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Lost & Altered – Anniversary Update Patch Notes

[p][/p][p]This isn’t just our 6th major update since we launched, it’s our 1-year anniversary celebration in Early Access; and is our BIGGEST one yet! We can’t wait for you to jump in.[/p][p]We would love to know what you think, and will be monitoring feedback in the coming weeks to ensure these latest additions are working properly.[/p][p][/p][p]Note: ⭐️ indicates changes inspired by community feedback![/p][p][/p][h2]Important changes[/h2]
  • [p]The new Lost Archipelago biome which includes:
    - A new Quest which will reveal some mysteries of the Vortex's past and introduce you to new characters…
    - A new Boss: the Broken Banger.
    - A bestiary of 10 new enemies (Blob, Golem Whip, Jaw, Baby Jaw, Laser Dog, Raptor Melee, Raptor Ranged, Tooth Beast, Baby Tooth Beast and Cavern) and 10 variants.[/p]
  • [p]4 new melee Weapons(all to be found in the Lost Archipelago):
    - Golem Flail: its hits have a chance to Overwhelm
    - Crocojaws: its hits activates Brutality
    - Spinalsword: it changes when someone near dies…
    - Worm Clawsdeals Corrosive damageTo get those you'll need to perform a new action.[/p]
  • [p]2 new Trinkets:
    - Fireworks: which flies in the air and stuns enemies around you (to be found in the Rat Village)
    - Smokey Dokey: which creates an AOE that makes most of the enemies' attacks miss you (to be found in the Lost Archipelago)[/p]
  • [p]4 new Gifts that will only drop in some new Secret areas:
    - Full Blast: Blasts change shape and hit in all directions around the target.
    - Echoing Effects: Shattering Freeze, triggering a Mark and Rush hits apply Echo (125%).
    - Countless Scythe: You can have 12 more Scythes at the same time.
    - Blood Gush: Bleed can be triggered 9 more times per second.[/p]
  • [p]⭐️ Alterattack Update: We've implemented significant changes to offer players greater depth, more strategic choices, and encourage the more aggressive playstyles (no more alter spam). Please take a look at the dedicated section for more details.[/p]
  • [p]⭐️ Magifish Update: Magifishes recharge in a different way and can be enhanced with an Alterattack signal. Please take a look at the dedicated section for more details.[/p]
  • [p]⭐️ New Expedition Recap Screen: You can now see all stats and information about your Expedition when it ends [/p]
  • [p]⭐️ New Backpack feature: Added a new Upgrade to Eperin that can store one of your equipments for later use during your Expeditions [/p]
  • [p]⭐️ New Killstreak Chest: You can open it by killing several foes in a row without being hit. You can switch that trial for the Timed Chest at the Ark (go the panel in front of the cannon).[/p]
  • [p]⭐️ New Equipment Box upgrade: Get the new Upgrade from Eperin, visit the new chest and purchase a Weapon or Trinket to take with you on your next Expedition.[/p]
  • [p]⭐️ 5 new Affixes are now available, with effects that enhance the Alterattack damage or grant Brutality, Echo, and even Overwhelm effects.[/p][p]⭐️ 7 new Rare Affixes: this new kind of Affixes have a smaller chance of appearing but give stronger effects.
    Yes, there is a rare Size+% affix among them![/p]
  • [p]New combat arenas and events. 70 new common islands to be found il all biomes. And a dozen of new biome-specific islands in the Golem Gardens and the Factory.[/p]
  • [p]NPCs: They can now propose several talking/interaction options.[/p]
  • [p]Updated Early Game Tutorials: A mysterious little girl will now assist you against the Headbanger until you kill it for the first time… [/p]
  • [p]New Cinematics for Boss fights and for NPCs' unlocks[/p]
  • [p]⭐️ New Traditional Chinese localization[/p]
  • [p]4 new Achievements![/p]
  • [p]Optimization: Upgraded game and rendering engines to the latest versions to improve stability and prepare the game for future updates[/p][p][/p]
[h2]Alterattack Update[/h2]
  • [p]⭐️ Damage Bonus Calculation:
    - The bonus now scales with the number of successful hits on a target
    - Manage your hits well and you'll deal more damage than before
    - If you miss entirely, the bonus is zero
    - This change encourages aggressive, high-risk playstyles
    - Tip: You can check how hits are counted via a new colored bar in the Weapon's button displayed in your Player HUD[/p]
  • [p]⭐️ Chaining Changes:
    - Validating an Alterattack now ends the cycle. So to reach a Super Alterattack, avoid validating the base one; for Ultra, avoid validating both the base and the Super one ("Chained" are now individually called "Super" and "Ultra" Alterattacks).
    - When you reach your maximum chain (either Super or Ultra depending on your progress in the game), not validating it directly will not end the circle. You can now keep combo-ing to get a better moment to unleash it.
    - Their damage bonuses are now significantly higher (they multiply instead of just adding)
    - This rewards players who commit to long, risky chains and avoid getting hit (the chain also ends if you're hit)
    - Also, waiting just a bit after the signal and switching Weapons won't break the Chaining anymore - Note: Chained Alterattacks still receive a base bonus even if no hits landed
    - Tip: the bar's color in the Player HUD reflects the progression in the chaining[/p]
  • [p]⭐️ Weapons Changes:
    - All weapons' base damage bonuses have been updated. The more risk required to trigger an Alterattack, the higher the bonus. For example, slow melee weapons now grant higher bonuses than ranged ones.
    - Boomerang / Ninja Stars / Sharp Sisters: their Alterattacks now have more i-frames
    - Boomerang: when its comes back automatically, you can trigger the other's weapon Alterattack even if you were already mashing the input
    - Charged Blade: can now ignite an Alterattack during non-held combos (with reduced bonus)
    - Katars: its combo hits 2 times when you are infusing Bleed (e.g. after its Alterattack)
    - Shield:
    - The number of rotating shields from Alterattacks now increase if it is a Super or Ultra one
    - The Alterattack rotating shields briefly stun enemies when hit
    - Guarded Hits can now trigger Alterattacks (with half the bonus of a parried one)
    - When you Parry, the Alterattack opportunity is now triggered when you hit (and not directly when the movement starts)[/p]
  • [p]⭐️ Gifts Changes:
    - They have been updated to be compatible with the logic changes, and some have been rebalanced
    - Brutal Alterattacks: is now called Aggressive Alterattacks. Value changed to x1.5 (from x1.75)
    - Advanced Alterattacks: changed to "Your Alterattacks are always chained with bonuses x0.6."
    - Super Alterattacks: is now called Megalterattacks. Value changed to x1.25 (from x1.5)
    - Double Alterattack: changed to "Triggers another Alterattack after the 1st one, with a bonus x0.5." (will now re-trigger the previous Chaining level)
    - Alter Mark and other effects triggering an automatic Alterattack give the bonus as if all hits were successful. To compensate, their cooldown has been increased [/p]
  • [p]⭐️ Misc:
    - Hitting an enemy who is unaware of your presence will not be heavily punished with damage reduction anymore
    - The signal of the Ultra Alterattack is usable for a bit longer than the previous ones (1s instead of 0.66s)[/p]
[p] [/p][h2]Magifish Update[/h2]
  • [p]They are recharged by time. [/p]
  • [p]⭐️ You are briefly invincible when you launch a Magifish [/p]
  • [p]⭐️ BUT unleashing it while Alterattack signal is active will increase their duration and reduce the cooldown (depending on the Alterattack Chaining)[/p]
[p][/p][h2]Balancing[/h2]
  • [p]Rope: is now unlocked inside the new biome. Previous saves will need to unlock it again.[/p]
  • [p]Memory Link (previously refered as Player Remains): Is now an unlocked with Eperin[/p]
  • [p]⭐️ Weapons: a lot of their attacks can now be interrupted way earlier by dashing [/p]
  • [p]⭐️ Melee Weapons:
    - Improved the targeting of their combo attacks, making it especially more accurate when attacking between dashes
