Design steampunk pixel airships out of functional modules and conquer the skies!
Recent Reviews:
Very Positive (25) - 88% of the 25 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (980) - 96% of the 980 user reviews for this game are positive.
Release Date:
Feb 25, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Right from the start, the development of Airships has been extensively covered in the development blog. So as soon as the basics of gameplay were complete, the game became available to interested players to collect reactions and gauge interest.”

Approximately how long will this game be in Early Access?

“The development plan projects another six months of work before the final release. Most of this will be spent on polishing the game.”

How is the full version planned to differ from the Early Access version?

“The following major features are planned:
  • Extended strategic conquest mode.
  • Land-ships with wheels and limbs.
  • Dragons and other aerial monsters.

Beyond this, there will be a plethora of minor additions, new modules, visual improvements and general polish.”

What is the current state of the Early Access version?

“The ship design mode and core aerial combat gameplay are complete. You can design airships and buildings by assembling them from modules, conquer the world in single-player strategic mode, fight battles against other players in multiplayer, and design your own coats of arms.”

Will the game be priced differently during and after Early Access?

“When the game exits Early Access, its price will increase.”

How are you planning on involving the Community in your development process?

“The community is reporting issues, making suggestions for additional features, trying out game balance, helping with localization, and already creating mods.

While I cannot guarantee that all suggestions will be included, several features such as paintable ships, flamethrowers, and decks were originally suggested by players.”
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Buy Airships: Conquer the Skies


Recent updates View all (119)

October 17

Version 9.4.1, and processing question responses

Version 9.4.1 fixes a bunch of bugs:
  • Fixed missing explosion overlay tooltip and repair ship text.
  • Explosion overlay uses new explosion damage calculations.
  • Zoom to fit shortcut key has been removed to no longer conflict with undo.
  • Errors and warnings now move out of the way of the overlay chooser.
  • Can now delete files in subfolders.
Also, I have gone through the vast amount of replies I got to my - intentionally provocatively-worded - question about the game's features. Unsurprisingly, not everyone wants the same thing. There seem to be roughly three groups: strategic conquest players, multiplayer players, and ship designers.

The most popular items, mentioned in a third of responses, were bigger strategic conquest maps and a more complex economy. Conveniently, this is the major thrust of the dev 10 release, so as soon as the new monsters are out of the door, I'll be concentrating on that.

The next most popular things, in about a sixth of responses each, were more modules, and multiplayer conquest. More modules will definitely happen. MP conquest, well, as previously stated, there are design and tech problems to overcome. I will see if I can make something work, but I really really can't promise anything.

Around one out of ten responses mentioned in-combat cities, more cosmetic options, diplomacy, or a tech tree. These are things that I'll keep in mind as nice-to-have, but not critical.

Finally, only a few people were interested in a linear story/campaign mode, so that's definitely not going to be a focus.

14 comments Read more

October 12

An Important Question

If I stopped development on Airships right now and called it done, what would you be most disappointed about?

Don't panic, I'm not doing that. But I want you to tell me what Airships with its potential fulfilled would look like to you.

This may be really obvious to you. You may be thinking "well, of course he's going to add X, because X is the obvious thing that the game needs." But I can think of many different forms X can take, and I can't do them all, and you may have different ideas from me.

If you tell me now, three months before development is scheduled to conclude, I can take it into account.

Here's a list of things I can think of that might count as fulfilling the game's potential:
  • A linear storyline of missions: I've always maintained that Airships is a toy box, not a linear experience to be played through. But I could add one on top.
  • An economy system for the strategic mode: Moving from money to specific resources, adding trading and resource production.
  • Much bigger maps for strategic mode: Adding minor towns to conquer, and more and bigger enemy empires.
  • Many more modules: Many more weapons as well as more size and shape variations for existing modules.
  • Multiplayer strategic mode: This would suffer from the problem that you'd spend the majority of time spectating on battles that don't involve you. But I could try to put it in.
  • Many more options to visually customize and decorate the ships: different cosmetic appearances for armour and weapons, decorative modules like bowsprites and flags.
  • Cities that are visible in the combat mode: civilian buildings for the defenses to protect, and for the attackers to destroy.
You may want one or some of these, or you may want something different yet. I cannot do all of them. Tell me in the comments: what would make the game complete for you?


Wow, so many responses, thank you! I am going through them, producing both an overview of preferences and looking at specific suggestions.

Quick notes to common requests:
  • Sea-going ships are planned, but as an expansion pack after early access concludes.
  • Here is a blog post about why ground troops look hard and non-fun to me.
160 comments Read more
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About This Game

Design steampunk pixel airships out of functional modules and conquer the skies!

In the game, ships are viewed side-on, and their modules are operated by individual crew members. During combat, players give high-level commands to a small fleet, positioning their ships, ramming and boarding others. Ships and terrain are fully destructible: they can catch fire, explode, break apart, and fall. Players can also compete against one another in Internet and LAN matches.

The ships are highly detailed, teeming with sailors moving around at their individual tasks, like an ant farm or a cut-away drawing. The player's choices in ship layout are crucial, and an important part of the game is exploring the design space of different airships and their matching tactics.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7 or later
    • Processor: 1.8 Ghz+
    • Memory: 256 MB RAM
    • Graphics: 128 MB VRAM+ w/OpenGL
    • Storage: 200 MB available space
    • OS: Windows 7 or later
    • Processor: 2.2 Ghz+ Dual-core
    • Memory: 1 GB RAM
    • Graphics: 1 GB VRAM+ w/OpenGL
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • OS: 10.7
    • Processor: 1.8 Ghz+
    • Memory: 256 MB RAM
    • Graphics: Intel HD Graphics
    • Storage: 200 MB available space
    • OS: 10.10
    • Processor: 2.2 Ghz+ Dual-core
    • Memory: 1 GB RAM
    • Graphics: 1 GB VRAM+
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • OS: Ubuntu 12.0 or similar
    • Processor: 1.8 Ghz+
    • Memory: 256 MB RAM
    • Graphics: 128 MB VRAM+
    • Storage: 200 MB available space
    • OS: Ubuntu 14.10 or similar
    • Processor: 2.2Ghz+ Dual-core
    • Memory: 1 GB RAM
    • Graphics: 1 GB VRAM+
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
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