

Airships: Conquer the Skies
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Airships: Conquer the Skies
Design airships and land vehicles from modules, weapons, armor and equipment, then command a small fleet in tactical aerial battles. Layouts and orders shape whether your craft swoop, ram, board or evade opponents. 95% of 6,219 Steam player reviews are positive. The interface supports Simplified Chinese, English, German, French, Russian, Japanese, and Korean. Released August 16, 2018.
Credits
Lowest recorded in 36 months
$9.992025-01-23 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| English | Yes | — | — |
| German | Yes | — | — |
Show 4 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| Russian | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
Steam PC edition data · 2026-10-22
02Before you buy
Modes
Steam PC offers Missions, Conquest and Multiplayer modes; multiplayer supports online matches and LAN.
Languages
The interface is available in English, French, German, Italian, Russian, Spanish, Simplified Chinese and Traditional Chinese.
03Frequently asked questions
Is there an empire-building mode?
Yes. Conquest lets you build an empire.
Can I make custom missions?
Yes. You can create bespoke Missions as well as play them.
What can be destroyed in battle?
Ships and terrain can catch fire, explode, break apart and fall.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I nearly conquered the world. I decided to perfect my final conquest by constructing the largest and most powerful ship the world had ever seen. A steel giant of ten thousand tons, gloriously flying the flag of the Empire. Hundreds of weapons, ranging from small caliber AA turrets to massive rail guns, from rocket barrage weaponry to ship-shredding gattling guns, lined the steel hull of this mighty capital ship. Hundreds of crew scurried among the dozens of storerooms, armories, hospitals and command centers. Massive suspendium chambers lifted this ship far into the heavens, with massive engines that shook the earth below as it crossed the crystal skies. It took years for this ship to be built in the largest shipyard my grand empire had at its disposal. All the while the other fleets and ground forces of the empire waged an unending war on a hundred enemies, dead set on retaking their land lost long ago. The ship was finished. It joined the grand fleet of the Empire for one last push to the southern regions. Surely the people stared up into the endless blue sky in amazement.. and fear.. as the fleet crossed into their view. We met the enemy at dawn, a massive opposing fleet. Their final order to defend the last bastion of their once great nation. My capital ship took to the front of the formation, flanked by aircraft carriers and dozens of smaller support ships. They let off their first volley. A horrific storm of steel and fire, with the fury of a thousand suns. It would've only taken a moment for the sky to be filled with the mangled steel and wooden corpses of a hundred enemy ships. .. then the game crashed.. and my computer. 10/10 Would unleash the apocalypse on my enemies again.Show moreShow less
It's an okay game with an interesting concept but very limited content and poor replayability. Customising ships is a lot of fun, but the tech tree and weapons aren't terribly exciting - it's mostly all mundane equipment without any particularly exotic or interesting choices beyond the ability to fly, which you start with. The core concept of building ships/tanks is pretty good fun. There's some good customisation tools, though it's almost more interesting with less weapons/tech. When the ships have mid-late game tech there's just too many extremely similar options for the guns, and generally the upgrades are just bigger things that do more damage/absorb more damage, which isn't particularly interesting. It would have been nice to have more components that had similar purposes but achieved them through different results though. For example there's the fire extinguisher, or the bigger fire bay. The small repair bay or the big repair bay. The small ammo store or the big ammo store. The small crew bunk or the big crew bunk, etc etc. They're also exclusively all square or rectangular. There's no interesting or weird shaped components that make it difficult to design ships. Some awkward tetris could have made ship design a lot more fun, and would have made the smaller room variants premium choices instead of completely pointless. Controlling units in combat is basic. You're limited by how frequently you can move units, and generally you can only issue an order roughly once per 5 seconds per unit. In theory this is a nice idea, but in practice it means you don't really have much to do in combat. Just postion each unit in optimal firing range/outside the enemy arc of fire and make small adjustments until you win. Moving ships is also really clunky - you have to select the unit (which you can assign to a group), press M, press F if you want to change facing, then click where you want to move. This is problematic as number keys, F, and M are nowhere near each other on the keyboard. It makes movement unsatisfying and clunky, and makes large fleet micro more of a chore than something fast and fluid. You can't really micro to dodge shots either, even though a lot of projectiles are slow enough that you can (in theory) dodge them. The ships themselves make no effort at all to dodge or move out of the way either, so it's