    - Combo movements enhanced on Elder Sword, Eye Blade, Charged Blade, Goo Brush, Heavy Blade, Katars and Umbrella.[/p]
  • [p]⭐️ Ranged Weapons: hamonized their interruption timings [/p]
  • [p]⭐️ Weapons: Telepike: Held attack has no cooldown anymore but now has a longer recovery after the teleportation[/p]
  • [p]⭐️ Trinkets: Chrono Catch: Duration is now 4.5s and speed is now reduced by 25% (were 6s and 30% respectively)[/p]
  • [p]Trinkets: Frost Nova: Initial damage no longer shatters Freeze if used with Echo[/p]
  • [p]⭐️ Gifts: Blast: Improved behaviour with Sharp Sisters' Alterattack[/p]
  • [p]⭐️ Affixes: The values of "Attack speed + / Total damage -" and "Total damage + / Attack speed -" have been rebalanced[/p]
  • [p]⭐️ Economy: The Gift Slots now have a higher chance of appearing in the Shops [/p]
  • [p]Enemies: Some enemy AOE attacks can now injure other enemies (and not just players).[/p]
  • [p]Infected Tribomber Boss: Has new attacks! And several previous attacks have been updated.[/p]
  • [p]Memoreaper Boss: fast 180 degrees sword attack is much slower [/p]
  • [p]Naveless Brothers Boss: between each fight you have 10 seconds to pick another opponent, otherwise one will break free from his incubator automatically[/p]
  • [p]⭐️ Elites: Delayed some traits activation by 1s after the elite is spawned[/p]
  • [p]Elite Traits:
    - Fire AOEs: size reduced in Cataclysmic
    - Rotating lasers: are now toggled on/off every 5 seconds. When there is 2, the second is placed on the enemy's back. In Cataclysmic there are now 3 lasers.[/p]
  • [p]Enemies: Ark's Dummy: Now deals damage when attacking you[/p]
  • [p]Enemies: Bunker: The Bunker enemy in Factory has been updated with a new small jump ability to help it close the distance and maintain pressure on players. [/p]
  • [p]⭐️ Enemies: Gundog Alpha: New Flamethrower attack[/p]
  • [p]Enemies: Sentinel: AOE attack updated[/p]
  • [p]Co-op: Revenge: We don't push enemies when entering the Revenge anymore[/p]
  • [p]Co-op: Timed Chest: Can be activated again in co-op[/p]
  • [p]Co-op: Trial Chests: Rewards in those chests are now exclusive to the player who opened it[/p][p][/p]
[h2]QoL[/h2]
  • [p]Ark / Training Racks: The 3 training racks have been merged into one, and have been moved to the other side of the central island in the Ark. The weapon training upgrade now needs to be bought first before accessing the 2 others.[/p]
  • [p]Trinkets / Magifishes: when the cooldown is still active, trying to launch it will display the remaining duration above your head[/p]
  • [p]⭐️ Gears & Gifts UIs: Those interfaces now features icons to show what is considered melee or ranged [/p]
  • [p]HUD:
    - Updated placement of several counters and indicators.
    - Moved Brutality feedbacks from above the player to near the Health bar.
    - Added new feedbacks near the Health bar for Infusions and Lifesteal effects. [/p]
  • [p]⭐️ UI: Tooltips: The last description mode chosen (simple, detailed etc.) is now saved and applied on all relevant interfaces[/p]
  • [p]Inventory / Objectives: When you close the inventory, the displayed objective will fade out with it [/p]
  • [p]⭐️ Options: New music damping setting[/p]
  • [p]⭐️ Options: The "No Flashes" option now removes flashes of lights from the fireworks in Rat Village and from the Fireworks trinket[/p]
  • [p]Options: You can now force to show the killstreak counter on your HUD [/p]
  • [p]⭐️ Options: you can toggle the HUD's display of your current run timer. This timer is also no longer paused if you backtrack after defeating a Boss.[/p]
  • [p]⭐️ Factory Ziplines: The dash cooldown is now ignored when you use them to make the movement more seamless.[/p]
  • [p]Tutorials: updated the Alterattack and Crystallize unlock zones, that were sometimes difficult to understand. They now contain statues that are connected to the doors: destroying them to open it. [/p]
  • [p]⭐️ Crystallize: silly damage numbers are not shown anymore [/p]
  • [p]⭐️ Save Manager: Play time is easier to read [/p][p] [/p]
[h2]Bugfixes[/h2]
  • [p]Dash: fixed being hit even if you dashed at the same exact frame an nothing was preventing you to do it [/p]
  • [p]Melee Attacks: fixed an issue where some circular melee attacks would fail to hit targets that were too close to the attacker[/p]
  • [p]⭐️ Crystallize: Fixed trying to perform a Crystallize on an enemy who already disappeared, leading to a teleportation[/p]
  • [p]⭐️ Weapons: Katars: Fixed always being able to crit with the "Next hit critical after held attack" affix after triggering it once[/p]
  • [p]⭐️ Weapons: Fishing Rod: Fixed enemies rarely not dying when being dropped off with the fishing rod[/p]
  • [p]⭐️ Weapons: Shield:
    - Fixed blood impacts being incoherent (blocking not having blood vfx, parrying spreading some)
    -
    Fixed some deflected projectiles with the shield not having their damages scaled
    - Fixed being hit while rotating shields from the Alterattack should protect you
    - Fixed not being able to launch the next chained Alterattack when parrying
    - Fixed hearing "hit" SFXs during the Alterattack
    - Fixed proposing the "Alterattack Damage+ affix" to this weapon[/p]
  • [p]⭐️ Trinkets: Chrono Catch & Ice Bomb can now be applied ontop of eachother without issue[/p]
  • [p]⭐️ Gifts: Boost Stock: Fixed the bonus Boost sometimes not appearing in Endless Mode[/p]
  • [p]⭐️ Gifts: Merged Scythe: Behaviour is more robust now[/p]
  • [p]⭐️ Gifts: Unstable: Fixed the Unstable Gift's VFX sometimes not playing completely[/p]
  • [p]⭐️ Affixes: Fixed incompatibilities sometimes ignored when upgrading gear[/p]
  • [p]⭐️ Enemies: Fixed Ant Mother's egg being able to spawn outside of terrain[/p]
  • [p]⭐️ Memoreaper Boss: Healers cannot be spawned outside of the arena anymore[/p]
  • [p]⭐️ Stagger: Fixed enemy sometimes staying in the air if staggered mid-flight [/p]
  • [p]⭐️ Elites: Fixed having their effects damaging players on the first frame of activation[/p]
  • [p]⭐️ Game Difficulties: the starting Fish Knife now properly gains additional gear level linked to a Game Difficulty[/p]
  • [p]⭐️ Biome Extra Reward: Prevented locked biomes from getting the bonus until they are unlocked[/p]
  • [p]⭐️ Arena: Fixed pressure plates still being visible after an arena's activation if the linked player(s) was dead during it[/p]
  • [p]⭐️ Arena: Fixed pressure plates sometimes still being up after entering an arena [/p]
  • [p]Loots / Challenges: Fixed having interactable loots in the middle of a challenge fight (they are now delayed properly)[/p]
  • [p]⭐️ Loot: Improved loot positioning so they overlap less frequently[/p]
  • [p]⭐️ LD: Ark: Prevented players from being stuck on an island[/p]
  • [p]⭐️ LD: Reward icons above doors are now correctly hidden before their setup[/p]
  • [p]⭐️ Zipline: Fixed being able to drop items while on a zipline, which created issues[/p]
  • [p]⭐️ Tutorials: Tutorials will be resumed after loading a save if left unfinished[/p]
  • [p]⭐️ VFXs: Fixed slashes drawing shadows on the ground[/p]
  • [p]⭐️ UI: FREND-4V3R: Fixed menu being hard to use with scrollwheel[/p]
  • [p]⭐️ UI: Heal Flask: Fixed the heal AOE marker still being visible even though the flask VFX on the ground isn't there anymore[/p]
  • [p]⭐️ UI: Shop: Fixed toggle tooltip label on shop items' descriptions not updating to reflect the current toggle action[/p]
  • [p]UI / RTCs: Fixed showing the Boss HUD briefly before the fight intro cinematic [/p]
  • [p]Visuals: the sea of cloud beneath the islands is now rendered properly again [/p]
  • [p]⭐️ Under the hood errors:
    - Fixed error when parrying a non-character's attack like a mine[/p]
  • [p]⭐️ Endless:
    - Fixed bosses spawning without being at max HP when in higher loops
    - Fixed showing wrong lower prices for gates in endless[/p]
  • [p]⭐️ Co-op: Crash: Fixed crashes happening when interacting with the UI[/p]
[p][/p][h2]Optimization[/h2]
  • [p]Optimized several aspects of the rendering to enhance the performances[/p]

