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Sally Rough

A member registered 1 year ago · View creator page →


Recent community posts

In addition to lots of bug fixes and improvements, here is the change list for version 1.1:


Siege Mode replaces Sandbox Mode in the game type list.
In this mode, all four factions are colonizing the world with you.
You cannot level up until you join one of the four factions.
Move to any of their villages and select ENROLL to join a faction.
The game is still completed when the Pirate King is destroyed.


Left-clicking in the info panels no longer selects yourself.
New buttons have been added:
- Select Self (Blue Square) selects your vessel and brings up buttons.
- Last Spell (Blue X) attempts to cast the last spell on the selected terrain.
- Speed Controls (+ and -) adjusts the game speed (if you run the server).
- Fast Forward (>>) increases game speed to 1 second per turn while held down.
Added a chat cursor when typing.


The default game speed is now 3 seconds per turn, instead of 5.
Increased the starting food to 300, to allow more time to acclimate.
Increased the starting vessel, Corvette, to 150 capacity.
Many other vessels have adjusted capacities, like Balloons and Blimps at 75.
Personal guidance has been added after each level up, to help players along.
The task to build a ranch is skipped if you build an orchard or nursery first.
The task to buy a vessel now completes if you capture a larger vessel.
Price adjustments are now only posted in chat, at verbose text output level.
Settlements are limited to a maximum of 20 now. About twice what you need.
Your ground troops and other vessels are not currently limited.
Tutorial, almanac, and instruction text updated to reflect current game play.


Each faction now has one more enemy; joining a faction is more dangerous.
All faction settlements now automatically trade resources, if they are low.
Neutral faction NPC settlements do not automatically trade among each other.


Replaced some quests which required travel to extreme locations to complete.


Depending on your resolution, columns on the left of your display show your relics.
The borders of relics are color coded by type.
The Chest relic now doubles the amount of gold you find when searching, instead of
adding to your capacity.


- Create: Cast on floating debris to compact it into a new mountain.
- Shards: Cast on floating debris to create a temporary impassable field.
Try creating a mountain, then casting volcano to create land around it!
You can make new terrain in this fashion.


Resolution ratios have been locked to reduce the distortion of graphics.
Settlements are better highlighted to make them stand out from surroundings.
Spell casting effect is now yellow instead of blue, again for visibility.


The background wind sound effect loop has been removed.
Music has been leveled compared to sound effects. Music plays more often.

Hi everyone,

I've updated the latest version of the game, and re-opened it to public exposure. You'll find lots of new features since last year, including a new Siege Mode, and a new public server available! I hope to see you there.

I've posted some update plans for version 1.006 of Airship Asunder. Let me know what your ideas are as well, there's plenty of room to grow: http://steamcommunity.com/app/474730/discussions/0/353916981477490242/

Here are four tutorial videos to help you along, in a YouTube playlist: https://www.youtube.com/playlist?list=PLBq95Mu3_bYs0NtRSR4P-jqyGjjyutoxZ

Here's a couple play videos from YouTube showing the latest game version 1.005:



Created a new topic Reddit AMA July 19th

Hi everyone!

To celebrate the launch of Airship Asunder on Steam, I will be doing a Reddit AMA Tuesday July 19th at 10:00AM EST!

Captain's Log: Dawn, and with it we arrive at the largest port in the west. Steam rises even now from the factories, ever-churning. The proverbial hive of scum and villany, yet filled with riches beyond a man's dreams.

Ripping from Star Wars, maybe a bad idea. Is it homage?

Airship Asunder is coming very soon to Steam! In addition, the currently updated itch.io version 1.005 has all the latest polish, including more legible fonts. For the eleven itch.io members who purchased a copy on itch.io, if you would like a Steam key I should be able to obtain one for you later. Let me know if you need one.

