Average Playtime: 4 hours

Karaski: What Goes Up...

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The Glorious Commonwealth’s first Airship has been sabotaged! Uncover what the passengers are hiding and write the grisly conclusion. Open-ended who-done-it mystery where others may suspect YOU if you're not careful! Dziękujemy!


Each suspect has a secret and unique personality you can uncover in a nonlinear manner via dialogue, stealth, breaking into their rooms, or getting them drunk! Customize your playstyle with a number of tools but don't get spotted snooping - others will call you out on it and start suspecting you as well. Who knows, maybe it really was you all along? Multiple endings and solutions can lead to different results.

Who is the saboteur? Who can be saved? Your actions and dialogue define the back story as well as future outcomes. You are the storyteller.

  • Open-ended, Engrossing Story
  • Multiple Endings
  • Complex Characters & Rich Dialogue
  • Social Stealth
  • Nonlinear Exploration
  • Multiple Approaches & Solutions
  • Various Tools to Fit Your Playstyle
  • … Gluten-Free!

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Release date
Unbound Creations LLC
Plug In Digital
Age rating
Not rated

System requirements for PC

  • OS: Windows 7
  • Processor: Intel Duo 2Ghz+
  • Memory: 1 GB RAM
  • Graphics: DirectX 9 Compatible card
  • DirectX: Version 9.0c
  • Storage: 750 MB available space
  • OS: Windows 7
  • Processor: Intel i5
  • Memory: 2 GB RAM
  • Graphics: Geforce GTX 670 or newer
  • DirectX: Version 9.0c
  • Storage: 750 MB available space
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Last Modified: Aug 28, 2019

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Karaski: What Goes Up... reviews and comments

Translated by
Microsoft from Spain
Karaski: What Goes Up... It is an interesting exercise in the field of the Player Agency, or Paquenosentendamos, the ability of the player to alter the story through the design of the game or the gameplay. The "Your choices matter", come on. We embark on an airship, the first to sail the skies, with the misfortune of coinciding with a group of bad people who have decided to sabotage it well sabotage. Among the possible suspects are a commander with an excessive passion for his country and only his country, a doctor belonging to a very religious sect, a rich woman that is dedicated to the railway business, and the designer of the airship in hermit plan. It is up to us to travel the entire ship looking for clues that allow us to discover the interests that each of these characters would have to want this trip to go wrong. The game has a pretty basic stealth system. As Long As We're not in the line of direct view of the vigilantes, they won't catch us. And If we get caught, we can bribe them with money or alcohol. If we don't have any of these, our level of suspicion will increase, so we'll be staring harder when we go through the common areas. Some characters will also react differently to us if we are rebels of life. Clearly it has its inspirations in Deus Ex, and the game offers a very juicy number of alternatives (to be a game with such limited scope). We will unlock, in the order we want, tools that allow us to move more freely: ventilation ducts, closed doors, gear mechanisms... In General the mapping, although it is basic, is very accomplished in this aspect. It Gives the impression that there is always a way to reach our goal, regardless of the approach used. In fact, there is an achievement to pass the game without using a single one of these tools. Another important aspect is the dialogues. As usual, you should have all these characters on our side. It Is easy to completely close any dialogue option with a character if we do not make the ball properly. For example, the ship's commander will refuse to speak to us in detail if we mention that we are from the Commonwealth of duty. We Also have the option of getting the characters drunk to get a little more out of the language. It'S a pretty short game (4 hours if you play it without any haste) and with a replayability component quite a bit higher than expected. Personally I recommend to take a look. It'S a relaxed experience. Yes, offer or bundle. The slogan of the game would come to be "history has holes. It'S up To you To fill them as you like. " In The end, there is no right or wrong way to play Karaski. There is No way to lose, and the story is the one you mount yourself. You Can Collect all the tracks of the game and in the final judgement say "LOL i WAS THE SABOTEUR!", and throw you with the parachute while the airship goes to hell. It'S an option. Isn't that a wonderful thing?
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