Airheart: Tales of Broken Wings cover
Airheart: Tales of Broken Wings screenshot
PC Mac PS4 Switch Steam
Genre: Shooter, Simulator, Adventure, Indie, Arcade

Airheart: Tales of Broken Wings

AIRHEART is landing on the Nintendo Switch today & SALE on Steam



Lots of people asked for it, and yes, we also think that it's a natural fit for the Switch.

You can get AIRHEART on the Nintendo eShop here:
https://www.nintendo.com/games/detail/airheart-tales-of-broken-wings-switch

Now you can finally play Airheart on the go! It’s basically the same version that you get on Steam, with the quality settings adjusted for the different hardware.

But wait, there’s one very important thing that’s different! The Switch is not only portable; it also has 2 controllers included! So we thought, why not include something special for this version, something that’s fun for more than one player.



That's why we developed a Switch-exclusive local co-op mode where you can steer a zeppelin with up to four friends! It’s the same levels as in the single player portion, but with different NPC mechanics and new pick-ups. The goal is to get as high as possible and to beat your own high-score.

To celebrate the Switch release, we’ll have a Sale on Steam with 35% cut off the usual price! It’s on from January 31st until February 3rd 10:00 AM US Pacific time. ːsteamhappyː


Thanks for playing Airheart!!!

Frédéric from Blindflug Studios

"Cloud Chasers" - a prequel to "Airheart" - now on Steam!



Do you want to learn more about Amelias past? You can do it - we are proud to present to you our critically acclaimed game "Cloud Chasers" - now available for Windows and Mac.

Meet Francisco - the father of Amelia, who decides to leave his farm together with his daughter. Since all the water from the clouds is collected by harvesters from the world above, the fertile land turned into a desert.

>>> Get "Cloud Chasers - Journey of Hope" on Steam <<<



Begin the dangerous journey through five deserts and experience multiple narrative encounters. Make the right decisions, trade items and try to make it to the Spire - a city above the clouds.



On the desert, water is your most valuable resource - collect it flying through the clouds with your glider. Be careful though - harvesters from the world above don't like competition and they will try to stop you.



We also put "First Strike Final Hour" on sale, to celebrate the release of Cloud Chasers!



We hope you will find the story of Francisco and little Amelia interesting. Thanks for playing our games!

Blindflug Team

Sale for a big cause and major difficulty update!

Hello Everyone,

First of all, we wanted to announce, that Airheart is participating for a great sale this week for #DayOfTheGirl



Airheart and all its DLC is discounted 33% right now, and 50% of the profit is going directly to Warchild UK in their endevours to protect and support children affected by war.

We are really proud to be part of this amazing sale which is majorly supported by steam itself. On the sale page are a ton of great games with female leads such as Tacoma, Gone Home, Transistor or Her Story. If you havent had a chance to grab these titles, do it now and support a great cause ːsteamhappyː

Day Of The Girl Sales Page


First Major Update



To commemorate this occasion we also launched the biggest patch since launch today.

- New Difficulty Mode
Lots of people reported us that the original difficulty was too hard for them to enjoy the game. From today you have a new option when starting a new game. It removes permadeatch, adjust HP and damages and you will never lose airplane parts when crashing on Granaria.

However, It is still possible to lose one or two parts if your crash outside of Granaria, so make sure you dont miss the city! but it will no longer delete your save game so everything else you left at home is safe forever.

If you liked the hard setting: Don't worry. The Airplane Pioneer Mode is the original hard difficulty that you are used to!

- New Crafting Tutorial
To really explain our tinkering based crafting system, you can now do a new small crafting overview that will lead you step by step to your first gun.

Complete it to be able to start the game with a machine gun right away. Or just skip it if you are an experienced pioneer.

- Lots of bugfixes and performance improvements
From all your feedback we were able to indentify a ton of small issues in the game, which should help making the game not only smoother but with less issues. Thanks for everyone who helped with the reports!

We hope you like the new additions to the game

See you next time!
- The Blindflug Team

Manual for the game updated!

Hello there,

we've noticed that some aspects of the game are not always clear, so we updated MANUAL, that should help the newcomers to Granaria on their first runs. ːsteamhappyː



You can find the manual on Airheart store page, in the panel on the right side or click the link above.

If you have any comments or something is not clear, don't hesitate to contact us.