Created a new topic The New Hotness

Rather than send a long, boring list of things I am planning on polishing or fixing, here are some thoughts on new content additions I am planning. Your comments and ideas are always welcome:


Better selecting of refitting settlements by your NPC followers is needed. Improvements to choosing a good candidate settlement to refit at (and ensuring it is within fuel distance if necessary), are to be implemented. Ground units will not attempt to refit at long distances.



Courier is a new selectable order. Couriers move between your settlements. Couriers attempt to collect the resource from a city with a surplus and move it to ones announcing deficits. This allows you to make buildings with dependencies which don't have a supply in the same city, as long as someone is able to deliver resources. They will opreate slower than settlements with a steady supply, as couriers only react when a city demands a resource.


Hunters move out on their own, to attack enemies abroad. If faction oriented they will seek out enemy faction settlements. Hunters are not expected to make it home, but they will attempt to return for supplies if they run low on food, fuel, ammo (if in a vessel or snipers are present), and mana if the group has magicians.


Traders go through your settlements and gather surplus wood, rock, and iron to sell to foreign settlements, for gold or mana where available. They will attempt to return for supply if they run low on food or fuel.


Lightning: Cast on mountains. Creates a lightning storm which ripples across mountains like fire, causing damage to people and vessels in the same location.

Warp: Cast in the abyss. Creates a temporary warp, which allows you to move randomly like normal warps do. Decays in a few minutes. Great for an escape plan.

Humid: Allow casting of Humid on Scorch, to turn it into Swamp. This will help stop infinite fire runs caused by cauldrons and lava.


Robots (Pirate Faction). Level 7. Ground unit with heavy melee component, and moderate ranged capability. Robots are immune to grape shot, only cannon balls will hurt them. Their immunity is shown with an announcement overhead when shot by grape. Robots occasionally spawn Drones. They are easily overcome by Flood. Robots drop mana, gold, and fuel.

Automatons (Monster Faction). Level 10. Hover unit with strong melee and ranged capabilities. Sometimes found instead of Dragons. Can cast Lightning on mountains, casts Destroy on plains, and can open a temporary Warp in the Abyss. Automatons drop mana, gold, fuel, and relics.

Insects (Monster Faction). Level 5. Flying unit with light melee component, low-level encounter. Insects move erratically like balloons and drop food when defeated.


Summoned relics to make usage of summoned more worthy: Double strength summoned in close combat. Summoned act as sailors. Increase summoned maximum count.


Each player vessel can carry a one-shot power-up. A button appears in between the shot type and stance buttons when it is outfitted. When used, it conveys its ability and the button is removed. A power-up is replaced if another one is obtained. They move with the player when changing vessels (like relics).

Power-ups are found floating randomly, usually just off screen somewhere. They appear as a floating box with a symbol in it, to distinguish them from caches. A graphic effect plays when a player enters the location,and the power-up is automatically obtained (no exchange).

Here are some types of power-ups:

- Blast: The current target is immediately destroyed. Does not work on the Pirate King.

- Immune: Grants temporary invulnerability with a graphic effect for a limited duration. You take no damage or losses.

- Recall: Moves you and your followers to the closest settlement you own, if you have one.


Some form of randomly generated mission system, another method of obtaining gold. Chained missions with remote spawned encounters can help add variety and purpose beyond the end game once your settlements are properly built out.

More elaborate exploration elements tied to a few tasks, as side goals to pursue. Rewards for completion of side goal tasks.

Created a new topic New Bug Fun

Here are some fun new bugs, which I definitely introduced and must fix ASAP - not showstoppers but real annoying. Sorry about that!

If you are hosting and you logout or quit, the server now shuts down, kicking out all other players! It should stay running until you stop it or exit the game. My menu alterations caused a call to shut down on exit. On the way, I think I'll add a button to just launch a dedicated server and not join it.

Players are not leaving corpses (balloons) or properly destroyed/abandoned vessels when they die now. People need to drop loot and leave derelicts too, it's part of the multiplayer gig. Players do not drop relics currently, but might with an option later.

