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.


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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Sails Airship Barracks Captured Airship
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2 comments by Zarkonnen on Sep 17th, 2014

This means the marines need to figure out where to jump from, and in what direction, to end up landing on the enemy ship rather than plummeting to the ground. This is a projectile trajectory calculation - which is pretty much what computers were made for originally. One short trip to Wikipedia and I had the correct formula to calculate the angle of launch for a particular target position.

To find a suitable jumping spot, marines examine likely locations on their current ship. At each such potential jumping spot, they attempt to do the trajectory calculation for a bunch of locations on the enemy ship. Assuming they find a place where it's safe to jump across, they move towards it. I pretty heavily constrained both the jumping-off and landing spots each marine considers, since otherwise the number of possible trajectories to consider would be huge: tens of thousands, potentially.

Once a marine arrives at a suitable jumping spot, he makes the trajectory calculation and then jumps in the resulting direction. There's no guarantee that the jump will succeed, of course - if the enemy ship moves at just the wrong moment, he might fall to his death.

At this point, the boarding sort of worked, with marines moving between ships and making nice jumps, except that they were still magically phasing through solid walls. It was time to introduce a minor new game concept: hatches. Until this point, airships simply didn't have doors. The question of how crew and supplies actually got into the ship wasn't really relevant. But now, with boarding, I wanted ships to have specific points where they were vulnerable to enemy marines coming in.

Hatches are pretty simple: certain modules, such as crew quarters and ammo storage, now have a supply cost that has to be met by hatches or large cargo doors somewhere on the ship. This means that the larger the ship, the more points of entry it must have. But you are free to put the hatches where you want - specifically, you can put them well away from the parts of the ship vulnerable to boarding, and perhaps right next to a barracks!

Having added hatches, I then limited the ability of crew to move between the inside and outside of ships to places where there was a hatch or a hull breach. Finally, I added pathing code so that the crew would find such a spot when needed. Now the cycle was complete! When given the order to board, marines would move inside their ship to the nearest hatch, pop out to the outside, move along the outside to a jumping-off spot, jump across to the enemy ship, move along the outside of the enemy ship to the nearest hatch or hull breach, enter the ship, and start fighting.

This concludes part three of the series on boarding. There will be one final installment, dealing with cool extra stuff I needed to add: guard posts and grappling hooks.

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Destructor465 Sep 17 2014, 2:55pm says:

Can you make a demo version or trial, because I don't wanna buy it now, I want to try it. And after that if game will be so good, I will buy it :)

+1 vote     reply to comment
Zarkonnen Sep 18 2014, 3:40am replied:

Have a look at the game's refund policy, which may suit your needs: Zarkonnen.com

+1 vote     reply to comment
Scadden Sep 1 2014, 7:42am says:

Very cool idea, I love airships! will follow this

+2 votes     reply to comment
INtense! Jul 10 2014, 9:48pm says:

looking awesome

+6 votes     reply to comment
Fravoc Jul 10 2014, 6:04am says:

There is something about the charm of an airship. I'm watching this for sure! Good luck! :)

+2 votes     reply to comment
jroi_bautista Jul 9 2014, 2:23am says:

seeing your progress. I think it will be awesome to have factions, you know. some might declare war to the other and you can plunder military ships and such, I dunno, maybe different factions can have different design of ships. Or different ways they fly the ships. well, just a suggestion. :P anyways. Great game, gonna track it now and hope you'll be success full in this game.

+3 votes     reply to comment
Zarkonnen Jul 9 2014, 11:57am replied:

These are excellent suggestions. TBH, I am currently holding back on working on the strategic parts because I don't want to get sucked into it too deep. Otherwise I'll re-emerge six months later babbling about what a wonderful world sim I've made. :P

+3 votes     reply to comment
jroi_bautista Aug 7 2014, 2:52am replied:

oh. Just two more questions. If your gonna release this game when will it be. And what game are you planning next?

+2 votes     reply to comment
Zarkonnen Aug 7 2014, 10:26am replied:

So I have a basic plan ( Zarkonnen.com ) that sees the game completed in early 2015. The next game is likely to be this one: Indiedb.com

+2 votes     reply to comment
jroi_bautista Aug 11 2014, 12:39pm replied:

Thank you for the response. Well I hope i have a credit card to buy a game online but crap i don't. Gonna have to wait for me to get my own job :P

Thanks for the answers and ill be following your progress :)

+1 vote     reply to comment
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Released Mar 24, 2014
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