Airship: Kingdoms Adrift

Welcome to Suthseg! As the newly commissioned airship captain, forge a mercantile empire across the archipelago, until the great powers of Europa turn their attention toward it. Build up a fleet, chart trade routes, establish industries, and explore the frontier at your airship's helm!

Airship: Kingdoms Adrift is a action, rpg and adventure game developed by Revolution Industry and published by Gamersky Games and indie.io.
Released on September 21st 2023 is available only on Windows in 3 languages: English, Simplified Chinese and Traditional Chinese.

It has received 761 reviews of which 564 were positive and 197 were negative resulting in a rating of 7.1 out of 10. 😊

The game is currently priced at 17.81€ on Steam and has a 34% discount.


The Steam community has classified Airship: Kingdoms Adrift into these genres:

Media & Screenshots

Get an in-depth look at Airship: Kingdoms Adrift through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10 (64-bit)
  • Processor: Intel i5-9600 or AMD-Hardware Equivalent
  • Memory: 8 GB RAM
  • Graphics: Nvidia GeForce GTX 1050 or Radeon RX 560
  • DirectX: Version 10
  • Storage: 15 GB available space
  • Additional Notes: Does not support ultra-wide screen resolution

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Sept. 2024
I recommend it especially if you can get it discounted, as I think the core of the game is quite good. However, there's one very glaring issue: the story. It's as if they added a story just so people wouldn't complain that there's no story, or to sorta guide the player into having something to do in what should've been essentially a sandbox. The problem is that the player doesn't even seem part of this story at all. I don't know if all the factions + backgrounds are like this, but I started with the republic as a logistics person, and "my" story is actually the story of some dude named Jean. Whenever something happens he's the one talking to the other NPCs. Like this (paraphrased): Agatha (our boss): "Welcome back. Anything to report?" Jean: "Yeah stuff happened. I think we need to do this." Agatha: "Ok. Do that." Jean: "Ok let's go!" The player NEVER says anything and isn't part of this conversation. There are no dialogue options like in a typical RPG or even visual novel. NPCs are just talking to each other and making decisions for you. You literally don't even need to exist in the story except for driving these NPCs around so they can talk to each other. In another scene, your friend Rodrigo needs to talk to you supposedly. But when you talk to him, it'll just be he and Jean talking to each other again, making decisions about what to do next without you ever saying even a single word or having any input in any of this. They decided for you that they're gonna do a thing. Did they originally write this story to have Jean as the main character, but later shoehorned the option for the player to be customize their name at least? It certainly feels that way. The thing is, it would've been a fairly easy fix. Just get rid of Jean or whoever else, and put the player in that scenario. You don't even need to provide a portrait for the player. Just make it feel like we're part of this story in any capacity. Also, tbh a game like this doesn't even need a story. It could've been optional. It's very sandboxy. As in once you've done those mandatory intro things you can pretty much just ignore the story and do whatever, as far as I can tell. You can go to higher level areas no problem. You can explore the world, do trading, buy, capture or craft ships if you can afford them, etc. The world is very large and gorgeous. I originally worried that the large size would bother me since usually these kinds of things feel empty but I feel like it's similar to Kenshi (a sandbox game that I adore): the world needs to be large, even if it feels empty, to sell that sense of scale. And you can look down from the sky and see the little towns and villages down on the floating islands. It really looks fantastic. Like I said, the core of the game including the ship building, exploration and combat, are pretty fun. The story really drags it down, and is a prime example of a game where the story gets in the way of the otherwise good gameplay. If there were a pure sandbox mode without the story, like just unleash you onto the world like Mount & Blade or Kenshi or whatever, that would've made this game a 9/10 for me. Right now it's more like a 6/10.
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Sept. 2024
After the logistics update, I've been binging this game, love it. Its still rather difficult to keep the whole business machine running, or from running into hiccups. But its been a good opportunity to practice algebra and Excel. Its very fulfilling when things just work eventually. And its the Sailing/Trading/Warship simulator I had always wanted, and I'm not sure if it was on purpose, but it taking place on "airships" with no geography up there, it makes it so much more relaxing. Looking forward to more stuff, even though I'm not done processing what I got in front of me.
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June 2024