Bad programmer, no cookie!

Posted in Future Updates

I'll be updating the list above later, as vesion 1.003 has released with many of these alterations (and some changes in other directions).

Airship Asunder has been updated to Version 1.003, with difficulty modes and a playable tutorial! Here are the release notes:

  • Added an interactive tutorial to support the basic instructions, available in single player.
  • Added Sandbox difficulty which has no monsters or pirates. Combat only occurs between factions.
  • Added Perilous difficulty which increases encounters, makes Augury more necessary, and removes Crosspath from the map. Other faction cities remain.
  • If you die, your relics and tasks are now retained by default. If you start a new server, loading an old character will reset previously gained tasks and relics.
  • You can now cast magic on other players! This increases combat potential for magic, and makes magical enemies more difficult as they can cast directly upon you. Watch out for dragons.
  • Modified the calculations for resource generation. Slightly more resources are now produced at normal difficulty.
  • Resources have always been produced better the closer your town is to the resource center point, shown roughly by casting Augury. At Perilous difficulty, resource generation is heavily affected by this distance, making Augury more necessary.
  • You now receive a warning when removing people from your settlement, if you cross the minimum population thresholds for villages, towns and cities.
  • The text prompt now says 'Type Here' when it appears, to further direct new players and show where typing appears.
  • When a key is used to enter a vault or dungeon, it is mentioned that the key breaks and is lost.
  • Towns and cities will provide better rumors in general, save for Crossroads in the center (which gives from the standard rumor list).
  • Fixed the stickiness of the story dialog in combat, it now leaves the view immediately if combat is engaged and should not appear until you are no longer in combat.
  • Missing resources are now announced when you attempt to build something. Add them to your vessel hold or the neighboring settlement to allow construction.
  • Added some visual and audio feedback for a successful ruins search attempt which gives gold or a relic.
  • Price fluctuations have been reduced in frequency by half. The value is adjustable in the preferences file.
  • You should no longer be able to click a selection button while it is moving into or out of view.
  • Your password no longer displays the actual characters as it is typed.

I just finished coding a full playable tutorial and perilous difficulty, and I am now in the process of testing before release. A few other things got fixed along the way, I'll be sure to give a proper list.

Soon we will be ready for a proper release and some active advertisement, maybe some lucky winds will come our way!

Created a new topic Future Updates

Here is a current, consolidated list of my thoughts for future updates, in no particular order. My plan is to build an interactive tutorial, and add some form of fleet management and city management interfaces, along with some other content:

