Why does space suit a shooter that wants you moving quickly? Scale, mostly. It does the selling before a word of writing has to. There's enough atmosphere holding this together that the empty stretches read as deliberate rather than unfinished, and I came away wanting more of the world it keeps pointing at without ever showing me.
Air control, and the moment the ground lets go of you. That's what a fast movement shooter is built out of, and this is aiming straight down that line. Third person, open sky, all of it in a browser. Making that combination feel weighty is hard, and it gets further than I expected. Keep an eye on the hit feedback. Mushy contact turns a movement shooter into a running simulator.
Put MMO in your pitch and you have written a cheque a browser build cannot cash. The gap shows. Take the word away and what remains is a promising movement shooter that badly needs other people in it (and something to do once the thrill of getting about has faded). The pitch has not earned the time this foundation deserves.
Right, so the movement. That's what this is, and it's lovely. Real momentum, and air control that pays you back for committing to a line. I spent nearly the whole session flying about and ignoring the objectives (all of them). Whatever this ends up being, somebody built the flight model first, and that's the order you want.