Lost & Altered – Anniversary Update & Roadmap!

[p][/p]
Hey there Leapers!
[p]
[/p][h2]The Windblown Lost & Altered Update is Out Now![/h2][p]
This isn’t just our 6th major update since we launched, it’s our 1-year anniversary celebration in Early Access; and is our BIGGEST one yet! We can’t wait for you to jump in.[/p][p][/p][p]Check out the Community run down below! 👇[/p]

[previewyoutube][/previewyoutube]

[p] [/p][h2]New Biome & Quest[/h2][p]
Step into the Lost Archipelago. A brand new biome littered with the shattered remains of a long lost Ark... Wait. What!?

Much like the Sanctuary Biome you'll embark on a short quest to gain access, which will be a new choice when you beat the first Biome on a run. A new environment means a new boss and enemies though - you'll encounter hulking dino-like monstrosities, along with mutated Golems and a boss that will really put you to the test.

Much like our Sanctuary Update, the addition of our new Biome comes with a brand new NPC and quest, along with some additional story content. This new content helps to paint a larger picture of Windblown's world and backstory, along with what the hell has happened in the Lost Archipelago.

[/p][h2]New Weapons[/h2][p]
We've added 4 new melee weapons to the game to help you turn things up to 11! Each of which help round out different playstyles, like fast and nimble vs heavy and slow.[/p][p]Check out the Golem Flail, Crocojaws, Spinalsword, and Worm Claws. Which all come with their own move-sets and Alterattacks. You'll notice that most of these new weapons are inspired by the denizens of the Archipelago - pretty neat, huh?

[/p][p][/p][h2]New Trinkets[/h2][p]Also joining your arsenal are two new trinkets. The Smokey Dokey drops a pool of smoke on the ground, making it harder for enemies to hit you. While the Fireworks let off a cluster of explosions to stun and disorient enemies, giving you a chance to strike back!

[/p][p][/p][h2]New Gifts[/h2][p]
A new update wouldn't be complete without some new Gifts joining the fray! You'll find four new additions like Full Blast, Echoing Effects, Countless Scythe, and Blood Gush! You can check out their full effects in the Patch Notes section below.

[/p][h2]Alterattack Update[/h2][p]
We've changed how they charge, upgrade, and reset. All of which aim to make the mechanic more strategic and impactful. Promoting aggressive playstyles. Basically, Alterattacks can now hit WAY harder, but they require charging to reach their full potential. Chain multiple hits and charges together to unleash some serious damage on enemies.

Pluuuuuus, you'll also now find that Magifishes are tied to the Alterattack system. You can still launch them off whenever they're ready, but you can increase their duration while reducing their cooldown if you activate them with an Alterattack signal.

[/p][p][/p]
Recap Screen
[p]
A huuuuuge ask from the community was to add in a recap screen when you finish a run. This new stat screen does exactly that, letting you see things like damage dealt, enemies killed, which build you had and more!

[/p][p][/p][h2]Trial Chests[/h2][p]
We've added in a new Killstreak Chest, which is unlocked by killing a certain amount of enemies without being hit yourself. This gives players a new way of tackling the Vortex, and rewards patient, methodical gameplay. Don't worry though, you can still pick the Timed Chest if you just have the NEED FOR SPEED! Just head over to the difficulty board to the left of the Cannon to pick the Chest type you'd like.

[/p][p][/p][h2]Eperin Upgrades[/h2][p]
Eperin now has a few more upgrades to expand your gameplay. The Backpack lets you store a Weapon or Trinket for later, allowing you to bank an item that may become useful down the road, or if you think you may switch builds mid way through a run.

The Equipment Box lets you spend some of those resources you've got a tonne of, buying weapons and trinkets ahead of a run so you can get the start you'd like! [/p][p][/p][h2]New Affixes[/h2][p]Seeing as we've added some new weapons, why wouldn't we add in additional affixes?! Some of which are rare and really bring the pain! Spoiler alert, turns out weapons CAN be bigger... [/p][p][/p][h2]Loads more[/h2][p]We've also added new arenas to biomes, events for you to encounter, new cinematics before and after bosses, along with the introduction of a mysterious girl who will aid you on your runs (You know, until you can prove that you've got the hang of things). Plus, we deployed a game engine upgrade to improve player experience, coupled with plenty of optimizations and improvements… oh and also the game is now localized in Traditional Chinese![/p]

Patch Notes


You can find the full patch notes right here!

https://store.steampowered.com/news/app/1911610/view/529860817260120292

One Year Later: A Message to Our Leapers


One year of Early Access. Wow. When we first launched, we gave you the keys to our crazy, fast-paced world, and you didn’t just play in it – you helped us build it.

Every piece of feedback on the forums, every brilliant suggestion on Discord, and every wild bug report has genuinely shaped what Windblown is today. From the bottom of our hearts, thank you for being our partners on this journey—your support is what will carry us all the way to 1.0.

It’s been a wild ride so far, but the journey is far from over. To mark this first major milestone on the road to launch, we wanted to take a look back at how far we’ve all come together. Check out the recap video below!

[previewyoutube][/previewyoutube]

[p][/p][p][/p]
ROAD MAP!?
[p] [/p][p]

[p]That's right, we've got a BUNCH of stuff planned throughout 2026, culminating in the launch of version 1.0! If you're thinking of jumping on this whirlwind of a journey with us, now's the time.
[/p][p][/p][h2]La Motion Week[/h2][p]

Finally, you may remember last year that we ran a Steam event called La Motion Week. Well, it's back for round 2! You can grab Windblown and Dead Cells together, while celebrating our Lost & Altered update, plus some AWESOME new Dead Cells stuff (coming soon!!).[/p][p][/p][p]

Check it out 👇[/p][p][dynamiclink][/dynamiclink]

[/p][p][/p][p]And that's it! It's been an insane 12 months for the team, and we're so thankful for everyone who has joined us on this journey. There's still so much to come, and we hope you'll all come along for the ride as we head towards Windblown's 1.0 in 2026.[/p][p]Cheers![/p][p]-MT [/p][p][/p][h2]Windblown Available Now[/h2][p][dynamiclink][/dynamiclink][/p][p][/p]

Dead Cells dev's new roguelike Windblown was "too punishing," but it doesn't regret its "extreme" approach

How do you follow up the perfect game? Dead Cells has 97% positive feedback, and as the first major (read: Steam) release for developer Motion Twin, the ten million copies sold allowed the studio complete freedom of what to do next. While many wanted Dead Cells 2, or even just the rest of the planned Dead Cells content roadmap that sister studio Evil Empire had promised, Motion Twin had other plans. Windblown is an evolution of its roguelike formula, and even follows Dead Cells' early access development path. But the developer believes it may have come out of the gates a little strong when it released last year.


Read the rest of the story...


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Windblown | Alterattack Update Beta

Hey Leapers!


So it's been a little while... 👀

We're back today with some awesome news though! We just deployed the brand new Open Beta build for our upcoming Alterattack Update.

In this new update you'll find a bunch of new additions to the game, most notably the updates name sake, the Alterattack. Let's check it out!

