
Airheart is a dieselpunk airplane action rogue like game, where every colorful level is built on top of the previous one, all the way up to the stratosphere. Welcome to Granaria, a flying city in the clouds. Meet Amelia - a young pilot and fisherwoman wishing to reach the abundant world's edge.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Ich wohne derzeit in Zürich und hatte die Gelegenheit, einige Mitglieder des Teams zu treffen. Coole Entwickler, cooles Spiel.
Frustrant! Un bon petit jeu "arcade" comme je les aime. Ce genre de jeu rafraîchissant qui vous hape une poignée d'heures. Le hic c'est que le jeu semble pas fini, c'est un peu vieillot dans l'ensemble et surtout techniquement pas au point! Avec un i9 9700k et une rtx 2080 le jeu n'est pas fluide même au minimum... J'ai eu cet exemplaire steam gratuitement car la version switch bug et impossible d'arriver à la fin. Bref une GRANDE DÉCEPTION pour ce petit jeu pourtant fort sympa s'il tournait correctement.
Not sure what to say that hasn't already been said. It's got some janky spots with how the plane model renders in the hangar, hit detection is sometimes a little off. But it's fun and charming. If I had a note worthy complaint, it's that the iconography in the crafting section is not especially intuitive. Learning what color referred to what class of component didn't always seem readily apparent. Would still recommend.
i like it, despite at times getting frustrated with my own capabilities. A few upgrades here and there with better parts and weapons and I was in a better state. The game is pretty and it scratches an itch. Its plain and simple without overly complicating its mechanics. It feels cool to get stronger and reach the next zone. It is also short. An extremely good pilot may be able to get to the final layer on their first fly. Is that any fun? no not really, especially because you would be missing out on some serious cool weapons/gear. It was fun. Thank you.
pretty fun roguelite-style game! It's dun trying out new parts and seeing how they perform on the field. The universe they created is pretty great! Imo it just needs a bit of polishing here and there.
Its a fun game, great gameplay loop. I like customizing the plane with different parts and weapons. I dont like the crafting system much though, I would recommend using a guide. Also the weapons in this game vary wildly in usefulness.
Fun Twinstick & the Main Character rocks, but it's recommended to play with a Controller operating at 100% efficiency. Ya can ill afford to have the Controller doin uncool stuff like the Analog Joysticks 'flicking' the other way briefly when released, & such like that. Also, I wish the broken Achievement would ever get fixed & make acquiring it legit ever actually possible... :(
Beklediğimden daha çok eğlendim. Deneyin, sevebilirsiniz.
I've ticked this game up since it is generally good, but has some quirks. I have not been able to beat the final boss, although I've made it up to it mulitple times. I'm not one who has dived deep into roguelites, although I've played a few. The general loop is a top-down twin-stick rougelite, where you fly a plane through individual world stages. Each world stage has a boss to defeat. During each run, you want to be collecting fish, which gives currency, and materials, generally from defeating enemies. These resources you will use to mainly craft new weapons and plane parts. Besides weapons, you also have a hook on your plane that can be used for catching rare fish and combat. Positives: - Game is visually nice, with nice cutscene art to go with it as well. - A forgiving gameplay loop; You can end a run at any point and return back with your loot. - Wide variety of upgrades that you can use with your resources. - Boss variety Neutral: - Your plane and enemies' can fly quite fast. You can take damage from collisions and some enemies' main attack is ramming. - Bosses do not respawn after they have been defeated. (May be a good or bad) - Game is pretty short (3 worlds, each with 4 stages, and final boss), and as such there is not a lot of different enemy types. The enemy variety that is introduced is largely from the different weapon types the game has but that that shrinks the in the later worlds as well. - Crafting is a bit of a puzzle game; While there is a lot of guesswork with minor currency costs for each guess, there are some hints provided for possible craftable upgrades. Negatives: - The most annoying for me is the physics when shooting. Every weapon you fire will push your plane in the opposite direction. This does remove a lot of the control from the aircraft, since you will be pushing your aircraft sideways if you fire broadside or cranking up the speed when firing behind you. [spoiler]This was primarily why I stuggled with the final boss since positioning and speed management is pretty important there.[/spoiler] - Some weapons feel pretty useless, and hooking feels like a gimick for the general gameplay loop. - Some enemies have pretty poor designs. It's difficult to be specific with this one, since enemies seem to have a general template and one random weapon from an assigned list. However some ships are shielded, which requires hooking to remove, but are also able to saturate the broadsides with gunfire. In addition, some enemies are able to see and attack outside of your view. You can circumvent that with certain weapons (being longer ranged of course) but that feeds into the previous issue. (Edit: I think the final boss' design is also in large contrast to the rest of the levels and stage bosses. [spoiler]Stage bosses occurred in the world stages and as such movement was not very constrained. However, only the final boss was designed around more constrained movement and occuring in a very small area. This results in one of the main stats, speed, now become a detriment.[/spoiler] - Some game elements, like friendly zepplins and planes, debatebly the hook, have very shallow meaning/appearences in the game. - Game could have used a depth of field layer to obsure lower world levels from view to not obfuscate the current world your are in. I had issues where I ended up trying to dodge collidable objects only to realise it is from the previous stage I was in.
Questo gioco né ha cloud di salvataggio in più non mi ha mai riconosciuto il controller (ho un Mac Catalina dove il controller funziona benissimo su tutto). Ho formattato e ho perso i progressi fatti in 2 anni (praticamente l'avevo finito), quando nella pagina del negozio dice di avere il cloud.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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