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The thrilling team-based airship combat of GoIO expanded with towns, trade, player factions, and a living, breathing, persistent world!
The thrilling team-based airship combat of GoIO expanded with towns, trade, player factions, and a living, breathing, persistent world!
4,632 backers pledged $198,741 to help bring this project to life.

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Alliance Releases this Week!


 March 31st marks the release of Guns of Icarus Alliance! Expect a complete and staggering amount of content, explosive AI, and tactical choices. The battle starts day one so be prepared this Friday for the biggest thing to happen in Icarus. All our backers will be receiving a special code through email Thursday night which will give them access to Guns of Icarus Alliance.

What to expect:  

At 12 pm Pacific the build goes live, you’ll see the Guns of Icarus Alliance app in your steam library. 

Brand New Release  

Guns of Icarus Alliance will be a completely new release, with a new store page! We were working within Steam’s constraints earlier and had to go the DLC route, and we worked Steam to find a way to make this a brand new release.

In Guns of Icarus Alliance, you can play both PvE and PvP games, so do not worry about being split up from your friends. Simply turn on the game and enjoy all the steampunk airship combat!

All Guns of Icarus Alliance costumes and cosmetics can be used in both PvE and PvP, so enjoy any rewards you get and flaunt them against your opponents!

Whats Included

Four factions bring four weapons and four ships to start things off, with two more factions being added shortly post-release.


 Bring the stalwart Crusader and Tempest Missile Launcher, capable of firing off a devastating swarm of missiles.


 Created the speedy, yet deadly Shrike and the Gas Mortar, able to disable multiple enemies in a suffocating cloud.


 Put their graceful sails to the sky with the Magnate and harness the sun’s wrath with the Aten Lens Array.

Anglea Republic
Anglea Republic

 Offers a beast of a ship – the Corsair – and the Weaponized Coil that turns multiple ships’ components to slag.

Special Abilities

In the heat of combat and in the most dire of situations, every player, every crew member, would have the chance to be the hero and save the day. In Guns of Icarus Alliance, you can unlock and equip special abilities as you gain personal progression. Once you earn them, you can unleash them in any mission. To name of few of the awesome powers you get to use:

Oversurge Ram Ability-
Speed forward with a massive surge and demolish enemy ships with a powerful ram. Take reduced damage as you shred your foes!

Air Horn-
Draw aggro from all the enemies around, saving vital objectives and valued allies. Extremely valuable for clutch situations to change the enemy forces plan.

Cataclysm Rounds-
Double your damage and blow apart your enemies in a concentrated volley. Now’s your chance to focus fire and cause extreme damage.

Static Turret-
Deploy a weapons turret that demands enemy attentions and puts out damage. Nows your chance to even the odds with your own deployable weapons platform.

Don't forget to check out the Alliance Release Charity War!

Internal Testing- Community Notes 2/16/2017

Hello everyone,

For the past couple weeks we’ve talked about some of the changes we’ve made balance wise and the issues we’ve tried to tackle.

The big part when we make these changes is we have to go back and make sure we didn’t break something.



First on the docket was making sure all of the changes and tweaks to the director didn’t create any oddities on one of favorites: Assault. Despite some interesting tactical choices, we were able to muddle through on Normal while still facing a challenge. Very happy with those results!


With some gravity changes the biggest thing we wanted to see the effect of lumberjack and lens array as we chased down convoys. The weapon was a massive success! At least, at destroying the surrounding ships. With the impact damage reduction on bosses and convoys it took a while to kill, but definitely still good for locking down.



We split up our Muse staff to make a three ship retrieve game with new balancing factors that Eric put in. It was a mess! We had zero communication (despite being in the same office) and took 3 different styles, one rushing forward, one disabling, and one killing the backline. This actually worked out though with a well placed tar cloud shutting down almost the entire convoy and everyone regrouping for an early victory. Disabling wins the game!

Internal Testing- Community Notes 2/09/2017


Hello everyone,

We lost
In testing today. Sometimes we do tweaks and try things and the difficulty is just absurd. This is what testing is for. We failed fast this time and toned everything back for next week’s test. In exciting news, I’ve snuck in some shots of the new Yeshan ship!