  • Alterattack Update: We've changed how they charge, upgrade, and reset. All of which aim to make the mechanic more strategic and impactful. Promoting aggressive playstyles.
  • Magifish Update: These now trigger with the Alterattack signal, having their durations increased with each stage.
  • New Expedition Recap Screen: See useful data like damage dealt, where that damage came from, the build you had and much more.
  • New Eperin Upgrades: Three new purchasable upgrades - Equipment Chest, Killstreak Chests, and the Backpack.
  • 5 New Affixes: with effects that enchance Alterattack damage or grant Brutality, Echo, and even Overwhelm effects


We can't wait to hear what you think of these new changes, and how they impact your experience with the game!

Fire any feedback to us via the Steam Forums, or in our Discord!

[h3]How to access the beta[/h3]
  • Go to your Steam game library.
  • Right click on Windblown and click "properties".
  • Select the tab "Betas".
  • In the first dropdown box select "public_beta"
  • Click close and wait for the update to finish downloading.


[h2]🚨Remember - This is a BETA version of the game, meaning you may encounter bugs. Make sure to duplicate your save before jumping in. That way you can revert back to the Default Branch whenever you'd like without locking yourself to the new version before its release🚨[/h2]

Windblown | The Gift Update Out Now!

Hey Leapers


The Windblown Gift Update is OUT NOW!

This latest update has been a lot of work, and we're so happy to get these reworks into players hands. Gifts are a huge part of Windblown, and are responsible for shaping the INSANE builds you create during a run.

[h3]There are a couple more additions coming in this patch too, so check out our latest update trailer below![/h3]

[previewyoutube][/previewyoutube]

New Additions


[h2]New Gifts[/h2]

We're adding some awesome new Gifts to the game! 17 in fact! With some being brand new effects altogether! Corrosion and Overwhelm are making their way into the Vortex and offer some super fun new ways to bring down unsuspecting Golems!

We're also adding a bunch of new options to things like Blast, Bleed, Echo, and more. Meaning you have even more freedom when it comes to builds.

You can find the full breakdown of new additions in the patch notes below 👇



[h2]Reworked Gifts[/h2]

This is a big one... We took the time to look at EVERY SINGLE Gift in the game, applying tweaks, changes, or in some cases reworking them altogether. With Gifts being such a big part of Windblown, it's super important that players are having a blast with the builds they make!

The applied changes also ensure that Gifts scale smoothly through your runs and into Endless Mode, making you more powerful than ever before!

[h2]Hexes[/h2]

Hexes have received a boost too, with 16 new ones arriving in this update! You'll find reworked and upgraded options to existing Hexes, with new additions that will make some builds even more insane (spoiler alert: DoT builds just got serious... 👀).

We've also moved Hexes onto their own Inventory slot, meaning they no longer share capacity with their non-hexed counterparts. This should allow you to not only push your builds further, but not have to sacrifice a key Gift for your build because you have a Hex in play too.



[h2]New Weapons[/h2]

With most Windblown patches, we introduce new weapons too! And this time is no different! We're adding TWO brand new weapons to the game, one of which might look familiar!

  • Impactone - A slow swinging, long reaching weapon which may look familiar to players who have ventured into the Sanctuary Biome. It's Alterattack launches two sweeping lasers which collide in the middle, devastating anything caught in their path.
  • Jar - The Jar uses the Shells you collect as ammunition, increasing in damage for every shot you fire in a chain. If you run out of Shells, you'll fire small rocks instead. Not as impactful, but they still hurt! The Alterattack fires a huge Shell which explodes on impact, firing out smaller projectiles that bounce and launch even more.


Bonus Update - The Shield has received an update! It now absorbs way more incoming damage and its parry attack deals more. The Alterattack’s ethereal shields now protect you from a hit, making it a fully defensive move. Check out the full update in the patch notes at the end of this post! 👇




[h2]Inventory Items[/h2]

Finally, we've added important items to players Inventories. This allows you to see what items or upgrades you may have picked up during your time in Windblown e.g. Banger Pulsor.



That's all for this update! We want to thank everyone again for taking the time to play Windblown! We hope this overhaul of the Gift system brings even more chaos to your runs, with plenty of flexibility and freedom to make the build of your dreams!

Until next time!

-MT

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Fan Art


[h3]Nexaarin[/h3]


Patch Notes


🚀 New version deployed 0.6.0 (6a0bbab5)


[h2]Important changes[/h2]
  • 17 new Gifts
  • 16 new Hexes
  • New weapons: Impactone (to be found in Sanctuary) & Jar (to be found on "Big Jar" variant)
  • ⭐️ Gifts have been updated, rebalanced, removed, clarified or merged following player feedbacks. This update focuses on improving the current base, and we will add more Gift-related content in future updates.
  • ⭐️ Many effects that had fixed values now scale with your progression in the expedition, and at higher difficulties. Gifts with the "Auto scaling" icon now scale with the amount of Bosses killed.
  • Hexed Gifts have been renamed to Hexes
  • ⭐️ Hexes: now have dedicated slots and unlock through the loyalty program of Frend.
  • ⭐️ Co-op / Gift Slots: Gift slots that spawn as a door reward can now be used by every team member (instead of just one). To compensate, they are now less frequent in multiplayer.
  • ⭐️ Inventory Items: all the important objects collected during your adventure are now visible in your Inventory
  • Introducing Total damage. These damage bonuses are applied last, scale better and can lead to explosive results. Damage calculation is done this way:
    Base x (Sum of Standard damage bonuses) x (Sum of Total damage bonuses).
  • Enemies: Headbanger's pillars can now appear in the Factory