generally just slugfests boiling down to who has the most guns. What would have really made this great for me is if the command timer was just removed entirely, and units could move at full speed all the time. This would have made microing ships so much more fun for me, whereas right now I just position and fast forward every battle. The land units I don't think add a huge amount to the game. They're a bit too slow and cumbersome, and the limitations of firing arcs make it too difficult to get enough firepower pointing upwards to be worth it. On top of that, a ship that blows up will fall down to the ground, likely destroying everything beneath it - including your land unit that shot it down. Added to that you have even less control over them, just move forward/backwards or turn around. I only saw the AI use them twice in the whole game, and they couldn't do anything about a fleet of bombers. My own land units similarly just had so little impact compared to the ships. As for the campaign - as many of the reviews note, it's not very good. Money trickles in on a timer, but you can issue commands to research, build, and attack in real time. These then complete in real time as well. There's absolutely no wind up or cooldown for moving fleets around, and their only limitation is that damage persists between fights. This means a fleet that can dominate one province can just zip around the map and conquer every single province in rapid succession with absolutely no resistance. It even gets to the point where all provinces will just automatically surrender at the start of the battle. This real time combat style means that the AI has no method to catch up to the player, and once you beat a fleet the faction is effectively just dead. There's nothing really more to the campaign. You can research new components, design/build ships with your income, and attack. There's some spying stuff to see/destroy defences, but it felt like cheat codes really - I wiped out an entire faction by just funnelling my infinite money into blowing up all their fleets and defences before they could replace them. There's no story, no characters, no uniqueness to any of the AI factions. They're all just generic clones of one another and after completeing a campaign on a large map I couldn't name a single one of them. This unfortunately kills any replayability of the campaign for me - it's just a generic sandbox. Your reward for winning the game is just a message that says the campaign is over. That's it. As a closing point there's a lot of UI problems with this game, especially in campaign. Menus will frequently still be accessible behind other menus, several clicks on the UI just didn't register, I couldn't find any way to delete old ship designs, inconsistencies in how left/right click functions in ship design, etc. It's all a bit tedious in the campaign, for example building defences requires: selecting the province, clicking defences, opening the build menu, selecting a design from all designs ever created, placing it, repeating for every building, then closing the defences to go back to the campaign map. Per province, of which there's dozens of them.Show moreShow less
I used to draw large scale combat in my notebook as a kid in school, with tanks and airships and little men running around. This is my imagination as a child MADE INTO VIDEO ART FORM. downright amazing! I've just begun playing this gem but im already in love :)Show moreShow less
early game is somewhat fun, but even on the easier difficulties the AI simply spams out hordes of ships with one or two heavy cannons. it doesn't sound like a big issue, but it's incredibly frustrating when you try to make new designs, make flagships, artillery ships, Land Cruisers, and also build a decent defenses, and then just to see the aI ignore all of those steps and build one giant fleet of spammable ships that absolutely destroy anything and everything you try to put against it. it's so bad that the AI will have several fleets with dozens of ships but just steamroll everything, and then another Empire does the same thing and they absolutely refuse to go to war with each other, leaving the player to be forced to be the one that either attacks and gets murdered or waits long enough and then gets murdered by the AI who sent a fleet there. this does not seem to be the same game that I watched lathland play way back when, if this one problem was fixed I would give this review a thumbs up. I really want this game to succeed, as it's basically from the depths but easier, but in its current state I just can't force myself to play it.Show moreShow less
Income is a problem. If you read this and agree please upvote me so I can get the dev's attention, also maybe leave a comment if you have a similar idea The developer could change the current income limitations and the fact that buildings are extremely under-powered by... 1. Creating multiple buildings that actually generate income including a. Building modules that actually generate income like factory spaces or smelters or other production buildings b. A 'Bank' module that generates interest or increases a player's income generation multiple for a region without causing unrest. 2. increasing damage resistance and firepower of buildings I would also like to recommend allowing construction of land vehicles at non-capitals. 1 Currently non-capital regions serve almost no useful function, do not generate enough income to bother attacking, cannot support any units because their income is too low, and cannot support any defensive buildings. Allowing the construction of land units at non-capitals would drastically improve overall gameplay, but is almost totally useless unless income and interest multiplying buildings/modules are constructed. In my opinion, making these three changes would revolutionize the game and really take it to the next level. As it stands now, the person with the most capitals wins. If you change these things it will make other strategies more viable and interesting IMHO.Show moreShow less
