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Release Notes / 2.01 Release Notes
« on: April 25, 2017, 04:07:41 pm »
New content:

Night descends on Icarus!

Parous Glen (Night)
Ashen Scuffle (Night)
Enjoy a new visual experience as you navigate a dark and ominous lava-scape. These are the first of many night maps and have been testing for a while. This comes with a lighting change to lamps on ships to make sure even if you have a hard time seeing ahead of you, you’ll still know where you are on the ship!

PvP gains Alliance ship and gun!

New PvP Ship: Shike
New PvP Gun: Tempest Missile Launcher
Global community challenge. Since PvE players have to unlock new guns and ships, we wanted to attach the same idea to new PvP content. To make sure some players don’t have tools that others don’t, it’s a global challenge. Once 4700 matches of PvE are completed both the ship and gun will be available to everyone in PvP! We want to use this system for a bunch of rewards so let us know what you think!

Leadership medals
The first leaders earned a special reward for taking the top spots on the leaderboard. This was something we did manually, but now every leader will automatically get a medal and title for the work they’ve put in.

War begins!
The merchants hit their war goal over the weekend and with that, the small squabbles between factions have blown up into a full blown war! Merchants join arms with the Chaladon as the Immortal Insurrection and find themselves squaring off against the Northern Guard the combined forces of the Republic and Baronies.

Get into game to vote for your alliance’s goals. You decide your reasons for fighting and what you need to fight for next.


Added a message that appears when a running Steam client is not detected, and prompts the user to restart Steam and then the game (used to quit immediately)
Changed display of Wall and Mission Reward to display approximated real efforts and % change instead of abstraction of curve that these are based on
Crusader visual adjustments
More accessible wanted leaderboard
Reduced leadership time to 4 days (from 7)
Updated opening cinematic
See skills and guns and ships locked and show how to unlock them with rollover
Added instructions for the world map
Tutorial improvements
Enemy AA Ordnance: Muzzle speed 500m/s (from 350)
Infiltration: Increase enemy budget, increased VIP hunting task force 0.5 (from 0.4), fixed issue with walls and enemy spawning interaction
Assault: Increased enemy budget, Mining Outpost (intermediate base) hull +30% and armor +25%, Manufacturing base (final base) hull +25%
Hard difficulty: Enemy base and AA ordnance damage -13% (from -25&)
Veteran difficulty: Drill & bases durability +35% (from 0), Enemy base and AA Ordnance damage +50% (from 0)
Hell difficulty: Drill & bases durability +55% (from 25)
New menu for books


Achievement adjustments and fixes
MAC: When displaying function keys to the player, macs now add 'fn +' in front of it
Chat overlaps window
Fixed a pathfinding issue that could cause matches to freeze up on certain maps (Thornholt Crest most notably)
On the statistics screen, if one hadn't played a class yet, the most played ship is no longer shown as a white square
Infiltration: fixed mismatch between in-game and match-end display of VIP health
The CA list no longer continues off the UI when there are more than 7 CAs online
Fixed glitched world map when a system language other than US English was in use
Fixed typo in Lochnagar description
Fixed broken storm sky transitions after exiting a match while a transition was active
Fixed an error caused by people trying to activate special abilities in PvP
Team tab now properly displays the teams when spectating to the end match screen of a PvP match
Increased flare gun’s light brightness and fixed it overbrighting the helm
Fixed lights not falling back to vertex path (should improve dark maps on low settings)
Clan membership button disappears
Inconsistent load-out preview when joining ongoing match
Character customization lighting darkened
Fixed resource display during war
Fixed unlocked faction ships are not accessible in Evadne's Ship Reports
Fixed missing loading screen images

Release Notes / Version 2.0.0 Release of Alliance
« on: March 30, 2017, 07:10:51 pm »
Guns of Icarus Alliance and its glorious co-op is finally here with lots of contents and meaningful factional warfare!

Inside, you’ll find 5 completely unique game modes, 7 maps covering numerous biomes, and 14 different enemies with specialised strengths and weaknesses for you to learn and overcome.

This has been a long long road, and we thank you for your support from the bottom of our hearts. Through the hurricane, the fire, the ddos attack, the server malfunction, seeing our AI planes crash into mountains, rough balances in early testing, you’ve been with us through thick and thin, and it means the world to us. Also want to thank everyone who helped us, from translations, building websites and wikis, to traveling with us at shows, donating equipment, and giving us invaluable feedback, we could not have gotten anywhere without you. This ambitious project was all consuming for nearly the last 3 years, and we poured everything we had into it, building complex AI combat and director from scratch.  We’ve definitely made a bunch of mistakes and learned a lot along the way.  We’re really proud of the work, and we think you will be as well.

Below is all the amazing contents you can play TODAY!

Factions with New Ships and New Guns!

Many new ways to experience the game, many new ways to take control of the skies.

When you turn on Guns of Icarus Alliance, you’ll find your chance to earn new tools of destruction and new ships to put them on. You’ll unlock your factions ship and weapon first through your faction reputation. You can unlock ships and weaponry of all remaining factions by joining them or staying put with your own faction, which will take a bit longer.

The Fjord Baronies bring the stalwart Crusader and Seraph Tempest Missile Launcher, capable of firing off a devastating swarm of missiles.

The Order of Chaladon created the speedy, yet deadly Shrike and the Kalakuta Gas Mortar, able to disable multiple enemies in a suffocating cloud.

The Mercantile Guild put their graceful sails to the sky with the Magnate and harness the sun’s wrath with the Aten Lens Array.

The Anglean Republic offers a beast of a ship – the Corsair – and the Februus Weaponized Coil that turns multiple ships’ components to slag.

You’re Special and Now You Have the Abilities To Prove It!

Like specials, especially super violent ones?

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 unlock use via player progression:

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 attention 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.

The Factions Fight!

Choose your side

The battle is being waged right now! As soon as you turn on Guns of Icarus Alliance, you are taking your first step into a war that spans a million players. Take your time to choose your side from the scheming Merchants to the scientific Angleans, honorable Baronies, or ecological Chaladons.

Each side has different objectives and provides a different challenge on the map. You’ll need to get your resources, take control of the map, and conquer the world!