  • Don't let population removal drop town level without a warning.
  • Highlight buttons system for first-time display of particular buttons, in sequence.
  • Display buffs from relics client side as bonus value indicators (+10).
  • Mention which relic is used to enter locations, more transparency of the key lock system.
  • Add a prompt for the rename of cities. Add a flashing cursor prompt in general.
  • Look at the almanac without unpausing.
  • Mousedown scrolling for chat, like the arrow keys The buttons are cumbersome currently.
  • Fix the double-click issue for bringing up buttons, and terrain selection/button arrival through stance selection.
  • Turn description text of requirements into list format for easier consumption.
  • More hourglass usage for submitted orders with please wait notifications, like when renaming.
  • Remove the title logo when switching to connecting status, it appears over the terrain when rejoining.
  • Graphic effects for relic use.
  • Graphic effects for finding something relic, gold.
  • Hide text when typing the password.
  • Tell what resources are missing when a build action fails.
  • See what other values need to move to options from the preferences menu.. Save windowed mode in aa_options.cdd
  • Allow selling of vessels which are escorting and near you. Add their items to your hold.
  • Retain relics after death option in preferences. Perhaps tied to difficulty implementation.
  • Option: Show or hide player names, above heads.
  • Option: Show or hide settlement names
  • Option: Enable or disable value change announcements.
  • Option: Display log in chat, or don't display story log at all.
  • Investigate initial movement order sometimes not being received after login (have to re-issue currently).
  • Mob: Robots (immune to cannon, lower level). More ground units encourages wall construction.
  • Mob Automaton (immune to cannon, higher level). These should really hurt but be melee only. Encourage flooding and walls.
  • Retraining of jobs if you have an Academy or College, as an option.
  • Expose item weights in aa_preferences.cdd
  • Separate iterative saves for players and server. expose save time.
  • Settlement interface with options for more elaborate automatic resource exchange.
  • Vessels as Traders, automation with city choice in fleet menu.
  • Fleet menu for more elaborate order setting and visibility of vessels.
  • Escorts and the ability to follow other NPC ships.via the fleet menu or direct order.
  • Expose: player start location, allow for a random start location (currently static).
  • Multiple save files with number of turns shown. need a main file to load to check these files.
  • Add the option of server join/leave announcements for all players, active by default.
  • Super weapon pickup from relics, one time use. Button appears between shot and stance.
  • Collectibles and benefits to gaining certain amounts via tasks, separate from relics.
  • Delivery missions, other mission types available in other cities or your cities.
  • Investigate a button priority system to prevent button overload on the display.
  • Chat: /ignore option.
  • Chat: /i with no name shows list of ignored players.
  • Chat: /u name unignore option.
  • Chat: profanity filter, options menu. /! also.
  • implement full ghost mode for administrator, NPCs also ignore their presence. No spawning.
  • Admin server hot restart option (include difficulty setting).
  • Difficulty: Tutorial Mode
  • Difficulty: Sandbox Mode (no enemy encounters if you don't join a faction).
  • Difficulty: Survival Mode (Crosspath starts destroyed. Double spawn rate).
  • Admin: Create template at location, for spawning entire encounters or cities.
  • Action log for all players which dumps to a file server side.
  • Chat: /l = /log ability to record all chat client side. admin server option to record all chat or stop.
  • Admin: kick and banish abilities, ip blocking.
  • Service: Admin password recovery and changing (reading the encrypted files locally).
  • Event encounters, like stranded ships and such, with story elements tied to them.
  • Service: Save file iterative backup cleanup system (or max iterative saves setting).
  • Tutorial: Mention higher levels make cities do more damage with ranged combat.
  • Tutorial: Mention food trade, ammo trade, mana use
  • Tutorial: Mention double click to view, control right click for auto move.
  • Tutorial note: give resourcws to camp to auto-build
  • Tutorial: Reinforce that you can build at a distance, and resources come from the settlement first.
  • Tutorial: Mention food and ammo is shared by nearby settlements within 10 squares of each other when needed.
  • Tutorial: Mention magic affects terrain only, and cannot be cast where others are currently.
= Rick
Created a new topic Airship Asunder Let's Play

Special thanks to Ghaz for his great Let's Play series with Airship Asunder. I learned a ton watching, and continue to apply the lessons. Much of v.1.002 is a result of his videos. Take a look at them if you haven't already:


Hi everyone!

I've been hard at work on Airship Asunder v.1.002, and it seems pretty stable so I've released the update. Let me know if you find any issues, please! This install should work with your previous saves (stored in %appdata%).

New features include PGUP and PGDOWN for speed control, some nice polish to prevent frustration, and Pirate Drones!.Also, the task order has been updated to include upgrading Farms to Ranches.

Next I am focusing on more polish, additional interfaces and hopefully a proper playable tutorial! Wish me luck!

