
Construct mighty steampunk airships and fly them into battle, waging war and conquering the skies!
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Sep 9 → 1.14/day in the week after.
About




Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $18.74−25% | 6.6Kreviews | 96% | — | $2.9M |
| $24.99 | 55ratings | 80% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 833 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This process of designing ships is a black box that lacks all transparency or player training tools. You assemble ships out of a pile of voxels that influence a laundry list of performance variables, but aren't provided any information about why ships perform well or poorly. I kept getting completely trounced by the pre-made designs. Was the ship not fast enough? Not well-armored enough? Not accurate enough? Impossible to tell. The only feedback you get is that you're on fire and they aren't. Despite being the most interesting feature in the game, trying to make your own designs is actively punished. Combats use a side-facing RTS-like interface, which results in traffic jams as soon as there's at least two ships present. Due to cooldowns on quickly issuing commands, and the fact that allied ships collide, it takes a lot of frustrating nit-picking to move all but the smallest of fleets. This is exacerbated by the next problem, since fewer ships results in fewer interesting decisions. Ostensibly, this mode is for showing off your tactical prowess, but the only strategies are "go behind and stick guns up their butt", "go in front and stick flamethrowers/saws/boarders in their face", or "just have more ships so it doesn't matter". There's usually no benefit to trying to use fancy maneuvers compared to throwing an excessive number of guns at the problem and hoping the RNG is in your favor. The campaign mode is even worse. It takes quite a long time to accomplish anything, and making any mistakes results in 6 CPU opponents all pouncing on your weakness, resulting in hours of lost effort. It's very easy to lose permanent progress due to the incredibly harsh snowballing mechanics, but much harder to make any progress yourself. Doing absolutely anything has a heavy financial cost, resulting in being heavily punished for pulling an early lead. Victories are never satisfying, since the only reliable way to win is to constantly punch down and avoid the tactical layer. Some mechanics, like espionage, are a fruitless money sink that that cost more than they're worth, and have a steep chance of failure on top of that. Overall, the game is a complicated mess, including a vast number of mechanics and systems, but none that add fun or excitement to the gameplay experience.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 1.57/day in the week to Jul 30 → 0.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, French, Russian, Japanese, Simplified Chinese, Korean
Hours played at review time, across 833 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Сидишь-сидишь-сидишь-сидишь ждёшь-ждёшь-ждёшь-ждёшь А это друг всех ботов убил и вы победили.
完全不好玩,就是舰炮互射,完全没有操作的感觉,很屎。战斗之外的系统更不用提了,全是没有什么卵用的东西。非常无聊的游戏,不推荐任何人玩
Ship Customisation Lacks Imagination
i remember playing this game for hours on a outdated pirated version because i was too young to get a job, it was the only game i could play on my even more outdated school laptop without burning it's dying cpu. it is a glorious game. it's even more glorious now that i have the full updated version and can install mods and play on multiplayer. i also have a far superior laptop so i can no longer worry that having more than 10 ships will drop the fps to a power point presentation. underrated peak game.
The physics in this game when ships hit each other is boring and atrocious, you constantly get stuck on them making repositioning extremely hard to do, half the combat you do is replaced by an automatic win or lose button, and you can get soft-locked in fights by running out of ammo, the rest of it is great fun, but man the fights being boring because you accidentally moved your ship 1 pixel to the left and then your entire ship blows up because you got stuck on the corner of a pixel of a floating island is not particularly fun and makes you want to just start a new run rather than see what you can do next. Super fun concept that needs another beta or something, it's full of a bunch of jank that is not fun but has great bones, also it was 13 dollars so can't really complain. I honestly think the dev should put this on life support and start a sequel with a better engine at this point, the potential is there, and it was put together ever so slightly wrong.
大哥,能不能让我在要塞里修补给仓库,这样方便整个补给中心出来,手操补给飞艇太坐牢了。It is hoped to enable the function of building supply depots within the fortress. The supplies produced by the town will be stored in the supply depots. Thus, players can build supply distribution centers, allowing the supply airships to only shuttle between the fleet and the supply distribution centers to transport supplies, without having to fly to each small town to collect supplies, greatly reducing the time spent operating the supply airships. (Machine translation)
This game does not deserve universally positive reviews. Its alright, but I would not really recommend it. Never really "WOW"'ed me. Many of these hours are from leaving it AFK.
It is does not really feel worth the 9 bucks I spent on the game. Far less the 24 dollars of full price. 7/10 will refund.
Got the game. Opened multiplayer with a friend. Played for 11 hours straight. Won. 10/10
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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