With 2 heavy guns and 2 light guns, the new Yeshan ship is a joy in the skies. This is definitely a work in progress shot, but I am in love with the helm area and the design. It doesn't have a name yet, but stay tuned next week as we show off even more of the latest ship to grace the skies!

Our latest Ambush map got some testing, which we promptly lost horribly. The convoys got a health buff from last week, but it turned them unstoppable! We wanted to toy around with health versus repair rate, but things got a little out of hand. Still some great data!

The Heavy Cavitation and the Lens Array both got some minor tweaks. We want to do our best to make these weapons unique and exciting, without them being broken overpowered (which some people may remember for the Lens Array in our first open session.) Eric pours over every new weapon and tool to fit that perfect balance, which means more shooting and explosion testing for us!

Internal Testing- Community Notes 2/02/2017


Hello everyone,

This is Week 2 of us reporting what happened in our internal testing! This week has some super rough around the edges gray boxed items, but we wanted to show you the path we’re embarking on as we test ideas in addition to showing only the more finished work.

This is as behind the scenes as it gets!



We focused on testing the scaling between Normal and Hard difficulties. It’s always one of the most difficult areas to balance between the intermediate players and the more experienced. Strangely enough, with our tweaks for this internal test, we died twice on Normal and didn’t die at all on Hard! More testing is needed to make sure we have this right before the update and open period at the end of the month, but we did learn a lot about the tension controls that caused the swarm that overwhelmed us for Normal. This was also a bit of what people experienced during the last open period, so we’ll be ready to make some adjustments for the next update.



New “Dual Lane” defense map got tested. We tried it with two drills earlier, but was way too short, so this run was with three drills. It’s a max 3 ship map with an ideal number around 1 and 2. It’s a different build than our normal design, but it’s unique set up gave a very tight experience for us and the choke points were amazingly fun. (Enjoy the gray box map preview!)


Continued our Ambush mode testing and ended up getting destroyed with too much disable and not enough kill. We placed our ambush well to get in the way of the convoy, but we had issues doing anything more than slowing them down. We had the boss spawn at the perfect time and our tension ramps were working great. Some tweaks to the enemies and some more effective builds (for us) are definitely in the pipeline as we continue to test this mode.


A new special ability that spawns (currently a target dummy) with weapons! Used to great effect to distract the boss, but also got in the way of the captain. It definitely helped the crew survive and not get insta-gibbed by the Baronies Carrier. Loved the free damage it threw into the boss as well and helped us mop up the mode quickly.

Internal Testing- Community Notes 1/26/2017

Hello everyone,  

We wanted to start a new idea where we show what we’ve been testing. As we get close to Alliance release, we have a lot of cool things to show off and tease! We’ll be posting these up every Tuesday and Thursday. The format and timing may change, and let’s see what everyone thinks!


First match was Ambush. This is a completely new game mode where you have to ambush enemy ships as they try to rush and sneak to your base. Despite the fiery death at the end we were able to squeeze out a solid victory!

The current balance features a tankier enemy “VIP” ships designed to overwhelm player bases. It’s perhaps a bit too tanky, but the over tension felt very satisfying.


Night map returns today with some improved effects and better vision of what’s happening. It’s looking amazing, and we’re really enjoying honing in on the perfect lighting solution to make everything visible, but still keep that dark menace.

The look and feel of the map is very different. The enemies are more ominous, and the spotlighting, boss glow, and bullet tracers are greatly accentuated. The darkness makes discoverability more of an integral element of any match. With the night map project, we are close to our first one being ready.


We also went back to testing Oblivion today, trying out different enemy strengths. In Normal difficulty, we were able to win pretty readily early in the match, which is likely a positive for getting Normal’s overall difficulty level to be more in line with novice to intermediate play. In Hard difficulty testing, we made a valiant effort and lost. And that was likely the expected outcome for us given our skill level. Overall, the balance adjustments for Oblivion seemed to be more on track, and ready for more Dev App testing for everyone.


Proximal Detonation Ability in action. This is how our ideas start with simple colored boxes. Tripling the AoE of explosions, this ability is a game changer! This is its ugly ugly beginning of our ideas, but great for testing a bunch of ideas quickly!


Another gunner ability on the chopping block. The Gigaton Blast Ability lives up to its name and is a blast to use! In our test, I shattered 2 ships armor with one shot by piercing through their hulls. Step out of the way Cataclysm Rounds, a new favorite steps up!