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Windblown News

Big Windblown roadmap teases New Game Plus, extra modes, and 1.0 release

No two Windblown runs are the same. With so many weapons and movement tools at your disposal, it delivers some of the most kinetic action I've ever experienced, and I've been eagerly waiting to see what developer Motion Twin is doing with it next. As with the studio's last game, Dead Cells, Windblown started in early access, and now we know what to expect while waiting for 1.0.


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RELATED LINKS:

Dead Cells dev's Windblown finally updates an unfair mechanic and adds even more

Windblown's first feature patch is almost here with a much-needed rework

Windblown early access release date, trailers, and latest news

What's next? Endless Mode, New Biome, and... ROADMAP!

Hey everyone!


We're back from a well needed break, and are raring to go! Much like the end of last year, we left you all with a brand new content update for the game. And today we're not just saying hello, we've got some exciting news on the next additions to Windblown!

Soon: Endless Mode


This new game mode will enable you to continue your run when you beat Incubator, meaning you can start from your chosen first biome again while keeping your current build and weapons. Now, this can stack infinitely, and your progress will be displayed just to the right of your health bar (above the difficulty), like this! 👇



This means you'll be able to keep increasing your stats, adapt your build and hit new heights! Enemies will continue to get stronger as well though, so make sure you can keep up with the ever increasing challenge.

Here's an example of the insanity you can achieve! 🔥



Endless Mode has begun internal testing now, and will hopefully be hitting the live servers in the coming weeks!

Late Q1: NEW BIOME!


Now, we don't have anything specific to share just yet, but we wanted to let you all know that there's a brand new Biome in the oven! So keep your eyes peeled for more information on this soon.

We're curious to hear what you all think it might be 👀

Next: Roadmap


And on top of all of this super exciting news, we've also thrown a Roadmap together!

You can check out what we have planned for the game below!

We do have some needed context however - we wanted to keep things very top line. The development of Windblown is incredibly dynamic, and is heavily influenced by the community. This means that we may add things into the plan, or even delay or remove some plans in favour of something more pressing. We’ll keep you all up to date as things progress!



Fan Art


And to finish things off, let's check out some AMAZING Windblown fan art!

[h3]Caymartworks[/h3]


[h3]ArtDeiTech[/h3]

Balancing, QoL, Bugfixes & Optimization patch 0.2.2

🚀 New version deployed 0.2.2 (a5fccaaf)


[h2]New[/h2]
  • New "Ultra" view distance preset for high-end PCs
  • ⭐️ New candidate support for the DualSense Edge controllers


[h2]Balancing[/h2]
  • Cog Gates now allow you to split spending between your current and saved Cogs, prioritizing the use of current Cogs first.


[h2]Bugfixes[/h2]
  • Alterattacks: fixed delayed Boomerang issue: if you just had started a combo attack when you got the Alterattack signal it did not launched
  • ⭐️ Alterattacks: fixed Alterattack does not start if previous action was also an Alterattack
  • Gameplay: fixed dropping 2 flasks by mistake (drop cooldown is slightly higher)
  • ⭐️ Audio: fixed Factory boss music not starting after cutscene
  • ⭐️ Crash: fixed crashed caused by collisions in Rat Village's Miniboss chunk
  • ⭐️ HUD: fixed current Cogs counter showing wrong value in Run
  • HUD: fixed damage counters being sometimes offscreen horizontally
  • UI: fixed some scrollbars not being draggable using the mouse
  • UI: fixed input fields not being escapable simply by using arrow keys


[h2]Optimizations[/h2]
  • ⭐️ Collected shader variants
  • ⭐️ Lowered default view distance for better performances
  • More optimizations on VFXs
  • Optimized Factory terrain geometry
  • Optimized some LODs on Factory


[h2]Misc[/h2]
  • Several small UI tweaks

Windblown OST now available to Stream!

Hey everyone!


After many MANY requests, we're happy to announce that the Windblown Original Soundtrack is now available to stream on all major platforms!

The biggest of props to Danger for his insane work on the project! It's been an absolute blast seeing these tracks come to life, and we've loved seeing you all enjoy them!


(Click the image to access streaming platforms)

Bugfixes, Balancing and Optimization patch 0.2.1

🚀 New version deployed 0.2.1 (1a766b47)


[h2]Balancing[/h2]
  • ⭐️ Elites: rebalanced their powers in high difficulties. Fire zone: the zone is smaller and no longer has an increased duration. Rotating lasers: there are no longer 3 lasers but 2 at most, however the lasers are longer in the highest difficulty. Falling bombs: no longer spawn at an increased rate, however at the maximum difficulty they now also create a damage zone for 2.5 sec after they explode.
  • ⭐️ Gooed enemies now rotate WAY more slowly
  • ⭐️ Enemies: the Navelless Warrior boss now has a preview vfx to warn players of its ground attack
  • ⭐️ Gifts: Shield Hex now gives 500 Shield (increased from 250)
  • ⭐️ Trinkets: L-BR0 damage reduced
  • ⭐️ Weapons: Ninja Stars: increased combo's dmg by 10%
  • ⭐️ Weapons: Eye Blade: reduced Alterattack damage (now 30, 30, 50 instead of 40, 40, 60 at level 1)


[h2]QoL[/h2]
  • ⭐️ Made loots clearer at the end of a run
  • UI: Improved memory unlock summary
  • UI: allow mouse click validation on Gear replacement's replaced big tile


[h2]Bugfixes[/h2]
  • ⭐️ Fixed potential softlock when being teleported to a miniboss arena, when a teammate hit the enemy through a door
  • ⭐️ Enemies: fixed disappearing after a Charged Blade's Alterattack (could also cause softlock in closed arenas). Yes, it was sent to the other side of the planet somehow…?!
  • ⭐️ HUD: fixed super bright remaining UIs
  • ⭐️ UI: fixed softlock if exiting a UI on its final countdown frame
  • ⭐️ Elite mob Clone will now always start fighting if its owner does
  • UI: fixed login menu when Steam authentication fails
  • Weapons: Ninja Stars & Telepike: fixed criticals' damage bonus shown but not applied on the actual damage dealt
  • HUD: fixed gap in player health bar when injured while having shield points
  • Audio: fixed music stopping when entering boss combat if cinematic was skipped too quickly


[h2]Optimizations[/h2]
  • ⭐️ Optimized lots of action VFXs to reduce the amount of triangles drawn
  • ⭐️ Temporary reduced view distance of enemies to enhance FPS
  • ⭐️ Enemies: optimized Incubator biome enemies' ground VFX causing FPS drops