50 Cavill Ave, Surfers Paradise QLD 4217 Mon–Fri 09:00–18:00 AEST
+61 7 5588 7100 [email protected]
+61 7 5588 7100
Mon–Fri 09:00–18:00 AEST
Sneaky Shark Studios

The crew behind the gunship

Apache Gunship Zone is run from Surfers Paradise by the same studio that shipped the game on Google Play. This page is the hangar tour: who builds it, how the physics got its bite, and why a military flight sim ended up fitting in your pocket.

Studio founded
2019
Sorties flown
0
Team size
0
Sneaky Shark Studios team gathered around a motion capture rig Gold Coast HQ
Dev Diaries

Halfbrick-grade craftsmanship, shark-grade stubbornness

Every fortnight a member of the crew records what they actually worked on. No marketing gloss, just war stories from the build pipeline.

Early concept art of the Apache gunship silhouette
Final 3D render of the Apache gunship in game

Drag the handle to compare the 2021 concept sketch with the shipped airframe.

Lead designer recording a dev diary interview on camera Watch: Diary #34
“

Players feel torque before they can name it. That is the whole job.

M. Reyes, physics lead
“

We deleted the minimap twice. Third version finally respected how pilots actually scan.

A. Chen, UI director

Longer written diaries land on the dispatch blog, including the full story of the flight model rebuild.

Flight Model Lab

An exploded view of how the Apache flies

“

A helicopter does not want to fly. It wants to spin, slide and argue. Our model keeps that argument alive instead of scripting it away.

Dr. L. Ferreira, consulting aerodynamicist
0DOF rigid body
0Hz physics tick
0rotor states
Exploded technical diagram of the Apache flight model components Component breakdown
  1. Main rotor disc: cyclic pitch, coning and retreating blade stall.
  2. Tail rotor: torque balance and loss-of-effectiveness in crosswind.
  3. Turboshaft pair: spool lag, torque ceiling and thermal derating.
  4. Airframe: translational lift, ground effect and vortex ring state.
Turboshaft Core

Two engines, one temper

Twin T700 spools, live simulation

engine telemetry
>Ng speed ............ 101.4%
>TGT ................. 812°C
>Torque split ........ 51 / 49
>Rotor rpm ........... 340 stable
>Chip light .......... clear
“

Give a pilot an engine that never overheats and you have built a taxi. Ours has moods, and pilots learn to love them.

Chief engineer, powerplant team
Sonic Lab

Recorded on a real flight line

The audio team spent four days miked up to a training airframe at Oakey. Every whine, whop and turbine surge in the game traces back to a real recorder on a real apron.

Field recording Game mix

Raw rotor track versus the shipped mix. The game version keeps the low-frequency blade slap that laptop speakers used to swallow.

Rotor spool
Hydra ripple
Chain gun
Flare pop
Audio mixing console in the Sneaky Shark sound suite
“

If the blades don't sound heavy, nothing else matters. We EQ'd the whole game around the main rotor.

J. Marsh, senior sound designer
Photo Recon

A camera mode with a pilot's eye

Pause any sortie, detach the camera and compose. Aperture, film grain, rotor blur and a sticker pack built from real squadron nose art.

Camera kit

  • Aperture f/1.4–f/16 with depth planes
  • Rotor blur shutter emulation
  • Grain, vignette, chroma fringe
  • Squadron sticker pack

Screenshot of the month

Winner takes a custom livery built by our artists and a slot in the dispatch gallery. Entries close on the last Friday of each month.

Player screenshot of an Apache over the harbour at dusk
Player screenshot of a rocket ripple lighting a canyon
Player screenshot of NVG green cockpit view
Player screenshot of a five ship formation at sunset
Universal Racing Licence

Access options, not access apologies

Every pilot flies. Colour filters, one-thumb driving assists and a HUD that scales from a small phone to a tablet without turning into soup.

Colour filters

Deuteranopia, protanopia and tritanopia presets remap the HUD palette live. Enemy markers keep their shape language so nothing relies on colour alone.

HUD shown through the deuteranopia accessibility filter

One-touch assist

A single virtual stick merges cyclic and collective for one-handed pilots. Trim authority stays yours; the computer only smooths the rough edges.

Assist strengthAdjustable

HUD scaling

Interface scale from 70% to 160%, contrast boost and a monochrome instrument mode for bright cockpit sessions.

Scale range70–160%
Performance Hub

Frames you can set your watch to

Balanced preset: full shadows, medium effects density, thermals stay under 38°C in a thirty minute sortie on mid-range silicon.

Performance preset: effects trimmed, resolution scales dynamically, targets a locked 90 on Snapdragon 8 Gen-class chips.

Ultra preset: 120 Hz displays only. Frame pacing is capped at 8.3 ms with a strict thermal governor.

Internal thermal chart showing stable temperatures during a long session

Thermal stability, 30 min sortie

Surface temp37.8°C peak
Battery drain11% / 30 min
Frame variance±1.4%

Certified chipsets

Snapdragon 8 Gen 2+ Dimensity 9000+ Tensor G3+ Exynos 2400+
Seamless Ecosystem

One callsign, every screen you own

Cloud sync

Profile, hangar, liveries and season progress replicate on every login. Phone dies mid-campaign; the tablet picks up on the same waypoint.

Server status

All regions operational

Uptime, 90 days99.97%

Screen parity

Phone and tablet share one layout engine. Bigger glass earns more peripheral data, never more firepower.

Apache Gunship running side by side on a phone and a tablet
Apache flying a solo campaign mission above cloud cover Offline capable
Deep Orbit Mode

The whole war fits in your pocket

Campaign, time attack and the full training syllabus run with zero signal. Your log banks locally and reconciles the moment the network comes back.

  • Campaign theatres 1–12, all difficulty tiers
  • Time attack with local leaderboard caching
  • Training range and weapons familiarisation
  • Auto-sync on reconnect, no lost sorties
100% of gameplay in your pocket
Studio Syndicates

Squads build the game, not silos

The studio organises into strike teams that own a system end to end. Each squad keeps its own crest, its own war stories and its own slice of the roadmap.

Crest of the Airframe squad

Airframe Squad

Flight model, damage and engine simulation. Six engineers, one aerodynamicist, zero fear of wind tunnels.

Crest of the Theatre squad

Theatre Squad

Maps, weather cells and mission scripting. Responsible for every rock you have ever clipped.

Crest of the Arsenal squad

Arsenal Squad

Weapons, countermeasures and effects. Keeps a spreadsheet of every boom since 2021.

Player squadrons get their own headquarters inside the game. Details on forming one are at the command post.

Studio Q&A

The game is developed and published by Sneaky Shark Studios Pty Ltd on the Gold Coast. This portal is the official Australian point of contact for players, press and partners.

Seasonal updates land roughly every ten weeks with new theatres and systems. Hotfix builds ship as needed between seasons.

Yes. Creators get early access builds, capture kits and interview time with the dev squads. Pitch us through the contact form.

We keep a standing file for gameplay engineers, environment artists and community leads. Send a portfolio link and a short note about what you would fix first.