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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!


Want to stay up to date on all things Windblown? We've got you covered!

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

Bugfixes and Balancing patch v0.1.3

🚀 New patch deployed v0.1.3 (f9fa6fbf)

New
- ⭐️ New mouse cursor
- Added graphics option for dynamic quality

QoL
- Updated some held attacks game feel by having a better detection at "preshotted" inputs

Balancing
- Increased price of Gift Slots upgrades
- The Final Curse mini stun can now be resisted by Elites and Incubator enemies
- Incubator : Tentacles critters are no more aggressives and all patrol
- Incubator : Empty Tubes can now contains some cogs
- Incubator : Trap Tubes launch a bit more explosives
- Katars' backstab angle +10°

Bugfixes
- ⭐️ Fixed connection errors related to Thailand regional settings
- ⭐️ Fixed enemies sometimes spawning in the ground
- ⭐️ Fixed a rare error when interrupting an enemy at juuuuuust the right time
- ⭐️ Fixed Katars' back dash held attack not being triggered sometimes
- Fixed gate icons not displaying properly in Factory
- Fixed Charged Blade Alterattack pushing gooed targets
- Incubator biome : Chests are now locked by near Tubes (and no longer by small tentacles critters)

Misc
- 1st Gift Slot upgrade always shown in Eperin's menu
- Improved assets management for better loading times and smaller patches

Balancing & Bugfixes Patch

🚀 New version deployed v0.1.2 (39e06baf)

[h2]Balancing[/h2]
- ⭐️ Banking Fish always available at the middle of first and second biomes
- ⭐️ The Egg Keeper enemy (Incubator) is a bit more active and jumpy: added an attack that he can launch from afar, added some movement actions, won't protect itself behind its shield as often
- ⭐️ Ninja Stars weapon Alterattack damage +20%
- The Big Tentacle (Incubator) enemy now launch a normal attack when exiting its incubator tube (instead of a 360° attack)
- The Big Tentacle (Incubator) enemy won't spawn in challenges anymore
- The Ravenblade weapon Charged Attack is a bit longer to launch but can now be chained without cooldown
- The Fish Knife weapon Alterattack has more reach and does more direct damage but has 2 jump hits instead of 3
- 4th Heal Flask recharge and Project 2501 prices increased
- Time limited challenges last longer in 3rd and 4th biomes

[h2]QoL[/h2]
- ⭐️ For clarity, stop showing the locked memories info cards in the inventory
- Allow swap buttons to be clicked on in the inventory
- Add enable input delay on hub menus
- Update locked/unlocked tabs colors on hub menus

[h2]Bugfixes[/h2]
- ⭐️ Fixed a case were player(s) could be trapped in the Naveless Boss arena with no enemy and closed doors
- ⭐️ Fixed the Big Tentacle (Incubator) enemy death - it could block players in arenas
- ⭐️ Fixed disappearing tanks in the Navelless Brothers boss fight
- ⭐️ Fixed Crystallize gifts application on dummies
- ⭐️ Fixed potential crash when freezing Pirate Shield enemies
- ⭐️ Fixed key rebinding not working with some key combinations (impossible to rebind shift with R for exemple)
- ⭐️ Fix candidate for achievements not unlocking in certain cases
- Fixed patrolling Incubator enemies and extended their patrol zone
- Fixed patrolling Rat Village enemies
- Fixed animation of enemies in Incubator
- Fixed recovery (rally) application that was giving back too much health
- Fixed Anchor Boom weapon with high attack speed bonuses
- Fixed Bushes leaves appearing and disappearing