Airship Asunder v.1.002 Updates:

  • NEW FEATURE: Game speed can now be controlled with the Page Up and Page Down keys. Speed can be set from an estimated 1 second to 60 seconds per turn in single player, and 10 seconds per turn in multiplayer. Expect some graphic wackiness with effects if you speed it up considerably (3 seconds.seems fairly stable).
  • NEW FEATURE: Symbols page in the Almanac shows all asset types, people types, and symbols which appear during game play.
  • NEW ENEMY: Drones - a Pirate faction light flying robot. This repair device of the Old Stoics has been repurposed for battle by the Pirate King.
  • Horrors and Dragons are now added to the regular encounters at higher levels, no longer relegated to dungeons and vaults. Their encounter chance is low compared to others.
  • Rumors are now available in your settlements as well as others.
  • Settlers will no longer wander off to find the nearest open plains to camp when deposited on rough terrain. If they cannot camp immediately they complain about immobilization.
  • Movement will no longer interrupt most actions, like exchanging or casting magic. Some exceptions exist in combat.
  • All adrift vessels, caches and unsupported buildings are set to decay after five minutes instead of two.
  • Chain shot now properly stuns sailing vessels if a hit is made (except Phantoms). It can be stacked to prevent movement for quite some time.
  • You can now properly target newly-spawned enemies and denizens, instead of waiting a turn.
  • The Monocle relic now appears in your relic list when obtained. It was present but not rendering due to a bug.
  • In-game modifiable options are now saved in aa_options.cdd, separately from aa_preferences. This provides a single location for the preferences file, in the install folder. Previously it would save a new duplicate in %appdata%.
  • Entering a blank name for a settlement no longer crashes the server.
  • The name length of cities and characters has been increased to allow a couple more characters. You can spell Mississippi!
  • The chance of finding something when searching has been increased to reduce or eliminate the odds of finding nothing.
  • Denizens will always spawn northeast of your position after you search, instead of randomly, if they can be on that terrain. Otherwise, they still spawn on top of you. This allows you to react to most denizens more easily before encountering them in close combat.
  • The low food warning now appears when you have approximately three minutes of food left, instead of the previous default of 50.
  • Low ammo and mana warnings have been reduced to 20, from 50. Fuel remains at 50.
  • The way followers gathered resources from your settlements has been adjusted to better balance resources and fix some possible errors.
  • Followers are much less likely to charge into close combat if they have the ability to fire (ammo and a vessel or snipers). They will still try to move into range.
  • Only construction resources show when you are in the build menu, for easier viewing (gold, wood, rock, iron).
  • Combatants are less likely to loot balloons while they are engaged in combat.
  • Removed the prerequisite to Recruit as a first task, and added a task to build a Ranch, mainly to ensure building atop farms is mentioned.
  • Level Up button now appears anywhere when you left-click yourself, not just on your settlements. This ensures it is easier to discover casually.
  • People and monsters will now loot ammo in addition to gold, food, mana, and fuel. They will try not to overload themselves....
  • You can now demolish your buildings at a distance, just like construction. No need to be directly atop them.
  • When camping using the CAMP button, half your current civilians are placed to make the camp. This prevents the fiirst camp from ringing the population alarm bell unnecessarily.
  • Settlements no longer show the orders context menu, to prevent accidental switching of a settlement to guard/patrol/escort.
  • Your vessels can no longer be switched to settlers context.
  • Settlements will no longer attempt to build farms if they think they have enough food currently. They will always attempt to keep at least one sawmill and one quarry if you give them building materials. This reduces frustrating with casting humid and arid.
  • The TAKE ALL button has been removed from the exchange for your settlements, to prevvent accidental retrieval of a colony.
  • Made modifications to reduce the likelihood of your selected location changing as you open a menu while receiving a movement action from the server.
Created a new topic Suggestions

Please post any suggestions you have here. Your feedback and ideas for future improvements are all welcome, of course!

Created a new topic Bug Reports

If you are having issues, please post any bug reports you have here. Try to include as much information as you can, such as what you were doing at the time, whether you were playing solo or online, etc. Also, let me know how you expected the situation to actually occur, in case I am giving false impressions in the interface somehow. Thanks!

Created a new topic Airship Asunder on Itch.io

Hi everyone!

This looks like a fine home for Airship Asunder. You can expect further updates to the title as we progress, with no plans for DLC or any of that nonsense. I look forward to seeing your mod creations, let me know what you think!