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The Last Zeppelin: Innopede on Airship Combat, Reptilian Enemies and Returning to Games

Official promotional artwork for The Last Zeppelin featuring a zeppelin, aircraft and a flying creature
COLOURED STATIC PRESS · EXCLUSIVE DEVELOPER INTERVIEW

The Last Zeppelin: a return to the skies

A secret airship, a parallel 1928 and an independent developer returning to a lifelong fascination with Zeppelins. We spoke to Innopede about the unusual ideas powering this arcade adventure.

The Last Zeppelin official key artwork
Official artwork supplied by Innopede.

When battleships took to the sky

The Last Zeppelin began not with an airship but with an experiment in First World War dreadnought combat. As Innopede tested movement, the idea shifted from enormous ships at sea to equally imposing vessels in the air. That change gave the project its identity.

“I’ve always been a big fan of these giant, majestic airships.”Innopede

A 1928 that never was

The game’s setting imagines the crew of the experimental German Zeppelin LZ-128 stranded in a parallel dimension after a zero-drive malfunction. In this alternate history, a reptilian civilisation has seized power and enslaved humanity. The backdrop gives its aerial battles an unexpectedly strange science-fiction edge.

Making an airship feel like an airship

Innopede deliberately designed the Zeppelin to respond slowly to steering and acceleration. It isn’t meant to handle like a fighter aircraft. That distinction stood out in our own time with the demo: we enjoyed the authentic-feeling controls, the useful radar and the measured way the challenge increased.

“I think we managed to capture that ‘Zeppelin feel’ quite well.”Innopede

The Last Zeppelin top-down combat over islands
Top-down airship combat in The Last Zeppelin.

Enemies beyond conventional aviation

The opposition includes aircraft and more surprising threats. Innopede describes two armed varieties of flying pterosaur, one carrying a machine gun and another deploying mines, alongside a flying saucer equipped with a laser. The developer also cites the challenge of balancing difficulty and combining a retro sensibility with an approachable arcade style.

Making games for the joy of it

Having worked on Zeppelin: Giants of the Sky in 1994 before spending decades away from game development, Innopede’s return gives this project a personal dimension. But the result is more than a nostalgic callback: it’s an eccentric action game with a distinct sense of scale, character and humour.

Read our hands-on first look or listen to the official prequel audiobook.

Read the complete developer interview · 13 questions and answers ▾

1. What originally inspired The Last Zeppelin?

Innopede: I first had the idea of developing a game with First World War dreadnought battleships and started some tests with movement. Then suddenly the idea came: why not do this with Zeppelins? I really liked the movement of the Zeppelin on screen.

I’ve always been a big fan of these giant, majestic airships. I developed the MS-DOS and Commodore Amiga game Zeppelin: Giants of the Sky in 1994 for Ikarion, published in the US by MicroProse. So I thought I’d do something with Zeppelins again.

2. How would you describe the world and its underlying story?

Innopede: The year is 1928, but not the one you know. The crew of the LZ-128, a top-secret German Zeppelin, had a malfunction in their experimental zero-drive engine and became trapped in a parallel dimension where a reptile master race took power during the First World War and enslaved humanity.

The reptiles wanted to use the rift between dimensions to conquer our timeline, but the crew sealed it by detonating a zero-point charge. Now they are trapped in a hostile universe. You are the last Zeppelin.

The reptiles use First World War-style biplanes, fighters and uniforms, alongside flying pterosaurs, jet fighters, war Zeppelins and flying saucers acquired from other parallel dimensions. The prequel story is available as a free audiobook on YouTube and briefly in the game.

The Last Zeppelin top-down combat over islands
Top-down airship combat in The Last Zeppelin.

3. What makes controlling the Zeppelin different from flying a conventional aircraft?

Innopede: Because the Zeppelin is so enormous, it reacts more slowly and sluggishly to steering and acceleration. That makes flying it feel different from other top-down shooters. I think we managed to capture that ‘Zeppelin feel’ quite well. The same goes for the big gun turrets.

The reptilian war Zeppelins move differently, with blue thrusters, a little like the new Tesla Roadster.

4. How important is tactical decision-making and managing resources during combat?

In the response provided, Innopede refers to managing encounters with enemy ships and collecting special zero-energy capsules drifting in the sky, as well as finding energy capsules during bonus missions in a reptilian fortress-tower. Part of the original answer was cut off, so this is a summary rather than a complete quotation.

The Last Zeppelin game controls and unit information
The game’s controls and unit information.

5. How did you create enemies that feel different to fight?

Innopede: I experimented with different planes, how they look, and different strengths and weapons. For example, there are two kinds of flying pterosaurs: one with a machine gun on top, and another with flying mines. The flying saucer uses a laser, of course.

6. How did you settle on the game’s visual direction?

Innopede describes aiming for warm artwork and music inspired by the 1920s and 1930s, combined with a classic arcade look and a casual, approachable experience. The developer also mentions an Easter egg inspired by the eight-bit game Rescue on Fractalus!, where an alien bangs on a spaceship window. Part of the original response was cut off, so these details are paraphrased.

7. How important is the wider narrative?

Innopede points to the free audio prequel and narrative elements encountered during bonus missions inside the reptilian fortress. The developer suggests that the crew’s chances of returning to their original timeline remain bleak as enemies grow stronger with each level. Part of the original answer was cut off, so this is a summary.

The Last Zeppelin cockpit-inspired menu
The cockpit-inspired game menu.

8. What has been the biggest technical challenge?

Innopede: It’s always a challenge to make a game playable for everyone, so it isn’t too difficult at the beginning or too easy. Finding the right balance while still reflecting the casual-game aspect was difficult. So was making the game look retro without going completely pixel art. I also experimented a lot with enemy movements and reactions.

9. What turned out to be surprisingly difficult?

Innopede: In the bonus missions there are ten rooms with secrets behind each door: keys, gold, a lock, a reptile on a toilet, and more. There was a bug when distributing these items. I searched for days and it turned out to be a copy-and-paste error.

I also had an idea for a giant Tyrannosaurus rex walking on the ground that you would need to fight. I made some animations, but because the Zeppelin is higher in the air, it didn’t really make sense, so I dropped it.

10. What has been your proudest moment?

Innopede: Seeing people have fun playing it, our testers, and the feeling you get when playing with the retro atmosphere created by the graphics and movement. Especially that I have so much fun playing it myself.

11. Has player feedback influenced the game?

Innopede: I received feedback from testers about the difficulty level and adjusted it. I can’t remember when I came up with the idea of the bonus mission in the castle. I made a few sketches and sent them to friends and testers, asking whether they’d include the idea. The answer was really clear: yes, it needs to be there. So I added it.

The Last Zeppelin encounter with an enemy aircraft
Enemy encounters are designed around different weapons and behaviours.

12. What’s next for The Last Zeppelin?

Innopede: We’ve released the first demo, with only the first three levels. The final release is planned for November or December this year, with additional enemies including pterosaurs, war Zeppelins and flying saucers, plus a special reptilian fortress. Each level will get harder with more and stronger enemies.

The final release will also include Steam leaderboards for levels and scores, and Steam achievements. The game is intended to be a casual title offering quick, entertaining fun, something you can jump into again and again like an arcade game, without a significant learning curve.

13. What advice would you give another independent developer?

Innopede: Just do it. Make the games you want to play and have fun. And it is never too late to start. I took a break of over 30 years and then started again with game development last year.

Editorial note: The original submitted answers to questions 4, 6 and 7 were incomplete. These are clearly labelled as summaries below, not verbatim responses. Other answers were lightly edited for readability.


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