You begin as a courier — bonded to a salvage barge, owing money to people who keep ledgers in iron. By the third chapter you are a fugitive. By the seventh, perhaps, something more.
Every region has its own clockwork — its own laws, its own gods, its own pressure gauge that you can break, repair, or tune to your purpose.
Six floating continents, each with biomes, factions, and contraptions designed by hand — not procedurally.
Choices echo across regions. The mayor you bribe today writes the law you break tomorrow.
Storms, smog tides, and aurora that affect navigation, combat, and crew morale.
Salvage parts. Bolt together absurd contraptions. Your workshop is your second protagonist — the one with the better arms.
Every faction has secrets. Trade favors, leak letters, or punch first — the world remembers, and so do the ledgers.
Pilot your airship through canyons, customs gates, and storms. Crew loyalty is earned. Mutiny is a feature.
01 : 32
Step aboard the airship Hortense. Pick a side. Break the sky. Steam Quest is best played loud, late, and with a friend who owes you money.