Magehold Fairwinds
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About Magehold Fairwinds
Magehold Fairwinds is an airship adventure set across hand-painted skies. You captain a ship and crew through five acts and nine regions, from smoky river docks, crystal cliffs and beastborn aeries to gnome clock-cities, the lawless Reaches and the noble spires of Crown Peak. At the edge of the chart, the Hush Front is draining the world's magic. Each voyage brings a new chart, crew and fight for survival; you keep your hull repaired, supplies stocked and crew alive, then decide the fate of magic at the end of the map.
Command your airship
Combat unfolds in real time, with the option to pause and issue orders. In a cutaway view, you route magical Flow among the Helm, Drive, Battery Deck, Casting Room and wind shields. You target enemy rooms, fight fires, patch hull breaches and keep the Keel running to stay aloft.
Your arsenal includes elemental batteries, sunlance beams, ballistae, crystal mortars, grapeshot and the void-powered Hush Lens; you can swap guns from storage during a fight. Mages in the Casting Room use five elements to attack enemy systems, repel boarders in your corridors or intercept incoming volleys. You can also deploy repair crabs, ward wisps and Boarding Golems while facing gales, fog banks, hailstorms and multi-ship ambushes. Optional Auto Battle lets the AI handle battles and delves under one of five doctrines—Gunline, Raider, Saboteur, Spellcaster or Bulwark—and you can take command again at any time.
Board and capture enemies
Use a Boarding Harpoon to attach to an enemy ship and send your crew across, or sneak aboard with stealth cloaks, smoke pots and clockwork Brass Weevils that damage systems from within. You can barricade doorways, form shield walls, sabotage an enemy Drive or force a surrender. To repel boarders on your own ship, lock bulkheads, set alarm chimes and send Watch Hounds after them.
A Prison lets you capture defeated enemies alive. You can persuade captives to join your crew, hand outlaws to the law for silver or sell lawful captives to the criminal underground.
Explore the skies
Nine multi-phase boss encounters include the Tallowmere, the Stormmother, the clockwork Orrery, the Pale Regatta and the Cistern at the heart of the Hush. Other threats include skywyrms, storm-rays and crystal leviathans that breathe lightning, frost or fire. The advancing pressure front forces you to choose between stopping at hidden refuges to camp and repair your hull, or challenging elite Pursuers to open sealed regional Vaults, fight their Wardens and awaken a secret boss in the grey.
Some waypoints require you to land. You can take up to four crew members into dungeons such as sunken libraries, ruined academies, ancient vaults and fallen wrecks. There, you explore chamber by chamber by lantern light, scout with clockwork beetles, fight monsters and bound elementals, free captives and carry out the loot you can manage.
Build a crew
Recruit humans, beastborn, gnome tinkers, wild casters and fire-forged emberkin. Each crewmate has a name, a past and a role aboard the ship. Crew members level up, unlock combat tactics, craft and overclock gadgets at the Tinker's Bench, and develop traits shaped by their experiences. They form bonds during long voyages and grieve when a friend dies. A Vitality Chamber can bring fallen crew back; you can also commemorate them on the ship's memorial wall.
Make choices and trade
More than 1,500 hand-crafted event and quest scenes respond to your crew, the rooms you've built and how factions regard you. Carry legal freight or smuggle contraband, evade Excise inspections and follow branching quests across the regions. The Bounty Board offers another way to act: bring outlaws in dead or alive, take a bribe or turn against the faction that hired you.
Configure your ship
You can unlock 11 airships, each with five layouts and a hull-bound Signature passive. Ships range from a smuggler's cutter and gnome tinker barge to a noble mage yacht, the fire-forged Kiln and the storm-chasing Gray Heron. Ship EXP lets you design a starting loadout from the keel up, choosing rooms, weapons, crew, hull paint and figurehead; any unspent budget becomes starting silver.
At the refit yard, you can build, move or remove 22 room types, add specialized armor plating and balance hull weight against lift and fuel. More than 100 fittings, relics and gadgets include ship fittings that can change a voyage, permanent quest Relics, crew-worn devices and clockwork constructs that can be combined into synergies.
Voyages and progression
The game offers seeded voyages, the Daily Charter, Custom Voyages, Free Trade, an optional Non-Ending Voyage mode with a checkpoint reset if your ship is lost, and post-victory Endless Mode in Hard or Relaxed settings. Five difficulty settings range from Tailwinds to Headwinds, with 15 levels of Brand Marks for veteran captains.
There are three campaign endings: give the void's power to your patron, claim it to rule the skies, or shatter the Hush's heart and restore magic to the world. An in-game Ledger tracks over 200 feats that unlock ships, layouts, rooms, lineages and captain origins; the game also has 102 Steam achievements.
Frequently asked questions
The best price for Magehold Fairwinds is $7.99 at Steam. It is the only shop with an offer that activates in your country.
The minimum requirements for Magehold Fairwinds are: Windows 10, Intel HD Graphics 520, 4 GB RAM, 1 GB storage. It also runs on macOS. The recommended specs are in the System requirements section.
No. Magehold Fairwinds is a single-player game.
Yes. Magehold Fairwinds is the full base game. You need nothing else to play it.
Steam lets publishers create keys to sell in other shops. Once you activate a key, the game is yours to keep, just like a store purchase.
Disclaimer: CD keys have an inherent 1–2% average failure rate. Check the shop terms for buyer protection info. Steam offers no buyer protection for keys bought in other shops and doesn't refund them.











