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Windblown | Dev Log #1

Hey there Leapers!


It's been a crazy few months for the Windblown team, so we wanted to take some time to thank you all for your passion, excitement and dedication to our latest crazy project!

Below you'll find a recap of what the team has been up to in the month of March, and a quick throwback to when we announced Windblown.

For those of you that don't know, Windblown is a lightning-fast action roguelite for 1-3 players. You'll leap across beautiful procedurally generated sky-islands, with the aim of taking the fight to a very angry vortex!

[h2]Since Announce[/h2]

When we first announced Windblown back in December 2023, we had high hopes for how it would be received. With this being our first major project since Dead Cells, we had a lot of cool ideas we wanted to explore, but until it's seen by players it can be a mystery if we're onto something special.

Luckily, we think we've got something super fun here!

[previewyoutube][/previewyoutube]


[h2]Closed Alpha[/h2]

A couple of months ago we opened the doors to a closed Alpha test. This was done with the aim to invite a very small amount of players to try Windblown and give us vital feedback on how it played. At the moment, we're more focused on if the game is fun, rather than squashing bugs (although we've done plenty of that too!).

Over the months we've expanded the test to more and more players, expanding our reach for feedback and allowing us to broaden our understanding of what players are enjoying. This has lead to a whole heap changes, tweaks, fixes and of course, bug busting!



Our plans with this form of testing is to open it up to more and more players, while keeping feedback manageable and concise. We need to be careful not to get overwhelmed, as we're a small team and we need to sleep sometimes!

As time goes on, we'll begin to share some of the changes we've added to the game, that way everyone can stay up to date with how the game is developing. But as a sneak peak, here are some of the additions we've added to the game since the closed alpha began:

  • Changes to level design
    • More randomness/procedural generation
    • More reward choices
    • More combat situations
  • New Gifts (passive buffs the unlock as you play and progress)
  • Enemy updates, balancing and new varieties


[h2]We Spoke to the Press[/h2]

Earlier in the month we sat down with key members of the press, and gave them a sneak peak at what Windblown was all about and how it's shaping up (Not to mention our whacky design choices along the way)!

It was great to take the time to really explain the direction and intention with have with the project, although we did annoy a couple by not letting them play themselves!



[h2]Gameplay Trailer[/h2]

Late in March we released our brand new Gameplay trailer!

This 2 minute video focused heavily on the gameplay cycle of Windblown, and showcased a whole host of features, including weapon types, alterattacks, gifts, trinkets, and of course, multiplayer!

If you somehow missed it, you can check it out here!

[previewyoutube][/previewyoutube]

The reception to this trailer has been nothing short of amazing, and we can't thank you all enough for your excitement for Windblown!

[h2]What's Next?[/h2]

Well, that's easy. We'll continue to work on Windblown with a key focus of ours being community engagement! We want to shape Windblown alongside the players, to make sure what we deliver is something gamers really want to play!

We'll continue to expand our tests, with an aim of welcoming as many people to the world of Windblown as possible ahead of our Early Access launch later this year!

Finally, we want to thank everyone once again. Announcing a new project after so long has been whirlwind, but is something we knew we wanted to do. We hope you'll stay with us on this journey, and we'll see you next month for another update!

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/