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Windblown News

Bugfixes patch 0.1.6

🚀 New version deployed v0.1.6 (381d6b8a)
[h2]Bugfixes[/h2]
- ⭐️ Fixed having damage counters showing higher values than the actual applied damage
- ⭐️ Fixed long range weapons sometime targeting the tubes in Incubator and not the active foes
- ⭐️ Fixed chunks disappearing when entering a secret
- ⭐️ Fixed potential UI issues when using weapons and trinkets with the permanent damage upgrade affix, that showed values at 0% when it was not the case
- Fixed chunk popping after entrance in some cases
- Fixed Headbanger not being insta killed by the Crystallize in some rare conditions
- Fixed an issue with the Frend quest for older saves
- Fixed "Join with a code"'s join button not reachable using a controller
- Other minor bugfixes

Mouse aiming + Balancing & bugfixes patch 0.1.5

We’re excited to announce that this latest patch introduces mouse aiming support—a highly requested feature from the community! Your feedback has been invaluable, and now you can enjoy even more precision and control in gameplay. We’ve fine-tuned this feature to enhance your experience, and we can’t wait to see how you put it to use. Thank you for helping us make the game even better!

🚀 New version deployed v0.1.5 (44de47ba)

[h2]New[/h2]
- ⭐️ Mouse input: attacks are now aimed towards the cursor
- Mouse input: added an option to have the dash going toward the cursor

[h2]QoL[/h2]
- Mouse input: cursor is now hidden if you do not move it for 4 seconds

[h2]Balancing[/h2]
- ⭐️ Sirocco now launches 4 shots of fire projectiles and go faster (instead of 4 shots of normal and 2 of fire)
- ⭐️ Anchor Boom is faster and charged attack has a bigger zone
- ⭐️ Ninja Stars will now auto aim enemies to ease their usage
- ⭐️ Heavy Blade having hitboxes tweaked
- Katars' Alterattack now apply 5 bleed in a large zone. Charged attack dash farther
- Alterattacks with iframes no longer scale with attack speed
- Enemies have a bit less health in biomes 3 & 4 but are harder to breach
- Biome Incubator: all enemies are globally more aggressive and faster

[h2]Bugfixes[/h2]
- ⭐️ Fixed enemies from Incubator unable to come back from falling after a Charged Blade's Alterattack
- Co-op: fixed Back to the Ark wind activating before having all players' votes validated

Bugfixes and Balancing patch 0.1.4

🚀 New pach deployed v0.1.4 (7365c69a)

Balancing
- ⭐️ The Shield Hex gift can no longer be replaced
- Shield's parry window increased

QoL
- The "Teleport to team" hint now has a maximum duration of 5s

Bugfixes
- ⭐️ Fixed the login button in Pietro menu that was logging out when there was a network problem
- ⭐️ Fixed Banger Pulsor not able to continuously dash without a direction set
- ⭐️ Fixed the Fish Shield providing infinite protection in certain cases
- ⭐️ Fixed Alterattack hittable gates in multiplayer, when one player left before the current biome
- Fixed memory allocations causing stuttering during runs
- Fixed the fact that item drops where enabled while in a giver menu
- Fixed potential gift duplicates
- Fixed minor errors

Dead Cells dev's Windblown to get mechanic rework after community feedback

When you're in the middle of a battle and you see a comrade fall to the floor, it's devastating. Not only is that your friend lying there, but your chances of defeating your foe dramatically drop off. In Windblown, the new action roguelike from the team behind Dead Cells, that moment crops up frequently but fans have not been enjoying one particular aspect. Thankfully, developer Motion Twin is working on a solution, so there's hope at the end of the tunnel.


Read the rest of the story...


RELATED LINKS:

Windblown early access release date, trailers, and latest news

The Windblown demo is here, and the Dead Cells dev's new roguelike is a blast

New Windblown footage proves it's the perfect Dead Cells follow-up

Let's talk Sudden Death + AMA!

Hello everyone!


So we wanted to jump into an important topic that's been discussed a lot since launch...

[h2]Sudden Death[/h2]



It's been a major point of conversation for our Community, and something we've been paying close attention to as we look at ways to iterate and improve upon the feature.

Most importantly, we want you to know that we hear you!

Now, it's going to take us some time to test out variations of the feature, and lock down what works best without losing the intended feeling around the mechanic.

But we wanted to dive into what we intend this aspect of the game to feel like, and why it works the way it does (for now):

  • Losing a teammate in battle should have serious consequences for the adventure: we want to build a real bond between players: we win together, we die together. You don’t want to die, and you definitely don’t want your teammates to die either. But we want to do this in a fair way.
  • Our goal is for co-op to feel more strategic than just stacking DPS. Here, keeping your friends alive is key, and Windblown provides tools for supporting not only your own survival but also that of your allies—even if they’re a bit green compared to you.
  • We know the current version feels harsh and maybe even unfair for some of you -> we hear you, and we feel the same.
  • Now, we’re not looking to scrap it; rather, we’re building it into an epic moment where reviving your teammates feels like a true high point. (Please remember this is a work in progress!).
  • Rest assured, we’re actively working on it as you read this. We’re keeping a close eye on your feedback to make this feature as cool as possible without losing the tension it’s meant to bring to the game. (And sure, getting one-shot is intense, but let’s admit, it’s not exactly fun).


We'll have more to share on this in the coming weeks, and we appreciate your continued support, feedback, and suggestions!

Finally, we want to remind everyone that we'll be hosting an AMA over in Discord on November 5th, 13:00 EDT | 17:00 GMT | 18:00 CST. Where we'll be answering your questions about the game, the overall project, and some key talking points since launch!


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