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Windblown | Dev Log #3 - Let's talk Multiplayer

Hey everyone!


In this months Dev Log, we'll be discussing a topic we've been super excited to dive into!

[h3]Multiplayer[/h3]

As gamers ourselves, we know how much fun it is to jump into experiences with our friends, and we knew right from the beginning that Windblown would be a perfect, chaotic fit for co-op.

Over the recent weeks we expanded our closed Alpha test to a bunch of new players, and at the same time flipped the switch for a Multiplayer update. This enabled teams of up to three to dive into Windblown and tackle its diverse biomes as a group.

Since then we've had a TON of feedback, ranging from balance discussions and tweaks, to adding additional features and systems to help improve the overall experience.



Based on this feedback from players, we wanted to dive a little deeper into why we chose to make the game multiplayer, and explain how the process has gone.

[h3]Why make a Multiplayer Game?[/h3]

  • Ultimately, we wanted a fast-paced game that was playable with friends. Looking at the current market, there wasn't something that ticked both of those boxes, and we felt this was our opportunity to create something unique!
  • We took a lot of inspiration from games like Dark Souls and Elden Ring. We wanted something challenging that allowed you to overcome hurdles together. This sense of comradery was a key focus for us when looking at Windblown.
  • Fun fact: Motion Twin mostly made community based and multiplayer games before Dead Cells, so making Windblown was a way to go back to our roots!




[h3]The challenges of making multiplayer:[/h3]

  • With fast-paced multiplayer: there is no “how-to formula”. It took us years to find features and systems that were compatible with the level of octane we wanted to reach, while keeping them understandable. This was particularly true when it came to the readability of the game. The game needs to be readable when you play it, as our combat is pattern-based and requires clarity.
  • Single player VS Multiplayer struggles:
    • a LOT of ideas had to be thrown in the trash because multiplayer simply made them incompatible.
    • You need to find the right balance on social friction (collective decisions VS individual).
    • Testing takes WAY more time, as you need more people at the same time and technical issues can block you for several days in some cases.





[h3]Feedback from the players:[/h3]

  • Players told us that they wanted more of a connection to the world earlier in the game. This meant we had to look at how we onboarded players, and set the stage for Windblown. This way, everyone should be on the same level of knowledge and understand why they should care.
  • Our healing system wasn't quite up to scratch for multiplayer, as it was too easy to accidently use a potion and waste it's shared effects. This lead us to some tweaks that have made a significant difference to our players experience.
  • We are working on enhancing the Alterattack system (the big flashy attacks at the end of a combo), to bring more depth and diversity.
  • We've implemented Voice and Text chat to have a more seamless co-op experience.


That's all for this months monthly recap! We hope you've enjoyed this sneak peek into Windblown's multiplayer, and better understand the direction we're heading with it. We're still on track to releasing into Early Access later this year, and can't wait to welcome you all in!

Stay tuned though, as we still have plenty of cool stuff on the way!

[h3]Until next time![/h3]

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