Steam storepage

minimum requirements with default settings and 1920x1080 resolution

recommended requirements with default settings and 1920x1080 resolution






open menu
left mouse button click (with menu not open)
toggle grass density to alternative value (small density values increase performance)
toggle let camera rotate around b
toggle land on below place and stick to it
halt when moving only due to inertia
toggle slow down time to a halt

assignable controls and their default value

increase flight speed (accel)
slow down flight speed (brake)
turn left
turn right
fly up
fly down
left shift
roll left
roll right
move wings to forward flight direction
move wings to upward flight direction

joystick meaning

heli +/-

Note: utilizes joystick 1 of Windows. The preferred joystick might have to be set as default within Windows game controller settings.


Note: no collisions is on purpose.


after 6th update

see Steam! :)

since fifth update


updated game engine, improves framerate
reduced distance in which leafs wobble, improves framerate
music fades smoother towards the edges
removed display of onopening values for checkboxes in menu
space visibility based on distance from meadow instead of distance from moon
moon closer to meadow again
"m" orientation change different, takes 1 more second


slider for grass density reduction at distance, improves framerate if gpu is limiting, 3 is highest reduction
dust stream between moon and meadow


some trees, dandelions not planted on ground after landscape size change

known issue:

sun always drawn behind matter


landscape (and weather cell) creation does take long after landscape size increase, when ladybugs fly toward a goal again, creation is complete

this is a Unity 2017 build

since fourth update


moon more distant
moon not always at center of beyond where the sun rises
moon lit by sun
moon, sun rotating
blue stars now little galaxies
blue, red stars size, density decreased
red, yellow stars twinkling increased
"m" key travelling speed increased
crickets, cascades now positioned
spatial audio enabled for crickets, cascades and wind


sky covers meadow fully even at edge/2 length 15

known issue:

moon lighting affected by day-night-cycle of meadow

since 3rd update

Note: storage space requirement is now 210 MB !


let horizon not have a hole at large distances
when pressing "p" to land and nothing to land on, leave landing mode
make the low precision ground collider not landable
landing from high altitude make camera not stutter, the fix might make itself observable by a slightly different camera dynamic, probably mostly at low frame rates


weather cell creation is spread over frames now. This helps framerate be higher on landscape generation -- initially it is low -- but generation takes longer to complete
look into landing direction
non-assignable letter "u" to b at the starting position again
non-assignable letter "m" to attempt to land on a moon beyond where the sun rises
non-assignable letter "k" to toggle moon collider
audio now derived from high-resolution sources

known issues:

sky appears to not cover landscapes ~ > 10 edge/2 length when at their corners/edges
moon not lit by sun

new 3rd party assets:

Shockwave-Sound: Active (Set of 4 music loops), Invoice Nr.: 215647; Forgive Forget (Full track), Our World (Full track), Invoice Nr.: 215650;

new 3rd party libraries, from Unity Asset Store:

Realistic Star
Sun Surface Shader
Dynamic Starry Sky

Note: update #3 version is now available from the branch selection on the BETAS tab of the game properties

since second update

options for ladybugs blowing dandelion (seeds), the first of these options is the default now. At around 70 dandelions this takes up the CPU usage freed in the first update.

since first update

leaf grow duration shorter

since release:

Improvement, changes, fixes and feature

CPU usage reduced by up to around 30 %:
not letting parts of trees wobble which wasn't noticed reduces CPU usage by up to around 20% when wobbling trees are and particularly the central big tree is wobbling in view,
disabling colliders until they are needed (press letter "p" on your keyboard to toggle landing) or replacing them by an approximative variant reduces CPU usage by around 10% (; during early development leaving full precision colliders enabled resulted in no noticed CPU usage difference).
this can result in frame rate improvement and be unfortunately noticeable as medium range frame rate fluctuation

small trees leafs wobbling range slightly increased
small trees leafs size slightly reduced
central big tree leafs size slightly enlarged
small trees now grow first after having been seeded
wobbling now begins only after leafs have grown

ladybugs growing in size due to sitting on a growing leaf after landscape size change fixed, they now wait for the leafs to have grown
mp3 s appear to have no limitation anymore after update of 3rd party library

flying ladybugs air stream can now blow away still rooted dandelion seeds

known issue:
sometimes after having changed landscape size some newly seeded trees or dandelions were observed to not have been planted in the ground

