HighFleet

Battle for survival in the skies of a mysterious future Earth in this unique action-strategy game mixing arcade combat, exploration, management and diplomacy. As giant flying ships wage spectacular aerial warfare, a prophecy tells of one who will save the world – could it be you?

HighFleet is a singleplayer, indie and strategy game developed by Konstantin Koshutin and published by MicroProse Software.
Released on July 27th 2021 is available only on Windows in 2 languages: English and Russian.

It has received 6,328 reviews of which 5,619 were positive and 709 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 16.24€ on Steam and has a 35% discount.


The Steam community has classified HighFleet into these genres:

Media & Screenshots

Get an in-depth look at HighFleet 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
  • Requires a 64-bit processor and operating system
  • OS *: 64-bit Windows 10 / 64-bit 8.1
  • Processor: Intel i3-2100 , AMD Athlon 200GE
  • Memory: 4 GB RAM
  • Graphics: Nvidia GeForce GT 950
  • Storage: 2 GB available space
  • Sound Card: DirectX Compatible Sound Card
  • Additional Notes: Full High Definition (1920x1080)

Reviews

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

Oct. 2024
The superb immersion and layered strategy creates always brings you back for another campaign, one of my all time favourite games, I recently just finished the campaign after 317 hours of gameplay. I played with russian voices and English and also a sound mod which enhanced the immersion further. I created a heavy air/missle focused fleet which I really enjoyed playing with.
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Oct. 2024
It is an understatement to say that HighFleet is a hard sell due to its pricing and self-justifying, esoteric gameplay where players must rely on experimenting with and reloading saves or if they choose difficulty modes above easy. There is an acceptable degree of learnability where players can become comfortable with the unapologetically tortuous user interface, ship editor, and aerial combat system that can only be described as an airborne gladiator arena. Still, this process may take hours, if not days, for players to truly comprehend the product's enigmatic and almost alien concepts. In the end, given its $30 price tag and overwhelming nature, it is highly advised that potential buyers have a good sense of practical aircraft design and the ability to backbreakingly scavenge for resources when resources are measured between seldom to uncharitable.
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Aug. 2024
A Unique Game with Roguelike Elements Preface There are a lot of games out there that appeal to only a niche few people and other games which fly under the radars of others. Indie games have been improving more and more with developers crafting experiences you may not find in the mainstream market or in more popular indie circles. This is among one of the best indies I've played made by a single developer. If the idea of a roguelike, simulation, singleplayer, post-apocalyptic, ship-building, strategy game sounds intriguing, please read on. Gameplay This is a dense description so I will break it down into different sections: Overall Gameplay The main goal of this game is to reach a city deep within a desert location several kilometers away while fighting enemy ships, sneaking across the map, intercepting convoys for money, securing nuclear missiles, and trying not to blow up because the stupid strike group sent 20 missiles toward your location as a result of you being a bull in a China shop. The strategy of this game revolves around capturing cities spread across this vast map, working your way in while maintaining an idea of where different enemies are located. You can do this loudly or quietly with the overall goal of reaching a specific city. When encountering enemies, you'll take control of one of many ships under your command in a air battle. You'll also encounter events spread throughout which add a great narrative and story as you progress. This game is not very forgiving at first (though there is a tutorial to help you along the way) . Learning what does what is the largest hurdle and understanding the underlining mechanics can take a while. Even after putting 40 hours into this game, I still have some features I barely used. What I do applaud this game for though is it's options for playstyle. You could go in guns blazing with HUGE ships, sneak in for "sudden strikes", maybe you prefer sending in missiles or airplanes to do your work. I appreciate this aspect of allowing players to choose how they want to play. Now that you have a basic idea of the game, let's dive into the thick of it!: Map, Navigation, and Avoidance Upon selecting your initial ships and a brief introduction, you are placed into a very long, randomly generated map. Your first travel destination will always be fixed but will provide you an idea of how you select your ships then travel to a destination. Combat, cities, and events will be discussed in the later section. All ships that you own have a certain range to them with some having larger tanks but little weapons vs. others which may have more armor and guns but can barely travel alone because they have little tanks for gas. As you progress, you'll need to be refueling at each city to continue your journey. The UI for this game is a great simulation which alone needs it's one sub section to appreciate: [*] Radars are what you'll be using a lot. Your main radar is shown by a white circle surrounding your ship. Anything that goes into it (strike groups / convoys / missiles / planes) will be seen. Though keep in mind, if you can see them, they can see you . There are times when you do not want to be seen because of strike groups. These are heavily armored and powerful enemy ships which can murder the unprepared player. So you have the option of turning it off. What do you use then instead? The Infrared Search and Track (IRST) has a shorter range but cannot be detected by enemy radar. It has a shorter range but can be used to gain an idea of where a close enemy is located. If an enemy is detected on radar, you will be notified and the game will pause for you. You'll be manually adjusting these radars as alerts pop up. You may ask, "so how do I know if there's a REALLY dangerous strike group approaching?" . Introducing the ELINT radar! This will give you a 360 degree, decently long-ranged knowledge of where the enemy is coming from and