Best

Olga from Blindflug

How are you all doing in the world of flying clouds? :D



Greetings from hot (so hot!) Zurich!
We hope you enjoyed your first journeys in the world of flying fish. We are really interested in your experiences and opinions. Please write us a review, if you have a minute - that would help us tremendously! ːsteamhappyː

AIRHEART IS OUT!



Hello everyone,

Today is finally the day. Airheart is leaving Early Access for its full launch on Steam and PS4!

We're incredibly excited for the launch. Airheart has been a real passion project and its our first multiplattform game. Lets just say it was very adventurous and we learned a lot on this journey.



We'd like to thank all of you who stuck with us during the Early Access phase and the hiatus last summer. All your reports and contributions helped us tremendously to build the game to what it is now.

It was thanks to all of your honest feedback we got to understand some of the shortcomings of the game. The new crafting system and the more complex ecosystem wouldn't have been developed without all of your input.



So, now the game is done for Amelia finally reach the end of her journey. The whole game is around 5-6 hours long and features over 40 airplane parts you can craft and try out.

We all hope you like the result and have a lot of fun exploring the layers until you defeat the final boss.

Thank you very much!

All the best
- Blindflug Studios

Last early access update before official release. Lots of new content!

Hello everyone,

Good news! It took a while, but we are now ready to finally update Early Access with our current status. We’ve been working the last 3 months to finish all content of Airheart and make it better than ever before. We really hope you’ll like what you’ll see.

Here is a list of all the major changes

Two brand new airplanes and 6 new weapons



The Pinty Woodpecker Fisher plane and the Dunne Daredevil high-end plane are now in the game, giving two new options in the low- and high-end of the cost spectrum. Also we now have 6 new weapons in the game, bringing the total to 25.

Elite drones and third boss:



As with pirates, the game now has silver and gold elite drones, which can spawn great rewards, but are way tougher to defeat. Also, on level 12 you can finally battle the third boss, that has been teased in the last update.

More interesting ecosystem



Fish now don’t just disappear when you catch them, but they also get replaced by secondary species, like jellyfish, salp, kryll or sea urchins (depending on the sky layer). Most of these are not valuable, but a danger to your quest.

More advanced plane AI



The battles you fight should be a lot more interesting now, that the AI will actually calculate flight path to attack you from desired angles. Also, the fractions of the game will now more often fight out their fights among them, making of for tense battlefields, especially in Autumn Forest.

Brand new crafting system



The old crafting system felt really grindy, having you to shoot dozens of enemies to finally get the required amount of parts to craft a new weapon. We instead made a new crafting system, based on inventions and ideas. You’ll have to use the trash you find to craft useful items like boxes, magazines, scopes or batteries to find out the combinations that make for fully usable airplane parts in the end.

Multiple weapons and harpoon secondary



Wings now don't have their secondary weapon anymore, but instead have a slot property, so you can take up to two weapons with you, allowing for interesting combos that make the mine launcher or the nuke much more useful. Since the wings don’t have a secondary weapon anymore, the secondary fire button will now fire the harpoon, allowing for new combos with the rope and the weapons at the same time.

Tutorial & story screens:



The game now features a flight test tutorial, that should help new players to accommodate with the ins and outs of the game. Also, the first version of the story screens is now in the game. We are currently making them prettier and are looking to hire a voice actress for Amelia. But it should already help to tie world together.

Massive performance improvements



The game runs now massively better across all platforms. We’ve rewritten the cloud system and the layer culling system. We also optimised how much performance the AI needs for its calculation. This should assure that the frame-rate is now stable all the way to the end.

And lots, lots more.


But, this isn't our final release! Most importantly - the game doesn't have the ending yet - after the last layer (12th), there is just an empty space, where you can fly freely. ;)
The current status is that this is the version we are submitting into QA for consoles for the full release in the summer. So, since getting this console focused version done as soon as possible, there are a few things to keep in mind here:

  • Gamepad focus build:
    This is our PS4 master submission, so the focus of the game is purely on gamepad controls. It should be playable with keyboard and mouse, but especially the interface isn't fully tested on it. Of course, we will optimise all of that for the final full PC release, but we wanted you to be able to take a look earlier.

