Compare Guns of Icarus Alliance prices across 50+ stores and find the best deal. Developed by Muse Games. Published by Muse Games. Released on 3/31/2017. Available on PC, Mac, Linux. Genres: Action, Adventure, Indie, Simulation.

A four-crew steampunk airship shooter where your balloon can be on fire, your pilot lost, and your gunner still needs to hit a moving target at 200 meters. Incredible concept, near-empty servers.

I put real time into multi-crew shooters looking for the one that actually makes every role feel load-bearing, and Guns of Icarus Alliance comes closer than most things I have touched. The premise is simple: four players crew one airship together as Pilot, Gunner, or Engineer, and the ship is your shared health bar. When it goes down, everyone goes down. That single design decision does more for team cohesion than any ping system or waypoint mechanic I have seen in a conventional shooter. The Pilot calls targets, the Gunner tracks and fires chain guns, rockets, air mines, or tesla weapons mounted across the hull, and the Engineer runs around extinguishing fires and hammering broken components back into shape. The hydrogen burst ability lets pilots spike altitude fast to dodge incoming rams or break out of a gun arc, but lean on it too hard and your balloon starts shredding itself. That risk-reward loop on pilot tools is genuinely satisfying once you internalise it. Alliance added two big things on top of the original PvP-only Online: a full PvE mode with dynamic AI that adapts to your tactics across escort missions, convoy raids, and base assaults, and a persistent Meta Map where six factions fight for territorial control between sessions. Your match results feed into the faction war, your gold can be spent on fortifications or war effort buffs, and a key victory can literally write your name into the lore. On paper this is the kind of layered multiplayer structure that keeps communities alive for years. In practice, the faction meta only works when the servers have bodies in them, and right now the concurrent player count is measured in single digits on most days. The population problem is not new, it has been the game's core wound since launch, and it is worse now than ever. The onboarding also deserves a warning. The tutorial covers the basics but nothing prepares you for the chaos of a real match, especially as Pilot or Engineer. Both roles demand spatial awareness of a ship you are still mentally mapping, while teammates shout coordinates and the hull starts glowing red. Gunner is the safest entry point and the most self-contained role, but even there you are entirely dependent on your Pilot parking the ship in a useful firing arc. A coordinated premade group can produce some of the most focused teamwork moments this side of a Rainbow Six squad. A random lobby with AI backfilling empty crew slots is a much quieter, more forgiving, and ultimately lonelier experience. The customisation depth is real. Hull selection ranges from nimble fast-attack ships to slow broadside bruisers. Weapon loadouts span short-range flamethrowers, long-range hwacha rocket arrays, and targeted mortars that demand crew coordination to land effectively. Each class carries a customised tool belt, and levelling unlocks new abilities that subtly shift how each role plays. The Steam Workshop integration means cosmetic content has been community-driven for years. Visually the steampunk world holds up fine, map variety is solid, and the audio design of drums building as enemy ships close through cloud cover is one of the better ambient tension tricks in the genre. The honest verdict is this: the game is genuinely good when it has players, and it almost never has players anymore. PvE with an AI-backfilled crew gives you something to do solo and the adaptive difficulty keeps it from being trivial, but the faction map and the PvP modes that make Alliance worth the upgrade over the original both require a community that has largely moved on. If you can corral three friends who are willing to commit to a learning curve, this is one of the sharpest crew-coordination shooters ever made at this price point. Going in alone in 2025 means you are mostly fighting the AI and wondering what could have been. Fred, Scout Team

Guns of Icarus Alliance
ActionAdventureIndieSimulation

Guns of Icarus Alliance

Mar 31, 2017Muse Games
GamerScout Says

A four-crew steampunk airship shooter where your balloon can be on fire, your pilot lost, and your gunner still needs to hit a moving target at 200 meters. Incredible concept, near-empty servers.

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About Guns of Icarus Alliance

I put real time into multi-crew shooters looking for the one that actually makes every role feel load-bearing, and Guns of Icarus Alliance comes closer than most things I have touched. The premise is simple: four players crew one airship together as Pilot, Gunner, or Engineer, and the ship is your shared health bar. When it goes down, everyone goes down. That single design decision does more for team cohesion than any ping system or waypoint mechanic I have seen in a conventional shooter. The Pilot calls targets, the Gunner tracks and fires chain guns, rockets, air mines, or tesla weapons mounted across the hull, and the Engineer runs around extinguishing fires and hammering broken components back into shape. The hydrogen burst ability lets pilots spike altitude fast to dodge incoming rams or break out of a gun arc, but lean on it too hard and your balloon starts shredding itself. That risk-reward loop on pilot tools is genuinely satisfying once you internalise it. Alliance added two big things on top of the original PvP-only Online: a full PvE mode with dynamic AI that adapts to your tactics across escort missions, convoy raids, and base assaults, and a persistent Meta Map where six factions fight for territorial control between sessions. Your match results feed into the faction war, your gold can be spent on fortifications or war effort buffs, and a key victory can literally write your name into the lore. On paper this is the kind of layered multiplayer structure that keeps communities alive for years. In practice, the faction meta only works when the servers have bodies in them, and right now the concurrent player count is measured in single digits on most days. The population problem is not new, it has been the game's core wound since launch, and it is worse now than ever. The onboarding also deserves a warning. The tutorial covers the basics but nothing prepares you for the chaos of a real match, especially as Pilot or Engineer. Both roles demand spatial awareness of a ship you are still mentally mapping, while teammates shout coordinates and the hull starts glowing red. Gunner is the safest entry point and the most self-contained role, but even there you are entirely dependent on your Pilot parking the ship in a useful firing arc. A coordinated premade group can produce some of the most focused teamwork moments this side of a Rainbow Six squad. A random lobby with AI backfilling empty crew slots is a much quieter, more forgiving, and ultimately lonelier experience. The customisation depth is real. Hull selection ranges from nimble fast-attack ships to slow broadside bruisers. Weapon loadouts span short-range flamethrowers, long-range hwacha rocket arrays, and targeted mortars that demand crew coordination to land effectively. Each class carries a customised tool belt, and levelling unlocks new abilities that subtly shift how each role plays. The Steam Workshop integration means cosmetic content has been community-driven for years. Visually the steampunk world holds up fine, map variety is solid, and the audio design of drums building as enemy ships close through cloud cover is one of the better ambient tension tricks in the genre. The honest verdict is this: the game is genuinely good when it has players, and it almost never has players anymore. PvE with an AI-backfilled crew gives you something to do solo and the adaptive difficulty keeps it from being trivial, but the faction map and the PvP modes that make Alliance worth the upgrade over the original both require a community that has largely moved on. If you can corral three friends who are willing to commit to a learning curve, this is one of the sharpest crew-coordination shooters ever made at this price point. Going in alone in 2025 means you are mostly fighting the AI and wondering what could have been. Fred, Scout Team

Tags

multiplayerpvponline-pvpcooponline-coopachievementsworkshoptier:sub-5Multi-CrewRole-Based CombatAdaptive AIFaction WarfareMeta MapAirship CombatDead Game WarningPremade Recommended

System Requirements

Minimum

OS
Windows 7 or higher
Memory
3 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
10 GB available space
Graphics
Dedicated graphics card with at least 512MB VRAM (GeForce 240 GT or better)
Processor
Dual-core 2.4GHz (Intel Core 2 Duo E6600 or better)

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Game Info

Developer
Muse Games
Publisher
Muse Games
Release Date
Mar 31, 2017

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