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A real-time strategy game where you design airships and then fight with them. The aim is to have pretty chaotic explodey fights and interesting ship design choices.

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Purchase includes future versions up to 1.0!


At its core, the game is about designing airships and fighting with them. Ships are put together out of modules, and the layout of modules matters a great deal: everything on board is done by individual airsailors who need to run around, ferrying coal, ammunition, water and repair tools - and sometimes their fallen comrades.

You can command fleets of airships both against the computer and against other players across the Internet.

In addition, there is a single-player strategic mode, where you use your fleet to conquer city after city, unlocking new modules and bonuses with each of them.

The game has an authentic-ish system of heraldry where you can create your own coat of arms, and register it with the game forums as unique to you.

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2 comments by Zarkonnen on Jul 21st, 2015

As the final major change in dev 7, I've been working on upgrading sailors' ability to move around outside ships.

So far, marines and grenadiers could jump or grappling-hook between ships, but if they ended up on the ground or on a floating rock, they were lost. They'd literally just stand in place, vibrating gently, unable to move.

This is fixed now: they can move between various places at will. Code-wise, this involved creating a new abstraction over ships and land formations. The code for them is different, but they are both physical objects organized in a grid. This meant that I was able to improve the code used for moving across ships to also work for bits of land. Crew can now jump from one rock to the next, or walk across the ground to enter a building, and similar things.

But just being able to move from one place to the next wasn't quite enough. For example, moving from one building to the next means first exiting the original building, walking across the ground, and then entering the new one. Or perhaps boarding an enemy ship requires a fearless leap over to a floating rock followed by a drop onto the enemy ship. Finding paths within grid-objects isn't enough, they also need to find paths between them.

So now, crew can evaluate grid-objects (ships, buildings floating rocks, the ground itself) for whether one is reachable from the other, and create complex multi-jump paths.

Explanation: Links taper in the direction of travel. Green links can be done with jumps, yellow links require grappling hooks. The blue path connects the ship at the top left to the ground through a sequence of green links.

What does this mean in practice? You can now tell marines and grenadiers stuck on the ground to go board another ship or building, or rejoin one of your ships. You can tell your crew to abandon ship and reinforce some other craft. You can also select the ground and floating rocks and issue orders to crew members there.

This also lays the foundation for new kinds of enemy in dev8. Giant spiders that come to eat your crew will run using the same code. I'm sure you're very happy to hear that.

Finally, as promised, here is the second new heraldic charge:

Wolf Passant

Half maintenance and greater main map speed for landships under 2000 weight


What remains to be done? Bug fixes, mostly. Translations. Trying to catch new bugs I introduced. Dev 7 will be out shortly and the final charge will be revealed.

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Post comment Comments  (0 - 10 of 61)
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Guest Jun 11 2015, 4:21pm says:

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martyra2j
martyra2j Mar 14 2015, 10:40pm says:

I did a Let's Play/First impressions on this game! Come check it out if ya like!
Big thanks to the developer for this great game!
Hope you enjoy.
Youtu.be

+3 votes     reply to comment
SkyBreack
SkyBreack Feb 3 2015, 7:26am says:

Wow! what a nice and original idea. Looks very fun! follow! =D

+2 votes     reply to comment
Zillvr
Zillvr Feb 2 2015, 8:22am says:

Looks like a whole lot of fun...and chaos. Definitely tracking this!

+2 votes     reply to comment
TheManWhoFlewAway Jan 4 2015, 11:52am says:

Great idea - keeping an eye on this :)

+1 vote     reply to comment
DonleyTimeFoundation
DonleyTimeFoundation Nov 23 2014, 6:19pm says:

I love this game soooo much! HAHAHAH!

-Tim

+4 votes     reply to comment
Propagandawar
Propagandawar Oct 31 2014, 5:33pm says:

Are you planning on adding a map for Multiplayer? I have friends getting the game. Although it looks like they are waiting for another option besides paypal to pay with. .

+2 votes     reply to comment
Zarkonnen Creator
Zarkonnen Nov 3 2014, 9:59am replied:

The issue with making a MP map is that combats and strategy work at different timescales, so you'd spend a lot of time waiting for other peoples' fights. Not sure how to fix that.

Re: PayPal - what kind of payment method would they like? I totally understand that it's not exactly everyone's first choice. Am up for anything, including stuffing money into an envelope. :P

+4 votes   reply to comment
Propagandawar
Propagandawar Oct 27 2014, 1:19pm says:

I purchased the game this weekend (Plan to get it for a friend as well beings he is having paypal issues). The games a blast. Having tons of fun with it. I did go to register in hopes that it opens Multiplayer and auto-updates but it was giving me issues entering my email last night.

Can you add a kitchen? It seems like something the ship should have in it to feed your air sailors.

Thank you for such a fun game.

+1 vote     reply to comment
jroi_bautista
jroi_bautista Oct 6 2014, 3:16pm says:

nice updates! Wow its been a while since i checked this game. Wonder how do you guys made it. Do you go to a college of video game developing or did you figured this one out on your own? Someday im gonna be a great developer! hahahaha

+1 vote     reply to comment
Zarkonnen Creator
Zarkonnen Oct 10 2014, 2:43am replied:

I studied computer science at uni, so not game development specifically. :) If you're interested, have a look at an early version of the game's code here: Github.com

+2 votes   reply to comment
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Airships
Platforms
Windows, Mac, Linux
Developed By
Zarkonnen
Engine
Custom Built
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Official Page
Zarkonnen.com
Release Date
Released Mar 24, 2014
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Community Rating

Average

8.4

19 votes submitted.

You Say

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Ratings closed.

Highest Rated (2 agree) 10/10

Great game. I've been playing since Dev2 and it gets better each time. It's a steal for only $5. Reminds me of the Total War games with it's campaign map.

Apr 24 2014, 4:50pm by CanofSodaGames

Style
Genre
Real Time Strategy
Theme
Fantasy
Players
Single & Multiplayer
Project
Indie
Twitter

Latest tweets from @zarkonnen_com

@tha_rami @increpare Yep, wait for the third confirmation and then let the Microsoft exit the Binding Circle to do your bidding.

14hours 51mins ago

At the risk of entering the "what is #indiedev" debate, if there's money guys meddling with the art direction, you're not indie.

19hours 3mins ago

@Autarkis @Koboldgames @xeophin @Kaori_Ino @indiegamesCH @SGDAch Though avoiding #2 and #3 is part of the point of being actually indie.

19hours 5mins ago

@eurasian @Polycode Yeah, that would likely make it easier to adapt/re-engineer it in the future.

Jul 28 2015, 2:56pm

@eurasian @Polycode It probably has similar problems, but I don't know it at all.

Jul 28 2015, 2:43pm

CatHive tonight is pretty upset about the death of #CecilTheLion: T.co

Jul 28 2015, 2:17pm

I won't be at gamescom BTW because I'm going to a friend's wedding in the UK on that weekend.

Jul 28 2015, 8:19am

@bartwerf A bit gnarly but that way it'll show up on a normal profiler.

Jul 28 2015, 7:27am

@bartwerf Idea: persist game state to memory constantly. Detect lag spike, enter loop of reloading state and recreating spike.

Jul 28 2015, 7:27am

RT @clintasha: rt if you'd watch the black widow movie, im trying to prove a point to @marvel T.co

Jul 28 2015, 7:23am

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