devs have stated that AI is a current priority in development so I am hopeful to have more challenging opponents in the near-future. Once the dogfight AI is improved the single-player experience will be excellent, especially in the very interesting commander career mode. Now, lastly, how does the game actually run on the minimum spec? In my case, not terrible, but I did hope that it would run a little bit better especially when towns and cities are close. Since I am a framerate fanatic, I'll have to lower settings to get a consistent 60fps at 2560x1440 res. Overall it's a very well done successor to IL-2 Great Battles, and I look forward to what more is to come.