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Windblown | Dev Log #4

Hey all!


Welcome to the June instalment of our Development Log series

Over the last 4 weeks the team has been hard at work on the game, focusing on things like trinkets, progression loop, multiplayer and loads more!

Not to mention we featured in this years PC Gamer's PC Gaming Show, Gamescom latam, and had a bunch of awesome feedback from our closed alpha testers!



[h3]Let's take a look[/h3]


  • Trinket Refill - We made some changes to how our trinkets (usable items) recharged in-game. However things didn't quite land as expected with our tests, so more testing and changes have been looked at to make sure they hit the mark.
  • Meta Progression Loop - We needed to spend some more time ensuring that progression felt accurate and rewarding. Ultimately, we want to push players to experiment, so we changed the way you unlock new equipment and now allow you to test it immediately upon unlock.
  • Bestiary and Bosses - A huge part of Windblown is it's enemies, so a lot of time has to be spent on the units players will be facing. This means we have continued to work on our existing pool of enemies and bosses, while introducing some new mobs that appear in some of our later biomes.
  • More Multiplayer Tech Stuff - We continued to develop the multiplayer aspect of the game, ensuring that it is a smooth and easy to understand experience. This is something we will focus on heavily as we continue development and head towards early access.
  • Steam Friend Integration - We added the functionality to invite and join your Steam friends while in game. The aim is to make accessing multiplayer as easy as possible, as we know players want simplicity when it comes to gaming with their friends.
  • Lots of Cinematics and Lore stuff- We mentioned in a previous dev log that we needed to revisit our onboarding process and world building. This lead to us to rework how players are introduced to the game and even add additional cinematics to help players better grasp the world of Windblown.




[h3]PC Gamer & Gamescom latam[/h3]

We were super proud to see Windblown featured in this years PC Gamer Showcase, where our small community focused video was played alongside some incredible up-and-coming Indie games! And on top of that we were lucky enough to have this same asset be showcased at Gamescom latam, where Click no Paulo was kind enough to lend us his voice to send a special message to all of our latam friends!

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[h3]Closed Alpha[/h3]

Our closed alpha is still going strong, with testing happening on a near continuous basis. Players have been working closely with the development team to iron out bugs and give their vital insight into what's enjoyable and what's not.

A key great example of this is when we added some changes to how Trinkets recharged in game. We went from a time based system where you just had to wait for the ability to be available again, to an on-hit system where attacking enemies reduced the cooldown instead. Our players reported that although the change was interesting, it was harder to grasp and wasn't quite what they were expecting. This lead us to make some changes and revert back to a time based system.

The goal here is to make sure that Windblown is in the best possible place and condition for when we launch into Early Access later this year, as the more testing and iterating we do now, the better the experience you'll all have when you dash into your first run!

That's all for this month's development log, but stay tuned for some incredibly exciting things we have in the pipeline!

[h3]Until next time![/h3]

You can Wishlist Windblown below, and stay up to date on our social media!

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https://store.steampowered.com/app/1911610/Windblown/