[h2]QoL[/h2]
  • Memory Deck: Memories that have not been discovered in your expeditions will now be obfuscated to avoid spoilers.
  • ⭐️ Single Player / Inventory: opening it now pauses the game.
  • ⭐️ UI: Cooldowns coming from Gifts are now feedbacked in the UI
  • UI: Added a tooltip for Chained Alterattacks.
  • UI: Added a tooltip for Alterattack damage bonuses.
  • VFX: Bleed and Burn VFX have been massively reduced to reduce visual clutter.
  • UI : Added possibility to toggle tooltips in in-world item descriptions (Drops, Shop Items, etc.)
  • Timed Chests: now have a dedicated area that will appear if any player has unlocked them
  • ⭐️ Crystallize: accelerated chained Crystallize with ranged weapons
  • ⭐️ Accessibility: added a toggle to remove the hearbeat SFX at low health
  • ⭐️ UI: simplified some affix descriptions
  • ⭐️ UI: added new symbol before affixes to replace the confusing "+" sign


[h2]Balancing[/h2]
  • Gear: Rebalanced how weapons and trinkets scale with their level.
  • Biomes: Fungal Swamp biome is now unlocked when rescuing Sigourney
  • Drops: Elder Sword and Sharp Sisters are now unlocked by killing the right "big" Naveless brother
  • Attack speed: Weapons are now capped at +100% attack speed outside of Endless Mode (from 60%).
  • Boosts: Trinket refill changed to 10% per Boost (from 12%).
  • Timed Chests: Timed Chests will no longer appear in the Incubator biome when you are not in Endless mode
  • ⭐️ Economy: increased Shells dropped in Factory in Endless Mode to make sure some small robots drop some
  • ⭐️ Economy: updated prices of all Encrypted Memories which were dropped in Sanctuary previously or are now dropped there
  • ⭐️ Enemies: WorkerSaw (aka Pizza Cutter) last combo attack (the rotating one) hitbox reduced