Complete Contents List: 


Unlockable through faction progression/reputation.
  • Baronite Crusader: It supports 2 heavy and 4 light weapons onboard and great for broadsides.
  • Chaladonian Shrike: If features a streamlined layout capable of carrying 2 heavy and 2 light weapons. It is also maneuverable and versatile.
  • Mercantile Magnate: It supports 2 heavy and 4 light weapons and can charge or broadside.
  • Anglean Corsair:  It is a hulking beast of a ship carrying 3 heavy and 3 light weapons. It is highly durable and powerful but with a more complex layout.


Unlockable through faction progression/reputation.
  • Seraph Tempest Missile Launcher (Baronite):  Capable of firing off a devastating swarm of missiles. Once you fire the missiles, you can move your mouse to guide them.
  • Kalakuta Gas Mortar (Chaladonian):  Capable to disable multiple enemies in a suffocating cloud.  Mouse to fire, then right mouse to detonate the cloud at anytime.
  • Aten Lens Array (Mercantile):  Hold down mouse to fire it.  The longer you can train and sustain fire on a target, the more damage it does. Once you start firing though, the gun is locked into place, so you’ll need to communicate with your pilot in order to deal maximum damage.
  • Februus Weaponized Coil (Anglean): It is capable of turning multiple ships’ components to slag.  If there’s a cluster of enemy ships or planes nearby, the lightning from the coil would strike a primary target and then scatter to hit multiple components and targets.

Game Modes: 
  • Infiltration (2-4 ships): In this asymmetric game mode, one ship is designated as the VIP, and it CANNOT die! If the team can escort the VIP ship to infiltrate and destroy all the enemy outposts and then escape at the end, it wins.  If the VIP dies, the match is lost.
  • Defense (1-4 ships): Go out into enemy territory to destroy 3 enemy advance drills while keeping your base alive against enemy assaults. After all 3 enemy drills are destroyed, then survival against the final onslaught for 5 minutes for victory.  If the your base is destroyed at any point?  Defeat.
  • Assault (1-4 ships): Locate and destroy enemy outposts and a final base (3 objectives total) for victory.  The entire team shares a pool of lives, and if that runs out the match is lost.
  • Search & Destroy (1-4 ships): There are 5 waves and an objective to complete for each wave. Complete them all to win.  The entire team shares a pool of lives, and if that runs out the match is lost.  Beware of the boss!
  • Intercept  (2-4 ships): Chase down the enemy convoy ships that are carrying cargos before they destroy all your outposts.  Grab the cargo that you wrestled from them and deposit the cargo back at any of your outpost.  Deposit all the cargos to win. If the enemies destroy all your outposts, the match is lost.

  • Defense: Devil's Eye, Voyager's Cove
  • Search & Destroy: Drowning Wastes, Burning Valley
  • Assault: Parous Glen, Seas of Alleron
  • Intercept: Thornholt Crest, Oblivion Approach
  • Infiltration: Blood Narrows

Special Abilities:

These are unlocked through player personal progression:

  • Oversurge Ram: Remove engine safety mechanisms for an intense boost in forward speed causing your ship to slice through unarmored enemies like a hot knife through butter while taking less damage yourself.
  • Engine Stabilization: Install temporary stabilizers on engines that repairs them over time for 15s.
  • Tar Bomb: Unleash a plume of highly caustic gases behind you to damage enemies.
  • Air Horn: Draw aggro from enemies, except for highly determined convoys, within 500m radius, for 2 min.
  • Enhanced Envelope: Balloon will heal over time, resist flechette and fire damage, and have reduce vertical drag and increased vertical speed.
  • Rushing Drift: Ship will gain increased movement abilities to help travers great distances and side drift around enemies at the cost of less fine control.

  • Concussive Blast: Unleash supercharged balloon gases in the direction you are looking to push enemies that are within 600m back with extreme force.
  • Proximal Detonation: Reload all weapons with specially outfitted rounds that have 3x AoE burst size and will automatically detonate when near an enemy. Shoot into groups for maximal effect.
  • Cataclysm Rounds: Engage auxiliary power to all guns and double their damage output for 18s.   
  • Lightning Draw: Activate rigged ship mechanics to quickly reload all guns with 75% increased clip size.
  • Mine Ejection: Hoarded mines are hurled out from the ship in the direction you look at, 400m away. Mines will automatically detonate after 2m.
  • Gigaton Blast: Deploy devastating fiery burst that will melt the armor of enemies that are in your line of sight and within 500m of your ship.

  • Component Disruption: Unleash a massive energy burst in the direction you’re looking that will disable the components of enemies within 600m.
  • Salvo Neutralizer: Generate a field in the direction that you are looking that will neutralize all incoming fire and prevent harm to the ship for 60s.
  • Static Turret: Deploy an unmoving weapons platform in the direction you’re looking that will target enemies. Drone will last for 90s.
  • Combustion Dampener: Release fire dousing chemicals from rigged valves to extinguish all fires, and apply fire immunity and 15% damage reduction to all components for 30s.
  • Mechanized Rebuild: Engage special machinery to instantaneously rebuild all components and repair them for 375 health over 30s.

Advanced Dynabuff: Special machinery automatically applies standard, but 15% more powerful, Dynabuff enhancement to all components for 2m.

Player Progression:

Players will be able to unlock all new powerful Special Abilities to use in Alliance via the Old Dog achievement tracks.  We know that dealing with hordes of enemies is a new and exhilarating experience that will put you on the edge of your seat, so we created ways for you to deal with the increase in enemy targets.

By playing winning matches as each class, you will begin to unlock the abilities for each class.  You will be able to activate a powerful ram with your ship, increase the power of your guns, and even create protective barriers around your ship.

Play.  Experiment.  Find what works best for you and your crew!

Faction Progression:

Joining a faction means you will be fighting for what your faction believes in, whether it be scouring the lands for ancient technologies or reclaiming promised lands.  Your chosen faction will reward you with elaborate costumes, hats, weapons, and airships themselves for your undying loyalty.

You can switch between factions whenever you choose, at the cost of losing 20% of your current reputation, in order to unlock each faction’s unique items.  Or, if you absolutely cannot betray your chosen faction then there are ways to unlock these items and still stay with your original choice.