I've tried typing this review so many times because it's just so hard to put problems into words so that the developer can receive proper feed back but honestly, I'd be better off making a 2 hour+ Youtube video explaining why this game fails and sending it to them. The developer nor the game is bad, the problem is that if you play this game for longer than 10 hours you're pretty much done with it. The problem isn't content either, it's how the sandbox elements destroy themselves. Conquest, the mode that needs to have the most attention, is getting some of it. Especially with the upcoming update. But that update is a leap in the wrong direction, a lot of things don't work in conquest currently (balance wise) such that you cannot have fun against the AI pretty much ever unless you go out of your way to design ships for them or something. The problem is that function absolutely annihilates form and in a sandbox game that really ruins a lot of the fun of it. The game CAN still be fun especially if everyone knows what they're doing and basically just ops into the slug fest but this will probably never bring in the newer players that the game really needs for something like diplomacy and multiplayer to work. Maybe I'll try to actually figure out a plan of action and talk to the developer about it but realistically I'm leaving this review to preface that because feedback was appreciated, good or bad. The game is not bad, I probably wouldn't recommend it though (especially not with it's current price) because you have to NOT enjoy the sandbox elements and making things look pretty and instead enjoy making things that destroy everything that looks pretty. Pretty, effectively, never wins with this game and that combined with a lot of interestingly unexplained mechanics lead to a lack of new players because this game wishes it was a sandbox game where cool ships are on even footing but that basically never happens unless those ships are both built in a very particular way that maximizes everything (and even then it may come down to RNG and where you get hit due to a complete lack of control over most things). It's not just that the AI is awful but also that ALL of he AI, including the parts on your ship that can't be controlled, are horrible. My favorite example is repairs, one of those unexplained mechanics. Hilariously, they don't repair anything. Pretty much ever. There's some sort of threshold so they just stand around doing nothing until a module or section of the ship is pretty much completely destroyed, then they go start repairs. Those repairs take forever, repair very little, and even better--because they didn't repair earlier on--they're just being shot dead through the giant hole in the ship while they attempt to get what little work they can done. There's a lot of useless modules in the game. It looks like a sandbox with content but most of it falls apart. It'd be one thing if repair reduced your maintenance cost I guess but even that doesn't make sense because that's determined by crew and nothing else. It's a weird game that you will have fun exploring and then kind of just give up on if you lose interest. Not a bad game, look at the other reviews, fun as hell. You just can't play it for hours, there's nothing to play with. It's a sandbox that runs out of steam the moment you understand anything. Half of it just doesn't work or is ineffective. And for that reason, the experience is short and the money may have been wasted. I think mods could potentially really help this game and allow for a multiplayer scene that kind of balances itself, maybe that'll be possible someday. If I explained some of the "exploits" this game has it would actively completely ruin it for you so, I won't. It's probably a good buy just.. don't look too much into it? What a strange suggestion that may be the entire reason why a community around this game can't persist. What I'll say is that a multiplayer community would save this game, everyone being aware of the flaws and exploits and just mutually abusing them would be fun. In fact, with diplomacy, it may work out just fine. I just don't know if that's how things will pan out, I think it's more likely new players will see what's possible and how the sandbox is kind of redundant and they'll just give up or move on. I don't know that direction the game needs to take but it's probably a step towards asymmetrical imbalance. Where everyone has their own incredibly overpowered quirk that helps you forget that the rest of the game isn't balanced either or something. That would be horrible advice if it weren't how the game basically already plays. I just feel like "balancing" it would be a complete nightmare in ways that probably wouldn't even help at the end of the day. You either get into the game and enjoy terrorizing the AI and firing at player in a slug fest where you're more likely to run out of ammo OR you enjoy the sandbox, make pretty things that pose a challenge just by the nature that they aren't properly armed, and you enjoy randomized campaigns where you can design even your enemies to make things interesting. Immediately after posting, I figured out what the feeling I have is, this game makes me feel like I ruin everything I touch.Show moreShow less