[h2]Gifts Update[/h2]
  • General:
    - Abundance: Bonus cogs increased to +25% (from +20%) and now applies to the whole team
    - Berserk Fury: Now scales with every point of missing HP rather than every percent. To compensate, damage bonus value reduced to 0.5% (from 1%).
    - Boost Stock: Clarified text to mention that the Boost drop is only when completing a room with Elites/Bosses.
    - Cursed Dodge/Goo Dodge/Brutality Dodge/Focus Dodge/Frozen Dodge: Removed, but they evolved into...
    - (NEW) Enraged Dodge: Dodge activates Brutality (60% autoscaling, for 4s) and Freezes for 2s. Gain 10% chance to automatically Dodge any damage.
    - (NEW) Crippling Dodge: Dodge applies Goo for 4s and 10 Curses (4% autoscaling). You also gain 10% chance to automatically Dodge any damage.
    - Deadly Expansion: Merged into Deadly Extension.
    - Protection: Fixed an issue where the protection could trigger even if no damage was done. Now requires 20 kills to recharge (instead of being useable once per biome).
    - Survivor: Can now be replaced and is now consumed when used. Now heals for 100% (from 50%).
    - Boss Killer: Upgraded to a Total damage bonus. Value changed to 35% to compensate (from 40%).
    - Duelist: Upgraded to a Total damage bonus. Value reduced to 25% to compensate (from 60%). Applies to both Weapons and Trinkets.
    - Tranquility: Now only applied to Ranged Weapons. Upgraded to a Total damage bonus. Value changed to 25% to compensate (from 60%).
    - Proximity: Now only applied to Melee Weapons. Upgraded to a Total damage bonus. Value changed to 35% to compensate (from 40%).
    - Midas: Bonus damage changed to 4% per 100 gold (from 5%).
    - Double Hits: Removed.
  • Alterattack:
    - Advanced Alterattacks: No longer reduces Alterattack damage.
    - Super Alterattacks: Now multiplies the Alterattack bonus by 1.5.
    - Brutal Alterattacks: Now multiplies the Alterattack bonus of Chained Alterattacks by 1.75.
  • Blast:
    - Updated VFX.
    - Tooltip now mentions that if several Blast are launched at the same time, they merge into one.
    - Removed the unclear notion of "Direct hits", Blast now apply to more Weapon hits.
    - Blast initial size has been increased by 25%.
    - Hit Blast: Renamed to Explosive Hits. Now deals 20% of the initial hit's damage to the target and 60% to targets behind it (from 40% to all).
    - Critical Blast: Renamed to Explosive Criticals. Now deals 30% of the initial hit's damage to the target and 80% to targets behind it (from 60% to all).
    - Enhanced Blast: Bonus damage is now applied to all targets, instead of only those behind the first. Upgraded to a Total damage bonus. To compensate, damage bonus value reduced from 100% to 50%. Size bonus changed to +75% (from +50%).
    - Goo Blast: Size bonus changed to +75% (from +50%).
    - (NEW) Critical Blast: Blasts total damage +50% and they are treated as Criticals to trigger other effects.
    - (NEW) Marked Blast: Blasts apply Mark (100 damage, cooldown: 4s, upgraded by killing bosses) and can also trigger them.
  • Bleed:
    - Bleed counters above enemies now feedback when the maximum amount is reached
    - When at the maximum amount of stacks, applying a stronger Bleed will now always replace a weaker one.
    - Bleeding Weapons/Bleeding Trinkets: Merged into Bleeding Hits. Bleed damage changed to 1 autoscaling (from 1 flat for Weapons, and from 1.5 flat for Trinkets)
    - Bleeding Criticals: Bleed damage changed to 1.5 autoscaling (from 1.5 flat)
    - Hemorrhage: Upgraded to a Total damage bonus. Bonus damage improved to +100% (from +50%).
    - (NEW) Blood Boil: Applying Bleed also applies Burn (3 damage autoscaling).
    - Bleed Infusion: Now also applies to Trinket hits.
  • Brutality:
    - Now feedbacks its current bonus damage value near its icon.
    - Brutal Trinkets: Bonus damage changed to 50% autoscaling (from 60% flat).
    - Brutal Alternation: Bonus damage changed to 30% autoscaling (from 40% flat).
    - Deadly Brutality: Bonus damage changed to 60% autoscaling (from 60% flat).
    - (NEW) Brutal Dash: Dashes activate Brutality (30% autoscaling, for 1s).
    - Powerful Brutality: Bonus damage changed to 8% every second, autoscaling (from 10% flat).
  • Burn:
    - Burn counters above enemies now feedback when the maximum amount is reached.
    - When at the maximum amount of stacks, applying a stronger Burn will now always replace a weaker one.
    - Burn damage is now told in terms of damage per tick rather than DPS. The dedicated tooltip gives the current hit frequency.
    - Burning Weapons/Burning Trinkets: Merged into Burning Hits. Burn damage changed to 2 autoscaling (from 3 flat for Weapons, and from 4.5 flat for Trinkets)
    - Burning Criticals: Burn damage changed to 3 autoscaling (from 4.5 flat)
    - Deadly Burn: Removed.
    - Fireball: Now applies to ALL kills, not just enemies with Burn. Burn damage changed to 2 autoscaling (from 3 flat). Now dropped by the Melee Ant in the Mushroom biome.
    - Incandescent Burn: Upgraded to a Total damage bonus. Damage rate bonus changed to +50% (from +25%).
    - (NEW) Gory Flame: Applying Burn also applies Bleed (1.5 bonus damage, autoscaling).
    - Burn Infusion: Now also applies to Trinket hits.
  • Corrosive:
    - (NEW) Corrosive: New damage type shared by several items. Corrosive damage over time apply most "on hit" effects (unlike other damage over time effects), and will always be applied for their full duration (even when launched with effects that can be resisted or degressive).
    - (NEW) Corrosive Pool: Area that deals Corrosive damage every 0.5s.
    - Destructive Trinkets: Renamed to Corrosive Trinkets. Damage changed to 25 damage autoscaling per hit (from 20 flat).
