Airships

The Shifting Sands DLC's core traversal and mobile-base system, unlocked after the Shipbuilding Technique and a Sobek kill, that turns a fueled, armed, tribesman-crewed ship into a moving home.

The Shifting Sands desert is too large to cross on foot, so the DLC builds its traversal and base systems around the airship. An airship is not just transport; outfitted properly it is a moving base with benches, storage, a respawn point, and guns. It is what makes the desert and its god-bosses approachable. Getting one in the air takes a few prerequisites, and keeping it in the air takes fuel, but once you have a working ship the whole desert region opens up.

Unlocking the airship

You cannot build an airship the moment you arrive in the desert. Two things gate it.

RequirementSource
Shipbuilding TechniqueThe tech tree (hotkey T)
Sobek defeatedThe first real DLC boss, a giant crocodile

You need the Shipbuilding Technique unlocked in the tech tree, and you must first defeat Sobek. Until both are done, the desert stays a foot-and-mask traversal problem, which is exactly what the Celestial Wings are meant to bridge in the meantime.

Building a mobile base

Treat the airship as a base that moves. Fit it out with the same fittings you would put in a fixed home.

  • Crafting benches, so you can build on the move
  • Storage, so you are not flying back to base for materials
  • Sleeping quarters
  • A campfire, which serves as a mobile respawn point

The campfire is the key piece. With it aboard, the ship becomes your respawn, so dying in the deep desert sends you back to the ship rather than across the map. Build the large version when you can, because the room is what lets all of this fit.

Scout ships and Battle Cruisers

Ships come in sizes that work together. You can attach smaller scout ships to a main Battle Cruiser, running the big ship as the home base and the scouts as detachable runabouts for exploring without committing the whole base. This lets you anchor the heavy ship in a safe spot and range out in something lighter.

Arming and crewing

Larger ships can be armed with guns, and those guns are crewed by tribesmen. This is where the colony layer rides along with you: you bring fighters aboard, station them on the weapons, and let them defend the ship while you steer or explore. A well-crewed Battle Cruiser turns desert encounters from a scramble into a managed fight.

Fuel and stranding

Airships run on Power Crystals, and fuel is the constraint that can end a trip badly.

Run out of Power Crystals and the airship strands wherever it stops, taking your mobile base, your storage, and your respawn with it. Carry a fuel reserve before any long desert crossing, because a stranded base in the deep desert is a hard recovery.

Keep a stock of Power Crystals aboard and refuel before you push into unexplored sand. Fuel is the single thing most likely to leave you stuck.

Related: see Shifting Sands gods for the Sobek fight that unlocks shipbuilding, and the Shifting Sands region for the desert the airship was built to cross.