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Windblown | Dev Log #6

Greetings once again!


It's time for another Windblown Development log! This one being sponsored by the massive amount of coffee that kept us going through the month of August!

Windblown is shaping up super well, and we're edging closer and closer to our Early Access launch! A huge amount of work has been done to improve the overall performance of the game, along with a bunch of quality of life updates focused on making your time in Windblown as smooth as possible.

Now, the game still needs a little longer in the oven, but we promise we've been cooking up something we know will be a blast! Let's take a look at some of the work that's been our focus over the last few weeks:

  • Added a ton of new powers - No surprises here, but we're still adding a bunch of new stuff to the game! In recent weeks we've added new gifts, hexed gifts, passive buffs and more.
  • Continued to polish things up (UIs, decorations etc) - These things can often be overlooked, but we know how important it is to have a clean UI, especially with a game where combat and readability is so important.



  • Worked on the performance of the game - This has continued following on from last months discussions. Game performance is super important when things are so fast - and loss of frames, stuttering, or other performance gremlins can be a real hindrance on players gameplay experience.
  • Worked on the Steam Deck integration - Oh yea. You heard that right! The game already runs great on Steam Deck, and we think it's one of the best ways to play Windblown! We're still working on this version of the game, and hope to have it ready in the coming weeks/months.
  • Worked on the game feel and balance of various equipment and mobs - We're constantly working with our community to balance new additions to the game, especially weapons and other aspects that deal damage. For example, we've added a new Alterattack to the Fish Knife and are currently looking at how it performs against other weapons.



  • Integrated simplified Chinese localization - We've now added simplified Chinese to the game, and you'll be able to pick this language in the options when we hit early access!
  • Multiplayer balancing - This is a big one! We've seen how popular multiplayer is with our testers, and are often seeing games starting up in Discord. The game feels completely different when you jump in with friends, and is actually easier than we planned. Balancing here is going to be super important, as we don't want players to fly through content too fast, or things be too difficult and you struggle to progress.


And that's all for this month!


We have A LOT of cool stuff in the works, and will be sharing our next Community Update in the coming weeks, so stay tuned for that!

And if you haven't seen it yet, why not check out the first instalment of our Weapon Showcase series!

[previewyoutube][/previewyoutube]

But for now, we return to the grind!

[h3]Until next time![/h3]

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