    - (NEW) Corrosive Alterattack: Alterattacks create a Corrosive Pool (25 damage autoscaling, for 3s).
    - (NEW) Dissolve: Corrosive Total damage +100%.
    - Corrosive Goo: renamed to Corrosive Control. Now also applies to Frozen targets. Damage changed to 10 autoscaling (from 10 flat), and to Corrosive. The damage duration is always the one of Goo/Freeze before any resistance/degression.
  • Curse:
    - When the target has Final Curse, applying a stronger Curse will now always replace the bonus of a weaker one.
    - Cursed Hits: Bonus damage changed to 3% autoscaling (from 4% flat)
    - Cursed Criticals Bonus damage changed to 5% autoscaling (from 6% flat)
    - Deadly Curse: Removed.
  • Echo:
    - Echo is now an effect with a tooltip.
    - Replication delay reduced to 0.5s (from 0.7s), this should make the base effect useable with a bit more weapons.
    - Echo should now correctly apply hit effects.
    - Echo: renamed to Echoing Hits. Now only applied to Weapon and Trinket hits, to avoid other effects overriding the replication.
    - Spread Echo: Visuals changed, and now also deals damage to the original target.
    - (NEW) Swift Echo: Echo replication delay -0.2s.
  • Freeze:
    - Shattering freeze now deals Total damage.
    - Intense Freeze: Upgraded to Total damage.
  • Focus:
    - Focus has been removed, as its effects are too similar to Brutality. We prefer to expand on Brutality effects rather than having the two coexist.
    - Focused Dash/Focused Trinkets/Strong Focus/Heavy Focus: Removed.
  • Goo:
    - Cruel Goo: Upgraded to Total damage.
  • Mark:
    - Random Mark: Damage changed to 125 autoscaling (from 100 flat)
    - Dash Mark: Damage changed to 50 autoscaling (from 50 flat)
    - Trinket Mark: Damage changed to 100 autoscaling (from 100 flat)
    - Spread Mark/Duplicated Mark: Merge into a new Spread Mark that also deals damage to the original target.
    - Double Mark: Removed.
    - (NEW) Burning Mark: Triggering a Mark applies 5 Burn (3 damage each, autoscaling).
  • Overwhelm:
    - Overwhelm is a new effect. Hits that Overwhelm deal +125% Total damage.
    - Assassinate: Reworked. Now the first hit against a target is a guaranteed Overwhelm, and gives +25% chance to Overwhelm for 2s (stackable).
    - (NEW) Sneaky: Backstabs give +30% chance to Overwhelm.
    - (NEW) Overwhelming Hits: Hits have a 5% chance to Overwhelm.
    - (NEW) Overwhelming Dash: Dashes give 20% chance to Overwhelm with Weapons and Trinkets for 1s.
    - (NEW) Overwhelming Afflictions: Every Burn, Bleed and Curse stack on a target gives 1% chance to Overwhelm with Weapons and Trinkets against this target (Final Curse counts as 10 stacks).
    - (NEW) Overpower: Overwhelm deals an additional +125% Total damage.
  • Rush:
    - Alterattack Rush: renamed to Rush Alterattacks. Damage changed to 150 autoscaling (from 150 flat).
    - Rush Trinkets: Damage changed to 150 autoscaling (from 150 flat).
    - Damage Rush: Removed.
    - Powerful Rush: Upgraded to Total damage.
    - (NEW) Double Rush: Rush can now be used twice in a row.
  • Scythe:
    - Scythe damage is now told in terms of damage per hit rather than DPS. The dedicated tooltip gives the current hit frequency.
    - Base hit frequency changed to 0.5s (from 0.33s) to compensate for other changes.
    - Damage Scythe/Trinket Scythe: Damage now autoscales.
    - Deadly Scythe: Damage now autoscales. Value changed to 15 per hit (from 10).
    - Extended Scythe: Bonus duration improved to 100% (from 50%).
    - Merged Scythe: Bonus damage upgraded to Total damage. And a new VFX!
    - Powerful Scythe: Bonus damage upgraded to Total damage.
  • Hexes:
    - Hex givers now appear more randomly during your expeditions, instead of always at the beginning of a biome.
    - Hexes can now all be replaced and dropped.
    - Barrier Hex/Future Hex/Present Hex: Removed.
    - Weapon Hex: Reworked. Weapon total damage +50% but Trinket total damage -50%.
    - Trinket Hex: Reworked. Trinket total damage +50% but Weapon total damage -50%.
    - Speed Hex: Now uses Total damage.
    - Critical Hex: Now uses Total damage.
    - Damage Hex/Healing Hex/Lifesteal Hex/Velocity Hex: Removed, but their effects come back into...
    - (NEW) Random Trade Hex: Get a random positive effect in exchange of a random negative effect.
    - (NEW) Random Chrysalis Hex: Get a random negative effect. In 25 enemy kills, it transforms into a random positive effect.
    - (NEW) Random Eroding Hex: Get a random positive effect. Every kill reduces the value of the effect.
    - (NEW) Power Blast Hex: Blasts total damage +100% but they can no longer apply Bleed, Burn or Curse.
    - (NEW) Affliction Blast Hex: Blasts add 1 bonus stack when they apply Bleed, Burn or Curse, but -90% to their total damage.
    - (NEW) Affliction Hex: Bleed and Burn total damage +100% but all other total damage -50%.
    - (NEW) Brutality Hex: Brutality bonus x1.5 but total damage -50% if Brutality is not active.
    - (NEW) Pool Hex: Corrosive Pools hit frequency +100% but size -50%.
    - (NEW) Curse Hex: Final Curse total bonus multiplier +1 but duration divided by 2 for the team.
    - (NEW) Echo Hex: Echo deals +100% total damage, but replication delay is increased by 1s.
    - (NEW) Mark Hex: Marks deal +100% total damage but your Weapons can only trigger them with Criticals.
    - (NEW) Melee Hex: Melee weapons total damage +50% but ranged weapons total damage -50%.
    - (NEW) Ranged Hex: Ranged weapons total damage +50% but melee weapons total damage -50%.
    - (NEW) Overwhelm Hex: Hits have a 25% chance to Overwhelm, but all other total damage -50%.
    - (NEW) Rush Hex: Rush total damage +100% but it no longer stuns.
    - (NEW) Simple Hex: Weapon total damage +100% but you can no longer use Alterattacks.