I started my empire small - small stone castles, basic wooden ships, wood tanks with muskets and cannons. This will do. Then my foes escalated. Larger ships, larger bases, larger tanks. I was being outmatched and outgunned. I started to design my own: rockets, missiles, floating death fortresses, sophisticated walking landships made from steel, armoured gunships that had weapons on every surface, crawling spider bases that had over 100+ cannons, bombers that destroyed the earth beneath them, enormous tanks that housed over a 100+ soldiers, flying cities that could repel anything thrown against them, towers so tall and so powerful they could destroy dragons. It didn't stop. I wanted larger, more powerful machines. Machines of death and doom and destruction so complete my foes would be wiped from history. I built mega tanks, tanks armed solely with flak cannons, I built mega mechs, mechanised spiders so large and heavy they broke themselves trying to walk over terrain, I built computer-guided defence cities suspended by a few steel blocks capable of repelling any assault, I built assault carriers so large they have to be escorted by smaller cruisers to take out smaller targets; my foes banded together to form a "Golden Alliance" solely with the aim of stopping my onslaught. It failed. I have now conquered the world, I am Emperor of all I see.Show moreShow less
Despite years of development, the interface is still very unpleasant to use. Afaik there's no way to test your designs in the editor. Your designs aren't saved in the Steam cloud. The campaign is just a blitzkrieg, wreck everybody as fast as you can, no need for research, diplomacy or anything. The new DLC sounds great on paper but the micromanagement is too much. The heros and governors bonuses are huge, way too impactful and you get bombarded with recruitment opportunities after every combat/city capture which turns the DLC into HR simulator. The UI is bad, really bad. The music is too much in certain menus and you can't change the volume without exiting everything you're currently doing. The UI is bad.Show moreShow less
--{Graphics}--- ☐ You forget what reality is ☐ Beautiful ☑ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ Paint.exe ---{Gameplay}--- ☐ Addictive like heroin ☑ Very good ☐ Good ☐ It‘s just gameplay ☐ Mehh ☐ Starring at walls is better ☐ Just don‘t ---{Audio}--- ☑ Eargasm ☑ Very good ☐ Good ☐ Not too bad ☐ Bad ☐ Earrape ---{Audience}--- ☑ Kids ☑ Teens ☑ Adults ☑ Average Solitare Players ---{PC Requirements}--- ☐ Check if you can run paint ☐ Potato ☑ Decent ☐ Fast ☐ Rich boiiiiii ☐ Ask NASA if they have a spare computer ---{Difficulity}--- ☐ Just press ‚A‘ ☐ Easy ☐ Significant brain usage ☑ Easy to learn / Hard to master ☐ Difficult ☐ Dark Souls ---{Story}--- ☑ If you want story, then go read a book. ☐ Text or Audio floating around ☐ Average depends an DLC ☐ Good ☐ Lovley ☐ It‘ll replace your life ---{Game Time}--- ☐ Long enough for a cup of tea ☐ Short ☐ Average ☐ Long ☑ To infinity and beyond ---{Price}--- ☐ There is no „price“ ☑ Worth the price ☑ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{Bugs}--- ☐ Never heard of ☑ Minor bugs ☐ Can get annoying ☐ Assassin‘s Creed: Unity ☐ Get a bug spray. Or more, a lot more. Maybe a flamethrower. Epic Soundtrack 10/10 would buy again.Show moreShow less
Airships has an appealing premise - building custom airships and conquering a steampunk world. The concept is solid, but the execution has some serious issues. The interface is genuinely painful to use, especially the ship designer. Testing your designs means saving, exiting to another menu, then loading back in - it completely kills any creative momentum. The tutorials don't help much either, throwing tooltips at you without explaining the basic systems you actually need to understand. Combat is where things really fall apart. Despite being a 2D game, it uses some kind of 3D hit detection that makes damage feel completely unpredictable. Components get damaged in ways that don't match what you're seeing visually, and positioning often feels pointless. The AI alliance system punishes you for trying to expand - attack one nation and half the map declares war on you for no apparent reason. The difficulty scaling feels broken too. Even starting with Tier 0 technology, enemies still show up with better Tier 1 equipment. Land units are practically useless. Tracked vehicles get stuck constantly, and the side-view perspective means your landships can't even pass each other. This makes airships the only viable option. The sound design is terrible - your massive war machines sound like tractors. Command delays are supposed to prevent micro-management but just make everything feel sluggish. Even starting a campaign can screw you over based on pure RNG if you spawn next to a powerful empire. Zarkonnen, I can tell this is your passion project and there's something genuinely special at the core here. I hope you can iron out these rough edges in future updates because the foundation you've built has real potential to shine.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.