Magehold Fairwinds
Magehold Fairwinds
About the Game
A freighter, a debt, and a crew.
You captain the Tallow Hen, a patched-up cargo airship that still owes the Carriers' Guild 120 silver. Fly her through five acts and nine regions of Magehold: river docks, crystal cliffs, beastborn aeries, gnome clock-cities, the lawless Reaches and the great houses of the Crown Peak. At the far end is the Hush Front, where the magic is draining out of the world.Every voyage is a new chart, a new crew and a new set of bad decisions. Most captains don't make it home. The ones who do can pay off the debt, or keep the ship and run.
Fight room by room, in real time, with pause
Your ship is a cutaway of rooms, and every room matters. Route Flow between the Helm, Drive, Battery Deck, Casting Room and wind shields. Pick which enemy room each gun targets. Put out fires, patch breaches and get the Keel working before the ship sinks. Pause at any moment to give orders.- 18 ship weapons in five families: elemental batteries of fire, frost, stone, water and air; sunlance beams; ballistae, repeaters and crystal mortars; grapeshot; and the eerie Hush Lens
- 30 spells in five elements, cast by your crew's mages from the Casting Room: aim at enemy rooms, counter their casters, or turn a spell on boarders in your own corridors
- Wind shields woven from air, rams, element disks, constructs and the Lookout's glimpse inside the enemy hull
Board them, or be boarded
Fire the Boarding Harpoon into an enemy room, hold the line and send your marines across. Fight them corridor to corridor, sabotage their Drive, or force them to surrender and pick your prize. The same can happen to you: shut the doors, lock the bulkheads and meet boarders with every hand you have.Beasts, bosses and the sky itself
Nine boss encounters stand between you and the end of the voyage: the Collector and his debt cutters, the Tallowmere, the Stormmother, the clockwork Orrery, the Pale Regatta and more. Along the way you'll meet skywyrms, storm-rays and crystal leviathans that breathe storms, frost and fire.Go ashore: dungeon delves
Some waypoints can't be solved from the sky. Take a party of up to four down into magehold dungeons, drowned libraries, old academy ruins and wrecks. Explore chamber by chamber by lantern light, fight monsters and bound elementals, free prisoners, dodge traps and climb out with whatever you can carry.
A crew with names, and a memorial for the ones you lose
Recruit humans and beastborn from ten lineages, academy mages and wild casters, gnome tinkers and emberkin. Crew gain skills, perks and traits from what they live through. They form bonds, and they grieve when a friend dies. Rename them, and remember them on the memorial wall.Choices at every waypoint
More than 480 events, with options that open up depending on who's aboard, which rooms you've built and how the factions see you. Carry contraband, take contracts, dodge Excise inspections and decide who you owe.
Build your ship your way
- 11 airships to unlock, each with three layouts: the smuggler's cutter, the gnome tinker barge, the noble mage yacht, the fire-forge Kiln, the storm-chasing Gray Heron and more
- A full refit yard: move, build and remove rooms, add plating and fittings, and balance weight against fuel
- 58 fittings with run-changing effects, plus crew devices and clockwork constructs
Features
- Roguelite voyages with seeded charts: share a seed, or take on the Daily Charter
- Three difficulty settings (the Winds), plus Red Ink marks 1–15 for captains who want it harder
- 100 Steam achievements, plus a Ledger of feats that unlock ships, lineages, captains and regions
- Three endings
- Steam Cloud saves and autosave on every screen
- Fully playable in English, Spanish, French, German, Italian, Simplified Chinese and Japanese
Available Tables (0)
View available tables...Events Timeline
View full events timeline...Initial Release