Prestige System:

Our player level cap is 45, but that doesn’t mean it stops there any longer.  After surpassing level 45, you will be automatically entered into the Prestige system where you will be rolled back to level 1.  You will gain additional signifiers to let others know that you completed player progression once, twice, or even three times over so that your time spent in the game is not forgotten.

Newly Added Steam Workshop Items:

  • Raider Mask, Goggles M/F
  • Whisker’s Beard, Goggles M
  • Masque Mortuaire, Goggles M/F
  • Boiler Hat for the Industrious Chap, Hat M
  • Compass Rose, Decal   free to all players
  • Stray Dagz, Decal
  • Passionate Cake, Decal   free to all players
  • Dapper Dame’s Top Hat, Hat F
  • Boiler Hat for the Enterprising Lass, Hat F
  • Mantis, Decal
  • Mutton Chops, Goggles M
  • Frostflake, Decal  free to all players
  • Golden Earings, Goggles M/F
  • Posh Penguin, Decal   free to all players
  • Mark of the Reaper, Decal
  • Gear Logo, Decal   free to all players
  • Spiderpunk, Decal
  • Crowned Tyrant, Decal   free to all players
  • Skull and Crossbones, Decal   free to all players
  • Top n’ Skull, Decal
  • Internal Clockwork, Decal   free to all players
  • Satanic Gears , Decal
  • Steampunk Clock, Decal   free to all players
  • Steampunk Pirate, Decal   free to all players
  • Icarus Ex Machina, Decal   free to all players
  • The Gentlemen, Decal   free to all players
  • Steampunk Squirrel, Decal   free to all players
  • Lily of the Valley, Decal   free to all players
  • Sky Queen, Hat F   free to all players


The Guns of Icarus Alliance soundtrack is now available here:

And you can also access it through the Guns of Icarus Alliance store page.

There are 24 new tracks and 1hr 40min of new music, including the Guns of Icarus Alliance main theme, all the faction themes, and all in-game battle tracks.  All the Guns of Icarus Online tracks are also included in the package.   Enjoy!


Skirmish Balance
  • Heavy Clip: -90% jitter (from -70%), -20% Rate of Fire (from -25% Clip Size)
  • Heavy Carronade: Upward arc 30 degrees (from 20), yaw arcs 35 degrees (from 25)
  • Light Harpoon: 250m/s muzzle speed (from 120), projectile drop 12m/s2 (from 6), vertical arcs 40 to -20 (from 25 to -45), reload speed 10s (from 16), range 600m (from 800), 135 flechette (from 70) and 80 piercing (from 60), 6s attachment time (from 8s)

Post February Guns of Icarus Alliance Test Session:
  • Rename/finalize Alliance mode names from prototype names.
    • Retrieve is now Intercept
    • Survival is now Search & Destroy
  • Lowered smoke stacks on mobile drill
  • Objective icon consistency across loading, lobby, and in-match displays
  • Particles repositioned on base weak points
  • Faction Leader Buff Display on World Map
  • Tweaked boss smoke from having sharp edges in particles
  • Alliance menu music updated
  • Added missing 4-ship map configurations to Search & Destroy
  • Ashen Scuffle added to practice maps

  • Loading Screen fixes and adjustments
  • MK 2 Flak particles
  • Fixed Artemis reload animation when clip gets empty
  • Heavy flak's barrel lids pop up without animation
  • Fixed other characters not being animated while on helm
  • Main screen logo and alliance prompt fixes
  • Fixed repeating sound at helm when descending
  • Spire: fixed rubberbanding in ladder well
  • Junker: fixed rubberbanding between helm platform and engine catwalks
  • Connection screen style fixed to be more consistent
  • Fixed some memory leaks that could cause crashes on 32-bit systems or after long sessions
  • Linux: Fixed several errors that would sometimes cause crashes
  • Linux: Fixed draw order of practice arc indicator (no longer renders behind clouds)
  • Linux: fixed browser links not working
  • Linux: mouse cursor is no longer locked to the center of the screen when switching to other windows
  • Fixed missing screen raindrops on some platforms (DX11 and some OpenGL)
  • Fixed pipe wrench twitches after swing
  • Fixed an issue that could cause two copies of a ship to appear at match end screen

Fixes Post February Guns of Icarus Alliance Test Session:
  • Assault: Fixed the base you just killed sometimes remaining marked on the map, while the next active base did not show up on map or HUD
  • Fixed Aten Lens Array “impact” sound ignoring SFX setting
  • Fixed rebuilding with the Fail-safe Kit starting a repair cooldown
  • Fixed match end not transitioning to "team" panel
  • Fixed lights and halo misplacements on master bases
  • Boss lightning gun muzzle flash sound fixed
  • Fixed reflections not actually disabling on some maps
  • Textures for the ooze cloud particles on the Shrike smoothed out
  • Fixed weird collision FX occurring on the ground after boss dies
  • Fixed generic particles that were rotated the wrong way the on Mobile Drill
  • Fixed special ability projectiles remaining visible for too long
  • Fixed bug in Alliance Training where restarting the barge carrier state would spawn another carrier
  • Fixed Faction Leaders being mispositioned in the rankings
  • Thornholt Crest: fixed flying through the train tracks on Intercept (formerly Retrieve)
  • Tutorial fixes and adjustments
  • Fixed missing spawn animation on Mobile Drills
  • Fixed Infiltration end-match timer freeze
  • Fixed rare case of AI crew not spawning
  • Fixed victory banner incorrectly showing on match end in personal tab
  • Fixed particles glitch with boss missile launcher
  • Parous Glen - Fixed outposts showing transparent in some areas when viewed from beneath on low settings
  • Defense - Fixed AI ships and planes not making lane progress under some circumstances
  • Fixed dying after killing the boss in Search & Destroy (formerly Survival) counting as a loss
  • A player's war chest does not have a deduction from the cost of using 'Marching Band' on the World map interface
  • Fixed offset Baronite Carrier missile trails
  • Fixed balloon paints not working on Crusader
  • Match list shows correct match difficulty
  • Fix Baronite Carrier main gun animations
  • Attached equipment cleanup sound is cut off too early
  • Fixed inconsistent numbering of gun slots’ in ship customizer/preview
  • Fixed a bug that caused out-of-sight AI ships to not be recycled properly

  • Fixed a random-seeming crash in Skyball maps
  • Fixed a social tab malfunction
  • Fixed class 'covers' on the search for lobby menu opening and closing very briefly when moving the cursor over them

General Discussion / Atruejedi Permanent Ban
« on: January 24, 2017, 03:56:57 pm »
Hello everyone,

As of 4:00 PM eastern, Atruejedi has been permanently banned from all Guns of Icarus related products and websites.

