Welcome to Airship Downs! This is the first title being developed by EVV Games, which is planned to launch in Summer of 2013. It will be a City-Building RPG with a Steampunk theme, and a customizable playstyle. Players will be able to build a city while gaining and completing quests based on a deep storyline, and will have the option to expand this experience as they grow comfortable in Airship Downs. There will be multiple game-play slots and an optional features such as strategic combat and a few more TBD. Please stay tuned for updates here, and we will keep you posted with frequent new material and information on the game. You can find us on FB and Twitter as well, and we hope you will join us in this endeavor to deliver a deep and engaging experience, which will be available on mobile and a PC web app.

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General Gameplay Features (Games : Airship Downs : Forum : General Gameplay : General Gameplay Features) Post Reply
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Dec 20 2012 Anchor

These are some of the standard features that are in the current plan for implementation. They may be added to or slightly modified throughout development, but these will be the core features.


  • An endlessly upgradable buildings system, which will allow you to always have the latest and greatest buildings and leave no building behind.
  • A unique leveling system which will take you through “X” levels in an age, then begin again at level one in a new age. This will keep the game fresh, exciting, and challenging, and only a few will be able to break this leveling system.
  • A shop reward system that will allow the player to gear their city toward XP earnings, GP earnings, or go for balanced rewards. These rewards will also be able to be enhanced using decorations and modifications to the building.
  • An innovative, and low maintenance food and population system, which will allow you to have as much population as you care to manage.
  • The Automaton Workshop will allow players to create great machinations to enhance your city. There will be standard resource costs for every level of automaton introduced, but through random mysticism, a player may end up with one of the more rare automatons, along with their extra power!
  • A premium currency model that will ALLOW players to spend real money only if they choose to, and a wealth of opportunities to earn free premium currency.
  • A player network reactive resource market that will allow the player to get the last few needed goods to complete there recipes, and let the “Merchantmen” really play the market.
  • An Achievements System that awards points in order to reward players with premium currency/features and merchandise from our store.
  • Leaderboards that are separated by the features that are enabled, and will also track by premium currency purchased, basically if you play the best game in the way you want to play it, you will be on top of one of the leaderboards.

There are actually some more features for the standard gameplay, but we will start with these and reveal some more in a week or so.

Edited by: GeoFruck

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