how close they are. It has a few bars that start filling up to let you know how far or close danger is lurking! [*] The Phone and Decoder are what you'll be using to intercept and decode enemy messages. It may give you a clue on the route a convoy or strike group are traveling and how long. It may also be a secret ally wanting to assist you! [*] Mark that map! You'll have access to a pencil to make notes on the map, and a ruler to gauge enemy distance, radar, or patrol range on the bottom left. Useful for taking notes. [*] Planes and Missiles owned by you will also be displayed on this UI. On the top-right, you'll see some switches for readying up missiles assuming you have a ship which carries them. On the bottom (which is a little hidden) is an option to pull up your plane fleet and send them out as well on patrols or to strike a city. [*] Right ships for the right situation is a key trait of this game. On the right of your UI, you'll see all the ships you have gathered, their health, fuel consumption, speed, type, etc. Maybe you want to throw away one of your ships to defend against a missile or oncoming strike group? Scout? Spread your forces to cover more ground? You decide captain! Phew! The UI is certainly packed. It does make the game a whole lot more immersive though. Now that we understand our UI a bit more, what about navigating the map? As stated earlier, you'll be selecting your ships and deploying them across the map to capture cities. This takes time and the enemy is also flying around. You'll notice that some cities have little symbols on them which are important for your strategy! I'll discuss it more in the next section. Cities, Combat, and Events So much to explain but Steam has limited review space so I will summarize: Events are narrative happenstances which tie into the story and narrative of the game. If you enter a city after capturing it, you may end up in an event. This can range from a local slave trade, your men killing locals, traders gathered with the latest news, etc. Cities are what you'll be navigating to for the majority of the game. To suddenly strike a city (raise no alarm), you'll need a fast ship (or luck). Cities may house events or generals while having special ammo, ship repairs, and refueling options. There are special cities as well indicated by symbols on your main map: [*] Fuel Tanks are cheap fuel stations. [*] Wrenches are very quick ship repairs. [*] Radars give you the option to "ping" a strike group, convoy, or others to gain an idea of where they're located. [*] Swords are where there are ships you can recruit to bolster your forces. Combat can be out on the map or in a city (mostly cities). You'll take control of your ship, firing your weapons, dodging enemy fire, missiles, and barely scraping by making crazy moves! So much I want to say just about combat ALONE but limited space... Brief Notes and Wrap-Up Why is Steam's review section so small?!? I haven't even told everyone about SHIPBUILDING, the WONDERFUL sound design of guns firing, the sound of rain in cities, AUGH! Shortening my review significantly already to fit this in here. I will wrap this up with a few notes: [*] If you are easily frustrated, don't play this game. It will knock you down hard (though there is an easy mode). [*] If you enjoy shipbuilding, immersion, rougelikes, BUY THIS GAME!!! [*] Even if you fail, you will be given money on your next run, encouraging repeat plays! This is a wonderfully crafted game and I highly recommend it enough that I wish I could talk more about it! 4.5/5
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March 2024
A few things: 1. This is closer to a military simulator -- it's important to understand how to launch a missile at max range, and when to use anti-radiation vs radar missiles or which bombs to equip your aircraft with. The game has many aspects that it does not really explain to the player, e.g. the best ways to intercept enemy missiles, the way strike groups move around, the pros and cons of certain design choices. 2. There are no friendly AI-controlled ships, while you will be fighting 4ish enemy ships at once. Their AI is pretty bad, but ultimately you're always fighting alone, having to flee your ships one by one. I assume this is done to prevent friendly AI from losing the player's ships, as that could become catastrophic very quickly. Still, I wish the battle AI was better so this were possible and not every single battle was dependent on my piloting skills. 3. I wish there were more ability to add in my own designs or modify during the campaign. As it stands, it's impractical do do any major modifications to existing ships as they can get quite expensive and the ship builder isn't clear about how costs are applied. Typically you'll be adding or removing small amounts of armor, upgunning, or jury-rigging a supply ship into a carrier. While that's excellent, I'd like to see ships I've designed show up. You are able to bring your designs in the initial fleet, but if they die, they're gone for good and you can only buy stock ships. This somewhat limits the advanced tactics you can do, e.g. having a small jammer decoy ship to lead strike groups away from your main fleet or sacrificial ramming ships. 3. Decoding enemy radio transmissions is neat at first but becomes tedious micromanagement very quickly since 80% of intercepted transmissions are nearly useless to you. That all said, this is a work of art and fits together like no other game. The visuals are unique and you are constantly making difficult decisions with limited resources, dependent on your tactical knowledge and practical piloting skill. Nothing compares to the feeling of having exhausted all of my tools and finally having to bring out my biggest ship
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March 2024
This is such an impressive game, especially considering that it is made by 1 dude. Highly immersive, excellent soundtrack, and phenomenal damage aesthetics. It is essentially Soviet Dune in Central Asia, with an odd alternate history Imperial Russian uniforms. Shipbuilding and design is incredibly fun.
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Last Updates

Steam data 29 November 2024 00:49
SteamSpy data 23 December 2024 01:36
Steam price 23 December 2024 12:38
Steam reviews 22 December 2024 10:01
HighFleet
8.6
5,619
709
Online players
116
Developer
Konstantin Koshutin
Publisher
MicroProse Software
Release 27 Jul 2021
Platforms
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