We received reports of serious sexual offences against Guns of Icarus Players including those under the age of consent.  This was done with tools outside of Icarus (using things like the Steam Client.)  This made these reports hard to substantiate, but we have taken the past couple weeks to investigate, find evidence, obtain chat logs, and screenshots. To protect those that came forward, the evidence will not be shown, even showing his words would let him know which of his victims came forward and open them up to further harassment.

Our first job is to protect the victims from any backlash. Know that the evidence was overwhelming and from multiple independent sources.

The safety of our players of every age is core to the way we want to run our company.

Although our policy is normally to not talk about moderation actions, but this player will not be coming back and since he is such a well known figure. We believed it was best to put our reasoning forward rather than remain silent.

The Mighty Pirate voice pack will be removed from game and any purchasers will receive a refund or substitute item, we will be sending an email out to owners shortly.

This thread will start locked due to its highly volatile nature. We are of course open to discuss this through email at

News and Announcements / Player Loyalty Reward Sale is live!
« on: December 29, 2016, 06:20:51 pm »
Steam just greenlit and announced our Player loyalty reward sale. 33% off for all owns of Guns of Icarus Online, but just for the holiday season.

We're deeply excited to show off all the work we've done to all the players who have supported us.
Store page

Release Notes / Version 1.4.9 Release Notes
« on: November 09, 2016, 01:54:02 pm »
New contents:

Alliance Beta (For Open Period)

Special Ability System

Special Abilities (official name TBD) are new class specific unlockables designed to give each class more strategic options and create impactful gameplay moments.  Normally unlocked via playing Alliance matches as each class, we’ve unlocked all of them for your perusal.  Like the ultimates in other games, careful strategic planning and usage of these abilities can dramatically change the tide of battle.  Emit an electrical blast to disrupt enemy components as an Engineer, trigger ship mechanisms to speed reload all the weapons with larger clips as a Gunner, unlock the engine’s true power for a devastating forward ram as a Pilot, and many more.
If you go to the Character Loadout screen, you’ll find a new ability slot for every class. Once you equip one, you can use it in match like you would use other class specific skills with the 5 key.  The ability has long cooldowns, so use it wisely!

The Stormbreaker

The Arashi faction is not in the game yet, and we have our own ideas of what changes need to be made for the next iteration of this ship, but we’d love to hear your feedback as we embark on the next iteration.  The Stormbreaker’s engines, scavenged and retrofitted from larger ships, provides extreme acceleration that’s perfect for skirting enemies.  The asymmetric design speaks to Arashi’s make-it-work philosophy and finding gems in the rough.


The ship in the first match lobby slot is the VIP.  The VIP must survive at all costs and is the only one who can infiltrate enemy refineries that are scattered through the map.  Infiltrate each refinery by flying near it while teammates defend the infiltration process.  After all refineries have been dealt with, the VIP, escorted by teammates, must escape at the very end of the map.

Survival & Survival Mini

Basic but vicious survival lives up to its name. Go through 8 or 5 waves of objectives ranging from drill destruction, VIP targeting, boss battles, and more!

Defense 2.0

The primary objective now is to destroy the enemy resource drills.  Barges will heal your base, but they are not required for victory. After  you destroy the last drill, you’ll need to wipe the remaining enemies off the map or survive and defend your base for 5 minutes!  Good luck.

Alliance Tutorial

With all the new objectives and ways to fight in Alliance, we created a new tutorial segment specifically designed to illustrate new the Alliance mechanics, such as destroying the drill, capture barges from enemy ships, depositing barges, and battling the enemy outposts.  Captain Morrison returns to guide you on this new training mission.

New Faction Leader Influence

Players that earn the most efforts over a period of time will become leaders of their faction. We’ll be using an accelerated version of this time period for testing purposes.  Leaders unlock the ability to set Rally Points at the location they are currently deployed at.  As more and more leaders coordinate to rally at the same territory, their faction gets War Effort buffs.  These buffs range from a few percent to pulling all players who have not made a choice on which location to deploy at (it can be a lot!).

New Unlock more attacks on the world map

Factions can coordinate to spend their well earned Coins to unlock additional attacks against factions of their choice.  When enough Coins are invested, the system will choose a new location to unlock.  Be careful!  The more actions you have on the world map also means your efforts will be spread thinner as well so make sure to coordinate.

Resources will now come into play.  Each territory has a set number of resources.  Conquering a new territory will add that territory’s resources to your factions’ coffers.  Each faction has a Resource Goal, and once a faction has reached their goal (aggressor) a War will be initiated.  The factions will be split into two alliance, the first is seeded with the aggressor and the second will be seeded with a faction of the system’s choosing.  Remaining factions can then vote for which alliance they want to support.  The faction with the highest % of votes towards an alliance will win the vote and go to the alliance of their choosing.

When War starts, each alliance has a new Resource Goal to complete.  Once that is reached, the War will end with a winner and a loser.

To supplement territory resources, Missions are still available.  Each Mission has different objectives (e.g. conquering specific faction’s territories) and has different rewards.  Look through the Missions and attempt to complete those are that are beneficial to your faction, or block others from completing from theirs.

Wars could be won and lost with Missions!

Integrated World and Faction Progression

The world and faction menus are one click away, and with the new UI, you’ll be able to access these menus from the lobby! Apply war loot, devise strategy, and talk to your faction from any lobby or menu.

Compiled History and Lore

After the war, we will be compiling everyone’s actions and using the information to create unique lore entries for a player-wide history book.  Flip through its pages to find the exploits of factions, clans, and players.