The original released version is available from the branch selection on the BETAS tab in Steams game properties (right click on game name in library and select "properties"). The name "BETAS" is only Steams original intention, its branch selection feature is here utilised to make previous versions available.

since media creation

the landscape turning dark for around half a second after sun set and moon rises is fixed, midday peak brightness slightly reduced, morning and evening brightness reduced, night brightness slightly reduced, fog closer in morning and evening, game name logo replaced game name text in menu


game type

this is a play as you desire game.


b free
flight experience: a newly created undulating meadow in spring / summer with a central big tree and day-night-cycle on every start is the playground of b -- a bumblebee of subgenus gaudium formosum, recognizable by their cheeky :p.

Made with

Game Engine


Third-Party assets

Third-Party libraries, all from Unity Asset Store

Development history

August 2013 (this is right :) ), in that month
Intending to create a racing game simulating the forces on the driver visually, very quickly realizing also correctly simulating a 4 tyre based vehicles path due to input, itself and surrounding is difficult, the vehicle was chosen to be a hovercraft having movement characteristics which were to be as developed.
Hovercraft modelling was done vertice by vertice. The driver was a 3rd party asset whose pose is freely configurable. The steering wheel was also modelled.
Environment was intended to be like in a green valley and as such having grass was a must. The grass was to be truly modelled polygons. Performance of randomly placed, statically modelled grass at a realistic density has even today a GeForce GTX 1070 rendering the scene below 1 fps. Game engine Unity s terrain has been given a try.

September 2016, in that month
Revisiting the idea of a flight based game above a grass landscape but this time it being wanted to be straight-forward performant and made from Game engine Unity built-in features, effort was made to model a nice landscape with Unity terrain sophisticatedally. A beautifully looking hardware accelerated shader for grass was found on Unity Asset store and it added to the scene. The plane was made from Unity built-in geometric primitives, fully animated and Unity built-in shaders nicely configured. The physics, particularly air friction, although estimated realistically simply implemented proved to be difficult, particularly in conjunction with gravity and the plane possibly moving at unrecovarable speeds when loosing lift and thus having a player loose fun with realistic-aimed for physics.

November 2016, in that month
Creating a tree generation algorithm for having a tree visualised on a private webpage. The visualisation was done by elementary webpage elements stylewise transformed to look appropriately. The leaf is a background image of an elementary webpage element. The image created for this leaf is exactly the one still growing from the trees b flies around today, as is the tree generation algorithm used but now implemented in a language more closely to hardware than found behind webpages and using hardly changed low-polygon count having geometric primitives from SketchUp as its branch parts. At the size of the tree on the webpage as shown on the image, the webpage animates almost smoothly on current as of writing this mid to high-end desktop hardware but only the leafs on the branch tips may animate to keep it so.

February 2017, a weekend in that month
Deciding to implement the tree generation algorithm in Unity for having more beautiful environment eye-candy assets at hand for the flight game being pondered to resume development on. Adding a statically rotating scene visualising the tree and making the light follow a day and night cycle.

February 2017, in the latter half
Realising the tree scene can be interactive on hardware and forgoing the addition of artificial objects the idea of b sprung to mind. Utilizing the method of using geometric primitives and pushing realistic movement based on input aside, straightforward controls allowing complete free 3D space movement were written. Those are b s code for following input today.

March 2017, in that month
Many exhibits were added to the interactive experience b to make this worthwhile, from hilly mesh deformation over flower textures to the 3rd party grass shader as found for the plane game used to a weather cycle and eye-candy as light at night by objects deemed fireflies, documented on video in this YouTube playlist.

June 2017
b is greenlit and polish, and sophisticated code examination which always has been taken place, was performed on top of updates from authors to their 3rd party libraries used making and allowing for b to be hopefully visually more appealing than ever.