  • UI aspect ratios untested:
    Similarly, the UI is maybe not responding too well to screen aspect ratios aside from 16:9 or 16:10. If you have a really wide monitor (or a 4:3), some screens might produce some ugly overlays of menu items. You can help us tremendously to identify all these quirks, if you send us screenshots in the steam forums.

  • Translations are placeholders:
    The current translations are all automated google translate version. Hence they are absolutely horrible. Getting these into the game helps us to identify, if there are any missing spots. For the full release, the game will of course have professionally translated texts, as well as an UI that reacts according to the different text lengths.

  • Steam achievements, trading cards, big picture mode etc - untested:
    While the game will now track achievements, most of them haven’t been properly configured in Steam yet. So all Steam specific features are to be taken with a bit of caution.

Again, thank you all for being among the first to support the game, during its early phase. We hope you like what it turned out to be and that this update can get you excited for the final release

Blindflug Studios

Pre-Holiday Update: Backlog done, new designs in work

Hello everyone,

Everyone here at Blindflug looks back to 2017 as an incredible year ːsteamhappyː. It was by far the craziest year we've had so far with four game releases!





Needless to say, that was pretty tough :fsmadskull:. We were used to do 1-2 releases a year and we're incredibly proud that our small team managed all that.

Meanwhile, we used as much of the little downtime that we had, to prepare the systems Airheart, which will now be our next game on the release timeline.


  • We made a localising system so the game will be out in as many native languages as possible
  • We prepared the achievement system to be filled with content for Steam Achievements and PS4 trophies
  • Loading times and AI performance was improved drastically to have less hickups and ugly stuttering.
  • We replaced and reworked the game controls system, mainy as a preparation to support Steam controllers and consoles.
  • We reworked our Cloud system to be less taxing and optimised for bigger distances. This was also needed for consoles.
  • We aquired several dev kits and ported and tested Airheart on three consoles. It looks very promising.
  • We've shown Airheart at Tokyo Game Show, Game Happens Italy, Digital Dragons Poland, Nordic Game Conference Sweden and TwitchCon in the USA to gather as much feedback to find out all its flaws for the final features of the game.


Most of these features arent fancy or stable anough to varrant a proper update for now, but will roll in as soon as the newest gameplay features are ready.



All of us are working on the game right now and will continue well into next year. We are testing new enemies and designs. We also have founds an awesome partner that we have to deliver the game to in the forseeable future. Without telling any names, the PC and Console Versions have to hit their Gold Masters by the end of April, which is the current timeline we are working on.

For all of you, there will be about 2 updates of the Early Access builds towards that release, but the major milestone will be the full release after that in the end of spring.

With all our backlog in the bag, its awesome to be able to get back to our passion project now and I hope you will love the new stuff we have in store for next year.

Happy holidays everyone. See you in 2018!

Fall Update: Gearing up for next steps

Hello everyone,

We just wanted to tune in for a small status update concerning Airheart. Some people have been rightfully concerned about whether the development has been discontinued. We can assure you this is not the case. The exact opposite in fact.

Its true that we had to take a bit of a break. This summer we've finally delivered the long awaited Steam version of our most successful game First Strike: Final Hour. We've promised a deluxe desktop version of our nuclear war strategy game for a long time and finally wanted to keep that promise to all the fans. We're really glad that it was received incredibly well. :fsnuclear: :fsmadskull:

Since then we also had to take care of two client games that keep our studio afloat. These will most likely not launch on Steam, but they helped us to secure that we will be able to properly finish Airheart now. And we're really excited for that.

We are right now planning on working on Airheart with pretty much the full studio this fall. We're currently designing all the features and we will start working on it in October. I'll make a proper post about what we want to do next month, but its already safe to say it will involve the story elements , some exciting gameplay changes , lots of polish and of course the showdown to the final bosses . Is there anything you would be excited to see? let us know in the Discussion Board !



In the meantime, if anyone is in Tokyo for Tokyo Game Show: Airheart has won a booth slot in the TGS Indie Area. I'll will be there the whole week. Be sure to say hi!

So, thats it for now. Thank you all for your patience :StarwhalYellow:

Experimental build update - next week

Hello everyone!

Since we are working now really hard on our game First Strike: Final Hour (which we will release on Steam in May), we have to postpone experimental build update until next week.
Sorry for that!

Have a nice weekend!

Blindflug Team