Here is a snippet of the previous alpha test, a short tidbit of what to expect:

From the compiled records of the Traveling Historian—

There are days when the people can relax without fear of conflict, but those days are often few and far between.  The power in the world are shifting and the new factions are arising to take it for themselves.  The rugged Anglean Republic gained tide after tide of supporters and began to wreak havoc in the central plains against the Fjord Baronies.  The Baronites were overwhelmed by the incessant onslaught of sure numbers and had no choice but to defend their territories by the teeth.  After losing many lands to the fur-cloaked marauders, the Fjord Baronies managed to hold their ground and stem the tide of defeat as the Angleans lost their momentum and by investing in fortifications like armored walls and bulwarks.  The Anglean Republic had spread itself thin.

Across the narrow channels to the east, a small but extremely well organized contingency of Chaladonians led their forces against the Mercantile Guild in the south.  The Order of Chaladon was able to break into the mainland due to their superior leadership to contest on Anglean and Baronite lands.  The islanders continuously assaulted key locations in all surrounding factions.  A push like this may have tipped the scales to war but the unexpected happened.

In the 11th hour, the Mercantile Guild managed to scrap together their weakening forces to retrieve valuable caches of weaponry, coin, and information from enemy factions.  The Guild was once again rich with their regained their lands.  They advanced back into the mainland to challenge the Angleans, Baronites, and Chaladonians.
When the war broke…

The last few pages of this account were lost so we’ll never know how the war played out (okay, there was no war in the alpha but let’s play pretend).  We’ll have to wait for the next installment to see who wrests the seat of power this time around.


King of the Hill: Frostbite Occupation

The call to adapt the maps was made, and we’ve heeded the call. First up is a KotH of Anglean Raiders. Dive into the breach and try this brutal capture point map.

Vs. AI in Practice

Novice AI made a huge splash during our last patch with many vet players wanting to fight against our in-human captains and crews. We’ve unlocked the ability to fight these AI ships in practice mode.  Please note that matches in Practice will not count towards player progression, as Practice is a safe zone for people to learn and hone skills. Enjoy the destruction of AI!

Skyball 2.0

Removed defensive spawns to combat easy turnovers that turned into incredibly long matches, and revised spawn locations overall

Increased winning points to 3 (from 2)

20 minute timer for all matches.  Team with the most points at the end of 20 minutes will win (if less than 3 points).  If there is a tie between the two teams at 20 minutes, a 5 minute sudden death round will commence.  During sudden death, the first team to score wins.  Furthermore, captures are instantaneous during sudden death.


New Alliance & PS4 Compatible UI (Work in Progress)

In this beta period, we’re testing a new UI that spans across all Guns of Icarus products (Skirmish and Alliance) that have allowed us to increase information density and functionality, and will allow us to have full controller support and target new platforms in the future.  We’ve streamlined primary and secondary navigation, incorporated a number of ease of use changes that you’ve requested, and audited navigation for controller ease of use and compatibility.  We’ve also made information hierarchy clearer.  For example, on the main screen, people would only have to make a selection between the PvE Alliance and the PvP Skirmish, and they can enter the play screen right away.  With the new design, we were able to place map and mode objectives on the lobby, so people will have clearer ideas of what the mission objectives are before they start the match.  The chat display is also cleaned up, making identification of different statuses and channels hopefully easier.

The UI is still work in progress, in that it has not gone through a final Steampunk embellishment pass.  The alignment of chat and social panels is also shifted from left to right to accommodate the updates we’ve made to the navigation scheme.  We’re looking for your help during this open period to test drive the new UI and give us lots of feedback, so we can work on remaining issues and continue to improve upon it.  Thanks!

Birthday Goggle giveaway

Celebratory Fireworks

Birthday cakes provided in our birthday theme




    Unity 5.4 Upgrade
    • Improves stability and performance for all platforms
    • Mac OSX 10.7 is no longer supported
    • DirectX11 is the default mode
    • Updated Workshop client (engine and video options)

    Alliance Beta (For Open Period)

    • Allow captain priority entire squadron, and make it more forgiving to mark planes
    • Ram killing planes no longer counts in stats
    • Tweaked Anglean player ship mesh for wider room for the back engines
    • Spectator - HP bars of NPC enemies being attacked by players should now be visible
    • Auto display enemy health
    • Tweaked collider to Arashi player ship
    • Tweaked particles for planes destructions
    • Enemy physics more responsive to disables
    • Always Spot bosses
    • Changed Merchant boss ship's weak points around instead of its sails
    • Display enemy health when crew damages enemy ship
    • Tweaked texture particles for polish
    • Female Yesha Hat receives hair color changes
    • Barge capture more obvious and consistent
    • Shrike: metal pillars are removed near heavy guns to avoid character animation clipping
    • Crusader: adjusted collisions
    • Better decision making and targeting of player by bosses
    • Tweaks to higher difficulties to emphasize more coordination and responding to threat instead of bigger meat shields
    • Retrieve game mode escalates faster and has better initial enemy spawning to prevent too-fast matches
    • Reduced number of objectives in Assault game mode
    • More fine tuned hull and component health scaling on convoys and bosses based on # of player ships in match for additional dynamic difficulty
    • Difficulty and threat level across bosses should feel more similar


    • Pilot tutorial: countdown to reach area starts when ship starts moving instead of when player mounts the helm
    • Gunner tutorial won’t remind you not to shoot the balloon when the mortar damages it with AOE
    • Wilson’s Notes expanded



    • Increased hull armor to 335 (from 230) so that it requires an additional rebuild hit with the Spanner
    • Decreased hull health to 450 (from 950) to address complaints about tankiness and maintain the design goal of “nimble but weak”

    • Gun arcs more forward to emphasize weapons platform design
    • Lower side guns turned forward by 5 degrees (-45 to -40, 45 to 40)
    • Top side guns turned forward by 10 degrees (-50 to -40, 50 to 40)
    • Decreased forward and vertical maneuverability to increase attack commitment, but same rotation maneuverability to maintain close range effectiveness
    • Top forward speed decreased to 26m/s (from 28)
    • Forward acceleration decreased to 3.5m/s2 (from 4.25)
    • Vertical acceleration decreased to 4.75m/s2 (from 7.5)



      The engine upgrade fixes some major threading/rendering issues that manifested as:

      • “Stuttering” framerate (seemingly random periods of lower framerate)
      • Low framerate plus low resource (GPU and CPU) usage
      • Lower framerate and stability as more matches are played in a single session
      • [LINUX] Missing tray icon
      • [LINUX] Missing UI elements

      Alliance Beta (For Open Period)

      • Restored missing Devil's Eye/Alleron lightmaps
      • Flickering textures on building (parous glen)
      • World map Icons stick around after territory flips
      • Traveller theme on merchant ship isn't using cubemap lighting shader
      • Devil's eye lod and mat was pink
      • Missing map colors
      • Misplaced main engine on boss ship
      • "against your faction" warning stuck on screen
      • In World Progression, the foggy fade gradient on the sides of the map screen prevents players from clicking mission buttons
      • Added planer mesh for the chandelier on Magnate
      • Main base UI health bar does not line up with the weakpoints
      • Different ship flickers in ship menu when player completes match
      • Escape pods not spawning
      • When in Faction Screen, the territory markers in Battle are still showing in the back
      • MasterBase Stages needs specific colliders for the weakpoints to be targeted inside of the shell
      • Mispositioned Fire Control FX
      • You can attack drill before it lands on Defense
      • Clean Up Navigation Meshes for All Coop Ships & Some PvP Ships Under Components
      • Laser gun's ray goes through target
      • Unlocking territories on faction map adds one point per click
      • Odd visuals for faction territory
      • Missing textures for player freight ship in wrought lod
      • Missing fire Particles on Heavy guns
      • Missile Circus: mismatch between server and client paths
      • Damage smoke was too white
      • Missing flyby sound on the boss beam gun
      • Faction avatars lack lighting when choosing to switch factions through the skirmish mode menus
      • OSX memory crash/corruption
      • The needle of the gas mortar jumping out without animation while reload
      • Lightning gun missing unpredictably
      • Crash on exit
      • Decoration of Traveller theme blocks view on Crusader in third person
      • Crusader fade out/in on the engine
      • Rubberbanding on Crusader between the heavy guns
      • War chest size is 0 before playing for the faction
      • Armor kit and fail safe displaying swapped skill upgrade descriptions
      • Masterbase mini. Fixed z fighting and reverse normals
      • SFX volume slider has no effect on lens gun sounds
      • Figureheads placed at the helm on Corsair
      • Flickering Damage States every time the hull was shot
      • Player receives negative progression score after losing an Alliance match
      • The last drill doesn't show up in Defense
      • Crusader + traveller theme carpet placing issue
      • Crusader top left and right light guns placed slightly above the floor
      • Crusader navigation mesh is causing AI to get stuck
      • Balloon tube missing on Crusader and Magnate
      • damaged Magnate rope clipping
      • Crusader + fortress theme barbed wire placing issue
      • Stormbreaker AI path issues

      • Initial spawns can overlap on some maps
      • In lobby, switching to spectator may change class
      • Match end screen "team" tab doesn't get highlighted by default
      • Startup crashes in some cases
      • FPS lock not working when window is minimized
      • AFK when you are in end match screen and there is nothing you can do to end it
      • Engine volume differences
      • Getting stuck when jumping down at the ladder on Spire
      • Last shot of a Heavy Carronade has no firing effect
      • Crew form system message typo
      • The target dummies do not attack you at the end of the Engineering tutorial

Community Events / Big Brass Revival Sign up
« on: November 07, 2016, 04:52:49 pm »

For the: Tournament Rules

  • Teams have no limited size and rosters will not be required except at the end of the event, but players may not play for multiple teams during the 3 weeks. At the end of the event the monetary prize will be given to the team leaders to be split among their team and subs as they see fit.
  • Information requested from each team signing up:
    • Team Name
    • Two Contacts with in-game name and Steam ID (Steam ID may be sent to with the Subject titled "Big Brass Revival Team Contacts")
    • Team Logo (Not required, but highly requested)
  • Please only sign up if you are confident that you can produce a full team for the whole tournament.


Think you're the best? Prove it and earn money for winning!
Watch the official trailer for Big Brass Revival here!


Big Brass Revival will be a classic 2v2 8 player Team Deathmatch set in a Double Elimination bracket over the course of up to 3 weeks

We want to see the best of the best in our game fight and to ramp up the stakes! Join in and fight your way to the top for renown, honor, and $200!
With the help of Jub Jub, KitKatKitty, Admiral Obvious, and others from the community we want to run the best and biggest tournament possible!


Will Open Monday, November 7th
Sign-Ups are now live and may be viewed here!

Brackets and Match-Sets & Maps:

Streamers for Big Brass Revival:

  • This is a 3 week long tournament starting on Saturday, December 3rd.
  • Matches will begin promptly at 7:00pm UTC/2:00pm EST.
  • Sign Ups Start Monday, November 7th.
  • Sign Ups End Wednesday, November 30th.
  • All match ups and maps will be announced after Sign-Ups close
  • For further time-based inquiries please use

  • Information requested from each team:
    • Team Name
    • Two Contacts with in-game name and Steam ID (Steam ID may be sent to with the Subject titled "Big Brass Revival Contacts")
    • If you do not provide a Steam ID and ONLY an In-Game Contact - If there is a conflict or you are not in game to be contacted for match lobbies, the responsibility falls on the Team Captain.
    • Team Logo (Not required, but highly requested)
  • Please only sign up if you are confident that you can produce a full team for the whole tournament.

Tournament Set-Up:

Rules: (For a full list of the Rules and other tournament details: Full Rules)
  • First Match Starts at 7:00pm UTC Saturdays, all following matches do not start at a set time, so it is best to be in game and ready to go for the entire duration of the event.
  • Matches have a 20 min time limit.
  • Players can only play for one team for the entire event.
  • 1 Pause allowed per team per match. This pause is at maximum 2 minutes long.
  • Lobbies are always hosted in America, unless both teams agree they wish to play on Europe. (other servers are not acceptable because: referees and casters).
  • Referees are responsible for contacting each team’s contact and giving them the lobby password.
  • Participants are asked not to use in game chat in anyway, except for matters involving the referee (i.e. Pauses, substitutions).
  • It is the responsibility of every team to read the full rule set before signing up.


