Magehold Fairwinds - a leaking airship, five acts and too many bad choices
You captain the Tallow Hen, a patched-up cargo airship with a 120 silver debt hanging over its prow. Magehold Fairwinds drops you into the clouded world of Magehold and asks you to crew a leaking freighter, chart a route through nine regions and survive long enough to either pay off the Carriers Guild or run with the ship. Every voyage is a new chart, a new crew and a new set of bad decisions. Most captains do not make it home.
Combat plays out on a cutaway of rooms. Route Flow matters. Keep the Helm, Drive, Battery Deck, Casting Room and wind shields connected. Patch breaches, put out fires and keep the Keel working before the ship sinks. Pause whenever you need to give orders and plan your next move.
Room-by-room airship combat and a toolbox of threats
Magehold Fairwinds makes each room count. You choose which enemy room each gun targets, weave wind shields, route power and use the Casting Room to launch spells. There are 18 ship weapons across elemental batteries of fire, frost, stone, water and air, plus sunlance beams, ballistae, repeaters, crystal mortars, grapeshot and the strange Hush Lens.
The Casting Room supports 30 spells in five elements. Your mages can aim spells at enemy rooms, counter enemy casters or flip spells onto boarders in your own corridors. Wind shields are woven from air, rams, element disks, constructs and the Lookout's glimpse inside the enemy hull. Pause at any time to issue orders and manage the chaos.
Boarding, boarders and room-to-room melees
You can fire the Boarding Harpoon, bolt across to an enemy room and fight corridor by corridor. Send marines to sabotage the Drive, force surrenders and take prizes. The reverse happens too. Close doors, lock bulkheads and meet boarders with every hand available. Choices matter in the tiny fight spaces of Magehold Fairwinds.
Bosses and sky monsters escalate the threat across the voyage. Nine boss encounters stand between you and the Hush Front, including debt cutters, the Tallowmere, the Stormmother, the clockwork Orrery and the Pale Regatta. Expect skywyrms, storm-rays and crystal leviathans that breathe storms, frost or fire.
Dungeons, crew and the long game of refits and reputation
Some waypoints cannot be solved from the sky. Send a party of up to four down into drowned libraries, ruined academies and wrecks. Explore chamber by chamber by lantern light, fight monsters, bind elementals, free prisoners and come back with what you can carry.
Crew are named, come from ten lineages and gain skills, perks and traits from what they live through. Academy mages, gnome tinkers and beastborn each bring different strengths. They form bonds, grieve when friends die and can be renamed. Fallen crew are remembered on a memorial wall.
You will also unlock 11 airships with three layouts each, from the smuggler's cutter to the storm-chasing Gray Heron. The refit yard lets you move, build and remove rooms, add plating and fittings and balance weight against fuel. There are 58 fittings with run-changing effects, plus crew devices and clockwork constructs to customise your playstyle.
Choices, challenge and replayability
Voyages are roguelite with seeded charts so you can share a seed or take on the Daily Charter. More than 480 events present branching options that depend on who is aboard, which rooms you have and your standing with factions. Carry contraband, take contracts, dodge Excise inspections and decide who you owe.
Three Winds settings set the base difficulty, and Red Ink marks 1 to 15 for captains who want extra punishment. The game tracks progress with 100 Steam achievements and a Ledger of feats that unlock ships, lineages, captains and regions. Three endings await the captains who reach the Hush Front.
Magehold Fairwinds supports Steam Cloud saves and auto-saves on every screen. The build is fully playable in English, Spanish, French, German, Italian, Simplified Chinese and Japanese.














