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.
ForumsTwitterSite


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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

So after the initial rapid success of getting conquest multiplayer to work, it was time to see how much the multiplayer really kept in sync. It looked like it was in sync, but not every small divergence would be visible, and those small divergences could spiral into larger ones.

As an aside, idle googling has just led me to a horrible discovery: The daft Ashton Kutcher vehicle The Butterfly Effect somehow spawned two sequels. Yay.

Anyway, to make sure that the versions of the world on multiple players' computers were exactly the same, I wrote a checksumming system. At regular intervals, the system would take the game state, save it to disk, and take a checksum of it. It would add this checksum to a backlog, and send it across to the other players.

Upon receiving a checksum, the system would call up its own checksum for that point in time from the backlog. If the checksums disagreed, it would output the point in time where this divergence had happened and exit.

This system was very useful, as it let me do a detailed comparison (a diff) between the game states at the point of divergence. It also created a vast amount of data, because it had to write a full save game multiple times a second. It will definitely be deactivated for the release!

And indeed, it led me to find a number of problems: The names of pre-generated ships didn't match. That one was easily fixed. Another problem was that the road data wasn't quite the same, which turned out to be because the game wasn't looping over city pairs to build roads between in a consistent fashion. Looking for other such inconsistent loops also let me find what would have been a rare and subtle bug in the monster nest code.

So with the game state looking synchronous, what's next? Well, it's all the unglamorous GUI stuff. Allowing players to choose the map size and difficulty, their empire name and their coat of arms. A chat system.

Then, allowing for multiplayer conquest games to be resumed, which turns out to have lots of corner cases. What if the game is resumed with a set of players that isn't clearly identifiable as the previous players? Or with more or fewer players. What if someone exits setup at a weird moment?

I'm still working on getting all of these scenarios figured out and accounted for, but a basic GUI for resuming games exists. And once that's done, I can make available a very early version of multiplayer conquest.

It will be very rough: you can't design ships, or look at city defences. Combats start right away with no setup phase and no warning. There's no diplomacy beyond what happens in the chat. The world setup is probably really unfair. But it's something that can be tried out and iterated upon.

Strategic Multiplayer Dev Log 1

Strategic Multiplayer Dev Log 1

News 2 comments

I’m embarking on an attempt to make multiplayer strategic conquest work in Airships. Let's see what happens!

Replays, GIFs, and re-writing history

Replays, GIFs, and re-writing history

News

v9.6 adds a new feature: combat replays. All fights you participate in are automatically recorded. You can play them back, analyzing them, or just glorying...

Version 9.5

Version 9.5

News 1 comment

A seasonally appropriate release with new monsters. Plus, a diverting quiz: Which Monster Are You?

Version 9.2

Version 9.2

News

Airships dev 9.2 is out, adding planes, giant bees, and more.

Add file RSS Related Files
PsyPsyche Designs v2.00

PsyPsyche Designs v2.00

PsyPsyche Designs Full Version

PsyPsyche Designs Version 2.00 | Airships 1472 (+20) | Landships 264 (+21) | Buildings 275 (+133) | Missions: Arena Levels 01-05 | ConstructionAffinities...

The Free Kit v1.04

The Free Kit v1.04

The Free Kit Full Version

The Free Kit v1.04 | A:CTS v9.0.3 | Free Modules | Free Armour | Bonus Modules | No Maintenance Costs | No Bonus Restrictions | v1.04 General update...

Conquer The Future v0.03 Pre-Alpha

Conquer The Future v0.03 Pre-Alpha

Conquer The Future Demo

Conquer The Future v0.03 Pre-Alpha doesn't add much, well, other than; Balanced Audio, Laser Cannon, Auto Cannon, Plasma Cannon, Satellite Communications...

Conquer The Future v0.01 Pre-Alpha [OLD]

Conquer The Future v0.01 Pre-Alpha [OLD]

Conquer The Future Demo

The future has finally arrived. Conquer The Future v0.01 Pre-Alpha doesn't provide much, but enough to take a look; including Audio, Visual, Photoshopual...

PsyPsyche Designs v1.99 [OLD]

PsyPsyche Designs v1.99 [OLD]

PsyPsyche Designs Full Version 1 comment

PsyPsyche Designs Version 1.99 | Airships 290 | Landships 43 | Buildings 204

The Module Kit v005 Alpha | 1x1 - 1x3

The Module Kit v005 Alpha | 1x1 - 1x3

The Module Kit Demo

The Module Kit for Airships: Conquer The Skies. | Alpha Demo contains 1x1 through 3x1 module iterations. || v005 - Updated Categories, removed ConstructionAffinity...

Comments  (0 - 10 of 63)
ouchies12
ouchies12

hey guys sorry... im new here...so....
how do you run the game?

Reply Good karma Bad karma+2 votes
Guest
Guest

best

Reply Good karma Bad karma+1 vote
Guest
Guest

somebody should make a lets play where its one city defence get money and build defences only i want to see how that will play out.

Reply Good karma Bad karma+2 votes
Guest
Guest

Great game

Reply Good karma Bad karma+4 votes
martyra2j
martyra2j

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.

Reply Good karma Bad karma+4 votes
SkyBreack
SkyBreack

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

Reply Good karma Bad karma+3 votes
Zillvr
Zillvr

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

Reply Good karma Bad karma+3 votes
TheManWhoFlewAway

Great idea - keeping an eye on this :)

Reply Good karma Bad karma+3 votes
DonleyTimeFoundation
DonleyTimeFoundation

I love this game soooo much! HAHAHAH!

-Tim

Reply Good karma Bad karma+5 votes
Propagandawar
Propagandawar

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. .

Reply Good karma Bad karma+3 votes
Zarkonnen Creator
Zarkonnen

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

Reply Good karma+6 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Airships: Conquer the Skies
Platforms
Windows, Mac, Linux
Creator
Zarkonnen
Engine
Custom
Contact
Send Message
Homepage
Zarkonnen.com
Release date
Game watch
Follow
Share
Purchase
Community Rating

Average

8.5

22 votes submitted.

You Say

-

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 by CanofSodaGames

Style
Twitter

Latest tweets from @zarkonnen_com

Eeeeeee T.co

Jul 15 2018

Calculator and company scrip at the Svalbard museum T.co

Jul 15 2018

Midnight in Longyearbyen T.co

Jul 14 2018

Flying to Svalbard T.co

Jul 14 2018

RT @OStuffPlus: Airships: Conquer the Skies - V10 Beta Conquest, Tech Tree & Designs - Let's Play / Gameplay Youtu.be

Jul 14 2018

RT @MsMinotaur: Hey programmers - tell me about your silliest bug. What typo led to the most loss of productivity? What completel… T.co

Jul 14 2018

RT @socialaskan: It’s Bastille Day tomorrow, so let’s remember what Mark Twain had to say about the “reign of terror” T.co

Jul 13 2018

Embed Buttons
Link to Airships: Conquer the Skies by selecting a button and using the embed code provided more...
Airships: Conquer the Skies
Statistics
Last Update
Watchers
369 members
Mods
4
Files
12
Articles
121
Reviews
9
You may also like
Warcraft III: Reign of Chaos
Warcraft III: Reign of Chaos Real Time Strategy
The Protectors
The Protectors Real Time Strategy
Battle Realms
Battle Realms Real Time Strategy
Impossible Creatures
Impossible Creatures Real Time Strategy
War for the Overworld
War for the Overworld Real Time Strategy