Map Pool:
  • Battle on the Dunes
  • Canyon Ambush
  • Clash Over Blackcliff
  • Fight Over Firnfield
  • Northern Fjords
  • Paritan Rumble
  • Water Hazard
  • Duel At Dawn

  • First place team will receive: $200 total for the team (to be split by team leader's discretion,) title: Biggest Brass Bruiser, badge, and name an in-game AI.
  • Second place team will receive:  $100 total for the team (to be split by team leader's discretion,) title: Bigger Brass Bruiser, and a badge
  • Third place team will receive: $50 total for the team (to be split by team leader's discretion,) title: Big Brass Bruiser, and a badge
  • All participants will earn the title Big Brass Contender.

Remember: this thread will be further updated as things change. Please keep in mind all information is subject to change up until the release of sign-ups for the event.

Dev App Testing / 1.4.8 balance testing
« on: September 28, 2016, 12:49:14 pm »
hey everyone,

We did a week of blind testing that went well. Here are the numbers we used.
We'll be doing more testing this weekend.

Forward Speed: 25 from 28
Forward Acceleration: 4.25 from 5
Turn Speed: 10.5 from 14
Inner guns turned 10 degrees forward to 35 degrees from 45
Outer guns turned 10 degrees forward to 40 degrees from 50

Armor increase to 350 fro 230
Hull health decrease to 650 from 950

Release Notes / Open Alpha Week Hotfix #1
« on: August 02, 2016, 03:45:50 pm »
Thank you so much for all the amazing feedback and notes sent to We've made our first batch of fixes based off your emails and we'll still working on more.
Be sure to keep sending in the feedback and continue to make this an amazing Alliance Open Alpha.

-Map colors not appearing on territories for computers running DX9.
-"Playing against your faction" warning stuck on-screen.
-Incorrect lighting on traveler theme for the merchant ship.
-Flickering textures on a structure inon the Parous Glen map.
-Distant structures in Devil's Eye map had a pink tint.
-In-game ESC menu "scoreboard" overlaps with header friend / notification dropdowns.
-Restored missing Devil's Eye/Alleron lightmaps
-On the world map, the edge gradient images preventing players from clicking battle/mission icons.
-Battle icons incorrectly appearing after the conflict has been resolved.


- How to switch to alliance?

Hit "Skirmish Mode (Click To Toggle)" button above the Play button in the main screen.

- How to join a match?

After you switch to alliance mode, hit Play button just like before.

- What does Deploy button in World Progression do?

When you finish alliance matches, your war efforts will to added to that location, helping your faction win that battle. The button is not used to join a match though.

- How to switch factions?

Go to progression -> faction. There's a 20% faction reputation deduction for changing factions, but you can only go to level 4 in the open alpha so feel free to try them all!

-How do I reallocate my skills?
Current you can't, but all skill points will be refunded at the end of the open Alpha (next monday)

Community Events / Guns of Icarus Vod List
« on: April 13, 2016, 02:39:42 pm »
Community Event VODs
    No Videos for these events (Please let us know if you have links for any of these events)
    • 2013/09/14 - The Cogs Season 2
    • 2015/08/22 - Aerodrome Season 3
    • 2015/10/24 - TimmyB Tournament Season 2
    • 2016/06/26 - Monday Munker Madness (weekly)
    • 2016/09/23 - Sprocket League
    • 2017/07/15 - Sunset Blitz
    • 2017/09/06 - Alto Party

Twitch streamers for Guns of Icarus events:

If there are any casters/event vods that have been missed please contact

-Increased clip size reduction to 60% (from 50%)

-Reverted turn acceleration to 15d/s2 (from 10d/s2)
-Reverted top turn speed to 12d/s (from 10)

3 days and a bunch of feedback later we have a couple changes to make on the fly to this patch. The biggest problem was lochnagar which we were observing being used to MASSIVE effect and players reported the same thing especially on Gatling and Light Carronade.

With this change, on 2- and 4-shot guns (the heavy flak and heavy carronade), there should be no change; they'll still go to clip sizes of 1 and 2.  1-shot guns (the mine laucher) also won't change.

The two raised problem cases are the light carronade (clip size 5) and the gatling gun (clip size 82)

Light carronade:
-50% clip size takes it to 3 shots (2.5 rounds up), for 135% base damage per clip
-60% clip size will take it to 2 shots, for 90% base damage per clip

Gatling gun:
-50% clip size takes it to 110% base damage per clip, with 41 shots
-60% clip size would take it to about 90% base damage per clip, with 33 shots

These are changes we feel were critical for the enjoyment of the game and important for further data and feelings of the patch.

This is not to say that balance is done or we're going to leave it alone for any large amount of time. This patch was simply to make sure things that were broken do not remain that way. For ships that are underperforming and overperforming in their roles, specifically the spire and the mobula. We have some ideas we want to tackle, but we want to test them with you guys first. The Lochnagar change especially we felt was too important to delay for even a day more. We will be checking on this ammo as time goes on to make sure it is getting use and performing as well as we hope.

As always, your critical eye on these changes and everything in the game provide us amazing feedback to tweak and improve the game.
Thank you everyone!

Release Notes / 1.4.5 New Balance Changes "When Ambush Comes To Shove"
« on: March 18, 2016, 05:04:46 pm »
Balance Changes

-Outer top guns fanned out 5 degrees
-Inner bottom guns fanned out 10 degrees

-Reduced turn acceleration to 10d/s2 (from 15)
-Reduced top turn speed to 10d/s from 12

-Back gun turned inwards (towards right side of ship) 40 degrees (from 0)
-Increased forward/backward acceleration to 8m/s2 (from 6.66)

Heavy Flak
-Damage moved to direct hit for a 70/30% split between direct and AoE (from 45/55%)
-Higher clip capacity to 4 (from 2)
-Damage per shot reduced (115/50 explosive, from 150/180 explosive)
-Increased RoF of 2 shots/s (from 0.8 )
-Reduced reload time of 4.5s (from 5)
-Reduced camera shake

Lochnagar Shot
-Reduced clip size reduction to -50% (from reduction to 1 shot)
-Reduced rotation speed reduction to -80% (from -90%)
-Changed damage-to-gun model so that is deals proportional damage per shot until gun is destroyed (e.g. if gun has 2 shots then each shot deals 50% damage vs a gun that has 4 shots were each shot deals 25% damage)
-Changed to -60% (from 100%)

-Reduced projectile speed to 250m/s from 400m/s
-Decreased camera shake

-Added right click and hold to reel in
-Increased harpoon force to 1,500,000 (from 230,000)

-Hull health increased to 700 (from 550)
-Ship mass increased to 300000 (from 200000)
-Ship propulsion increased from 283500 to 675100

Hey everyone,

We are testing all this weekend and we will be doing a blind and non-blind test.
Balance changes are live in the dev app.
After the test is completed we'll release the notes here!

