First Update
The first real update after launch is a strange thing.

The first real update after launch is a strange thing.
You've just shipped. You want to celebrate. And at the same time, you're already staring at everything that could be better. Every screen you now see through the eyes of the players. Every friction point that looked fine in beta but suddenly feels obvious the moment real users get their hands on it.
That gap between "we're proud of what we shipped" and "we already want to change half of it" is something I wasn't quite prepared for. It's not a bad feeling. It's just intense. You go from months of building in the dark to suddenly having actual humans playing your app, and their behavior starts telling you things your beta never could.
So this update is really our first response to that.
Polish
We spent time reworking the visuals — nothing revolutionary, just a lot of small deliberate polish across the app. The kind of work that doesn't show up on a feature list but that you feel the second you open FlyQuest. Cleaner environments, smoother transitions, a UI that finally feels coherent from screen to screen.
But the bigger changes came from watching how players actually used the app.
Letting go of the Map
We had shipped with a Map — an idea we loved on paper. In practice, players were losing time on it. They'd open the app to play, and instead they'd end up navigating, scrolling, trying to remember where they had left off. That's the opposite of what FlyQuest is meant to be. Every second between "I want to play" and "I'm playing" is a second where a learning app can lose you. So we replaced the Map with something simpler and more direct. Same content underneath, but immediately readable.
Letting go of the Stargates
We also let go of one of our own mechanics — the Stargates. That one was hard, honestly. We had designed them with care, we thought they added texture to the progression. But once real players got their hands on them, it was pretty clear they were slowing people down more than they were rewarding them. The lesson is old but it hits differently when it's your own feature: you can love a mechanic and still be wrong about it.
Removing them freed up the stars to do something more meaningful, and we redesigned that whole layer of the economy around what players were already intuitively expecting.
And because we changed the rules mid-flight (pun intended), we refunded everything. Every star everyone had ever earned. It felt like the only fair way to do it.
A conversation
That's really what this update was about. Not a list of features. More like a first honest conversation between us and the players — them telling us what worked and what didn't, us listening and reshaping the app accordingly.
There's a lot more coming. New content, new quests, new corners of aviation to explore. We're already deep into the next batch.
But for now, this update marks something: the moment FlyQuest stopped being our app, and started being ours — theirs and ours, together.
Thanks for flying with us.