[h2]Weapons Update[/h2]
  • Anchor Boom: Burn damage now scales with the Weapon's level. Combo and Charged attacks damages reduced
  • Katars: Alterattack's Bleed Infusion damage now scales with the Weapon's level.
  • Fishing Rod: Alterattack's Bleed damage now scales with the Weapon's level.
  • Sirocco: Burn damage now scales with the Weapon's level.
  • Eye Blade: Mark damage now scales with the Weapon's level.
  • Kunais: Curse percentage now scales with the Weapon's level.
  • Sharp Sisters: AlterAttack initial dash do less damage but persisting tornadoes do more


[h2]Shield Weapon Update[/h2]
  • ⭐️ Alterattack:
    - the Alterattack is now a fully defensive move: both the inital action and the ethereal shields do not deal damage anymore
    - the spawned ethereal shields can only be destroyed by incoming attack, they now protect you from a hit during 7 sec
    - they also now protect you from any side and flight closer to you
    - unchanged: the initial action still briefly stuns enemies, you can still spawn several shields
  • ⭐️ Guard:
    - damage reduction increased by 50%
    - damage reflection increased by 50%
  • ⭐️ Parry:
    - damage increased by 25%
    - launch window is sightly shorter by 20%
  • Having the Shield in-hand (by being the last weapon used) does not reduces damage anymore



[h2]Trinkets Update[/h2]
  • Bush: the bonus damage now comes from a Brutality activation of 1s
  • Mark Zone: Base damage increased to 100 (from 80). Now also triggers all nearby Marks when used, so it can better combo with other Mark gifts.
  • Goo Bomb: Now deals Corrosive damage.
  • Burn Aura: Burn base damage changed to 2 (from 2.5).


[h2]Affixes Update[/h2]
  • Most affixes now scale with the Gear's level or are using Total damage.
  • Damage over time area: Now a Corrosive Pool, and more trinkets can have this affix. Changed damage to 10 per hit (from 5).
  • Alterattack bonus: Now multiplies the Alterattack bonus damage by 1.25.


[h2]Bugfixes[/h2]
  • ⭐️ Inventory: items and buttons are no longer overlapping when player has many items
  • ⭐️ LD: Tubes in Incubator will now need to be destroyed to unlock chests or gates
  • ⭐️ HeadBanger: fixed an edge-case where the pillar spawned by the boss would not activate itself and stay visually even after the boss's death
  • ⭐️ Naveless Brothers: fixed an issue with the Bush trinket were the bosses would re-do their initial shockwave attack when exiting the stealth mode
  • ⭐️ Sycthes: fixed issue when a scythe was destroyed on hit but was meant to hit multiple other targets
  • Visuals: Golem Hammer was missing one of its weapons
  • Various under the hood fixes
  • ⭐️ Co-op: it's now possible for a player to be considered AFK even if he is in a cinematic
  • ⭐️ Co-op / UI: when viewing other players' boons, descriptions will now be shown based on their stats instead of yours
  • Co-op / UI: fixed allies where shown empty shells counters in the Ark
  • Co-op / UI: fixed missing notification telling that we are waiting for other players' interactions
  • ⭐️ Visuals: fixed having the Shop's windsock clipping through the camera when you are at a biome's end Banking Fish
  • ⭐️ Collisions: fixed some invisible collisions
  • ⭐️ Softlock: fixed passing through some gate when performing attacks, blocking you from going back
  • ⭐️ Weapons: Shield: fixed being able to parry explosions on the floor which led to super weird movements (you can still parry large melee hits like the one from the Golem's jump attack)
  • Enemies: fixed having some rare ghost hits touching the players
  • ⭐️ Enemies: fixed enemies being sometime stuck on destructible props like jars
  • ⭐️ Weapons: Shield: fixed triggering some perfect dodge that makes no sense (rare)
  • ⭐️ Rewards: fixed some enemies' projectiles blocking chests from opening even after fight end