March 12th
11 am eastern- Blind Data Test
Affected Systems

Heavy Flak
Lochnagar Shot

March 12th
1 pm eastern- Change Notes Released

March 13th
12 pm eastern-  Informed Data Test

A big thanks to everyone so far, we've made a lot of changes based on your feedback and we think we've gotten it to a very good place, but we want to put it through you guys to let us know how well we did (or didn't do.)
Show up for testing, give us your feedback and let us know what you think!

News and Announcements / Guns of Icarus 1.4.5B Alliance Release Notes
« on: March 04, 2016, 05:27:12 pm »
Hi everyone!

In this new update, we’re excited to unveil another big batch of new and major things for your testing enjoyment! In addition to a new map in the retrieve mode family, we’ve also added a new faction ship and 2 more faction weapons. Another major system added is dynamic weather and time of day effects that vary across different map climates. Bases are now more threatening, with defenses and a more dynamic weak point design.

We're now hosting regular group test sessions every Saturday at 12pm EST, and we'll be collecting feedback afterwards. If you have questions or issues with the update, you can always email us at

If you haven’t pre-order Alliance yet, you can do that on the Humble Store, and we’re working on getting pre-order up on Steam as well. Thanks for supporting us!

Once you pre-order, just send us an email at We'll give you a code to join us in the prototype, and you can have an exclusive first look at everything yourself and give us feedback!

Follow the jump to see everything we've added!

NEW FACTION SHIP:  Chaladonian Shrike

The Order of Chaladon have been known as peaceful and reclusive, but the pull of war and the planet’s dilapidated state are starting to change traditional Chaladonian values.  Being the mad scientists, the Shrike uses heavily modified balloon gas technology in order to support the ship’s heavy armaments on such a small frame.  If you look closely, you may see some of this gas leaking from various pipes on the ship—a common issue with this new substance.  The Shrike’s movement is and durability comparable to that of the Squid’s but with additional firepower.

NEW MAP:  Oblivion Approach

Similar areas like this one lay scattered across the world, but no route is more deadly than Oblivion Approach.  Its deep ravine cuts a narrow passage that’s too risky for most traders to fly in.  The low traffic and multitude of nooks makes it an ideal place for marauders to hide or even be used as an escape route.  There have been tales of robbers successfully making their getaway through the approach, using the jagged terrain to lose their pursuants.  Must feel terrible to get robbed and crash your ship in a single day.  Hope that doesn’t happen to you anytime soon.


NEW BARONITE WEAPON:  Heyoka Guided Missiles

The Fjord Baronies have always had a distinct flair to every aspect of their culture from their attitude, dress, and even weaponry.  Taking a cue from this tradition, the Heyoka Guided Missiles not only provide a spectacle to behold but also excellent support capabilities.  The missiles’ movement are known to trick enemies into thinking that shots have been missed, but with a guided aim the missiles will travel to its intended target despite taking a few detours along the way.

Use its unique aiming mechanic to dodge obstacles and hit enemy mechanical components to disable them.  If the enemy’s armor is down, the Heyoka Guided Missiles also do substantial damage to hulls.



Even though Chaladonian researchers tend to not exclusively focus their work on war applications, many of their experiments have unintended side effects.  When trying to find new ways to disperse aerosols, and new environmentally safe pesticides, something went awry.  The dispersal method worked fine, but the pesticide didn’t work as intended.  Instead of killing deadly insects, it was better at corroding metals and gunking up intricate mechanical parts.

When the specially designed shells make impact, chemicals are released in the form of a deadly green cloud that will slow down any ship that gets caught.  The cloud will slowly eat away at metal armors, engines, and weapons.  There’s even a handy early detonation function on the shells too.


New Features

  • Improved visuals and behavior for dynamic storms. Sky and lighting changes give a clue to coming weather, and storm behavior varies across different map climates - dust storms on desert maps, thunderstorms on wet ones, snowstorms on cold ones.
  • Time-of-day lighting variants for some Alliance maps (Parous Glen and Devil’s Eye)
  • Escape Pods now escape!  Catch them for bonuses before they disappear.
  • Enemy outposts and bases now have weak points arranged around their structures.  Keep an eye out on which is active to deal damage to them.  Watch out for mines!
  • Tip for how to pick up and drop off Barge
  • Travel sound effects (wind noise) for bullets/projectiles/airplanes/destroyed airplane parts
  • Oblivion Approach now features breakable walls.  Choose your shortcuts wisely!

Balance changes:

  • Apollo Lens Array: Reduced range to 1500m (from a lot) and added damage falloff starting at 750m range at a rate of 1% damage reduction per additional 1000m.


  • Better AI plane maneuverability to handle narrow spaces
  • Change flavor text to bulleted objective list on Loading Screen
  • Faction switching at match startup

Issues Fixed:

  • The brief version of debug overlay disables the "prototype" banner
  • Debug text is under the gradient background on the match end screen
  • Beam cannon fire sound effect doesn't have 3D positioning
  • Match end UI is zoomed in way too much
  • Hand positioning on the beam gun
  • End match sequence failed on Parous Glen
  • Directional hit edge indicators in the new ui get stuck center-screen
  • Misplaced smoke on boss ship
  • AI ships don't deal with mines well in clearing them
  • Boss Ship Guns Particles missing for destruction
  • Captain command UI looks too stretched on structures
  • Deploy screen effect remains on screen
  • Medium gun factory is missing Stand, and Launch Point for config
  • Exit button on loading screen doesn't work properly
  • Numerous performance improvements, particularly with regards to enemy aeroplanes</ul>

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