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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.

Post news Report RSS Airships is two and gets a new trailer

Two years ago today, I started on this project. Thank you, IndieDB, for all your support as I look back.

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2012: Prologue

December 12

I have "a vaguely entertaining idea for a steampunk game" and hash it out with my friend David over chat.

Zarkonnen: Oh, I had a vaguely entertaining idea for a steampunk game.

David: Oh?

Read the full transcript and discover how much of the game was already designed at the point, and what changed radically.

2013: Prototype

September 29

Aggravated by problems with a nonpaying client, I start prototyping this game about building and blowing up airships.

October 25

Ship design and basic combat both work. Oh, the early days of a project, when major features get written in an afternoon.

November 25

Hey, multiplayer works too!

2014: First Appearances

March 25

The very first early access version is available for $5 on itch.io. To my relief, several people buy it the same day.

April 19

Having spent several weeks sorting through demo tracks, I sign up Curtis Schweitzer to create music for the game.

July 7

YouTuber Stuff+ makes his first video of Airships. Sales spike! Many more videos follow.

July 26

Airships gets posted on Steam Greenlight. I start boring everyone around me with constant updates on its vote tally.

2015: Steam, Festivals and Videos

January 7

The Steam floodgates creak open. Airships is greenlit along with a few hundred other games.

February 24

Local Zurich newspaper 20 Minuten features me and my game, mentions my flashing eyes.

February 25

The game debuts on Steam Early Access. I have to fill out a document explaining why the game is early access, which boils down to "well, it's not done yet".

April 20

I show the game at AMAZE Berlin and waylay poor Rami Ismail for an opinion. A few months later, Airships 7.2 introduces screen shake. Coincidence? I think not.

May 14

Airships goes to Fantasy Basel! I gently ruin my feet from all the standing and get to watch lots of people play the game.

May 29

I start occasionally streaming the game's development on twitch.tv.

June 16

A persistent heat wave causes me to stop making sense in the middle of a live stream. I pause gamedev streaming for the time being.

August 3

I guest on the Play on Ultra podcast and make an extremely tortured analogy comparing early access games to romantic infatuation.

August 6

After a long gestation period, version 7 introduces landships, making the game title completely incorrect.

September 15

With the weather cooling down, I restart streaming.

September 18

The game reaches 98% positive reviews on Steam. Turns out people sorta like it.

September 29

Two years of Airships: Conquer the Skies! This is mildly dizzying, so I write a retrospective post as a coping mechanism - and create a new trailer:

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TKAzA
TKAzA - - 3,154 comments

Come along way, been great tracking your game evolving.

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