I'm conflicted about this game. Like, 120+ hours in about three weeks doesn't seem to indicate that but the issue lies not with the game as is, but the game that might have been. This game is best described as Sid Meier's Pirates! in the Warbirds TTRPG setting with a tablespoonful of Arcanum stirred in for flavor. The gameplay loop is addictive for a certain type of player - buy low, sell high, make money, use money to buy more low, sell more high and use THAT money to upgrade your ship so you can... you get the picture. Its not that hard. I've seen people complain about forced fights and how there is not much to combat than just "bigger ship". I do beg to differ - the combat is reasonably varied and I think part of the issue is people trying to force the story a bit too fast rather than just spending time between story quests engaging in the basic trade loop. There's a lot of the more intricate details of a fight are buried beneath a lot of information that is just not explained. In fact, there's a lot about the basic gameplay mechanics that aren't adequately explained even with the built-in journal system. Once you figure things out, there's a lot going on beneath the hood and if you're the kind of person who compulsively tries to build a bigger, better boat then this game can be one helluva drug. The problem lies in... well, the nagging feeling that this game was rushed out the door unfinished. The story drops off dramatically after a point and your character interactions are sadly lacking outside your base pair of companions. I want to see the interaction between the crazy bezerker Captain trying to let go of bezerking, the old Skald doggedly trying to uphold her traditions and the giant bezerker woman seeking a better way than fighting. There's a bunch of interesting NPCs you can recruit and it is a blinding shame you never get to know more about them than a few quests - some of which are both anticlimactic and unsatisfying. The same can be said about the game as a whole. There's this notion about a world growing up beyond magic but you never actually see more than hints of it in conversations. There's this concept that you can become this mighty industrial magnate but no ability to remotely control your operation, forcing you to make long tedious flights to set things up for your shipping fleet. I know the devs say they're working on this but for a game that pitches industrialization and mechanization at its heart you'd have at least thought something like this would be out on day one! There's just so many little things that add up to drag down what could've been, quite frankly, one of the best games I have ever played. So many missed opportunities, so many plot hooks left by the wayside, so many unsatisfying cliffhangars, missing mechanics, poorly documented systems and undercooked ideas that I really really really just want to set fire to the devs for ever creating this game! Its almost better that we never got to imagine greatness than to see all that potential just sputter out and die, buried under a mountain of little frustrations and missed opportunities. Like the lack of proper English proofreading. Yet I still have over 122 hours in three weeks on this thing. So make of it as you will. I just demand the devs actually finish this game rather than leave it like this or I *will* resort to terrorist threats on the internet.
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May 2024
Simply put, this is my kind of game. Sailing powerful ships through the sky in an interesting and pretty world. This game is a time sink in the best way. A self-sustaining loop of positive reinforcement. I will leave the tip that the best way to make money in this game is simply capturing ships and selling them to the matching commission store. I want this game to succeed because there is so much potential here and this game merely scratches the surface.
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Feb. 2024
Some Games Are Just Too Beautiful to Be Mad At Just so you know, Airship: Kingdoms Adrift is an extremely janky game. - Its story is an insanely long chain of fetch quests with a very, very weird ending (massive spoiler: half of the friendly NPCs commit mass suicide by attacking you with sad faces ). - Its ship editor is extremely cumbersome, and the inability to save incomplete ships is an infuriating time sink. - Its extensive production mechanics lack automation and can only appeal to micromanagement junkies. Normally, I would be extremely mad at this game and would have ragequit a long time ago. However, I didn’t because the game's style, visuals, and overall atmosphere are just too good. I love these huge steampunk ships so much that I could waste an hour or two outfitting them tile by tile, all the while cursing about how unwieldy the ship editor is. And I enjoy watching them fight, even despite the fact that the game lags and turns into a slideshow because of the sheer amount of projectiles they spew. Also, developers are working on the game, fixing some of the problems. The game officially had a full release half a year ago, and that "full release version" was missing half of the content and was riddled with a metric ton of game-breaking bugs. This should have been a massive red flag, but the developers have continued to work on the game, and now... now it's feels much more like a finished product. Just keep in mind that progress is not that fast (e.g., main story took half a year to complete). You might want to wait a month or two to let them polish things a bit.
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Last Updates

Steam data 16 November 2024 00:18
SteamSpy data 21 December 2024 03:21
Steam price 23 December 2024 12:33
Steam reviews 22 December 2024 06:07
Airship: Kingdoms Adrift
7.1
564
197
Online players
25
Developer
Revolution Industry
Publisher
Gamersky Games, indie.io
Release 21 Sep 2023
Platforms
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