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Windblown News

Day one patch

šŸš€Day one patch deployed v0.1.1 (9c492c69)

Bugfixes
  • ā­ļø Pietro (the multiplayer NPC) will now always be visible when unlocked, even offline, and will prompt you to log in
  • ā­ļø Fixed potential UI lock when getting Alterattack upgrades
  • ā­ļø Fixed potential lock when going to a Hidden shop
  • ā­ļø Fixed Ninja stars weapon behaviour, should be easier to use
  • ā­ļø Fixed rebinding not working with some keys
  • ā­ļø Fixed game icon resolution


Balancing
  • Degressive coefficients for control effects (stun/freeze/...) have been changed. Standard enemies can always be controlled. Elites and enemies made for duels can now resist these effects. Minibosses and bosses can still resist. Degressive coefficients have a reset timer for everyone.
  • Reduced the amount of heal flasks in some shops in multiplayer
  • Ice bomb duration reduced from 4s to 3s
  • Incubator and Rat village bestiary rebalanced to be more difficult
  • Rebalanced bestiary health in multiplayer

Windblown, the new co-op hack-and-slasher from Dead Cells' developers, is out in Early Access now

Windblown looks rad. It's an action-roguelite for 1-3 players in which you dash-and-slash in rapid combat on floating islands, and I am extremely interested in feeling its game-feel for myself. Good news! I can get my game-feelers on it now because it's out in Early Access today.


If you watch its launch trailer below out of context however, you might be fooled into thinking it's actually the emo second half of an Isekai anime series.


Read more

Windblown could be a better roguelike than Dead Cells or Hades 2, but not yet

So far, Windblown is the Dead Cells successor I've been hoping for. While Motion Twin stays true to the foundations of its beloved 2017 roguelike, there's more than enough here to distinguish Windblown and make it feel like a completely new vision. The entire game is built around its dodge mechanic - although the dodge is a core principle in Dead Cells, Hades, and Enter the Gungeon, in Windblown it almost becomes a religion. If Motion Twin continues to build on these movement mechanics, Windblown could very well claim the roguelike crown.


Read the rest of the story...


RELATED LINKS:

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

Windblown early access release date, trailers, and latest news

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

Windblown is OUT NOW!

Windblown is OUT NOW in Steam Early Access!


It feels so great to say that Windblown is live! The last few years have been a mixture of emotions, but we're so glad to finally have the game out and playable for you all.

We want to say a huge thanks to all of the players who jumped into the Demo, and gave us vital feedback on their experience. We also want to thank our incredibly dedicated closed Alpha Testers - without them Windblown wouldn't be what it is today. They've helped shape the game into what it is, and we hope you're all having a blast!

If you haven't seen our AMAZING animated trailer by the insanely talented team at Bobby Prod, you're gonna want to check it out šŸ‘‡

[previewyoutube][/previewyoutube]


[h2]We've got some extra special stuff in store for launch![/h2]

[h2]Steam Bundles[/h2]

In celebration of our launch into Early Access, Windblown will have an awesome 20% discount! Pluuuuus, if you already own Dead Cells you'll get an extra 10% off! These discounts run until November 8th šŸ‘



[h2]Soundtrack[/h2]

Now, It's been no secret that the incredible Danger has worked his magic on the Windblown Soundtrack. This unique OST is available now via the store page or down below!



[h2]ANOTHER Exclusive Skin!?[/h2]

Okay, this one has been tough to keep a secret...

Play Windblown between launch and the 7th of November, and you'll unlock the exclusive Intern skin! Fans of Dead Cells might recognise this one... šŸ‘€



Now, if you want to know what's in store next for Windblown, you can check out or Roadmap which we released yesterday!

ROADMAP

[h3]Finally, we hope you all have a blast in Windblown! The team have worked tirelessly to bring this game to life, and we can't wait to see you all leaping in together![/h3]

Windblown Original Soundtrack

https://store.steampowered.com/app/3285350/Windblown_Soundtrack

Windblown x Dead Cells bundle

https://store.steampowered.com/bundle/46406/Windblown__Dead_Cells

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Windblown - What to expect!

Hey everyone, the day is here...




And with that, we'd like to announce our global release times ahead of our launch later today!



[h2]What you can expect![/h2]

Windblown will launch with a whole host of content!

You'll be dashing through 5 different biomes (4 on a run), get to choose from a bunch of different characters, and equip over a dozen different weapons each with their own Alterattacks! You'll have a mountain of different gifts to help shape your runs, plus loads of trinkets and passives. Couple that with the procedurally generated environments, and you'll have a hard time to experience the same run twice.

Plus, did we mention you can do all of this in online co-op? Grab some friends and leap through the world of Windblown with up to 3 players, each choosing their own weapons and builds for some crazy combinations!

And for all you hardcore Roguelite fans, we recently introduced difficulty settings to the game! Complete a run on one difficulty to unlock the next one up (to a cap). You're gonna need to be sharp to tackle the toughest challenge Windblown has to offer.

Now, as is tradition, players want to know what happens next with Early Access games, so let's take a look at what's on the horizon for Windblown!



What's to come...


[h2]Initial Steps[/h2]

  • We first want to gather initial feedback on the game to ensure that any big refactoring / core issues / awesome core idea suggestions are tackled before releasing new major content for the game (e.g. a biome or set of new rewards like weapons, gifts etc). Our focus here is to make sure that the game is stable and working as intended, and if we've missed anything incredible, we want to prioritise that.
  • Polish everything that we think is in a rough state! (There's a lot... šŸ‘€)



[h2]New Content[/h2]

  • Of course we want to expand the world of Windblown both in terms of adventure and sense of progress. That means: having more biomes, more enemies, more weapons, trinkets, gifts and magifishes! We can't put a date or timeline on this, but know it's definitely in our plans once the game is stable!
  • Add new skins! (Yep, simply that).
  • We want to add more interesting choices for players in how they navigate from biome to biome, (e.g. having branching choices not solely at the ark but also at the end of some biomes) and ensure that they are original and diverse enough to make that choice really relevant.
  • More synergies and crazy builds - Windblown is all about the thrill of combat, and the speed in which you tackle the sentinels! So of course we'll be looking at how mechanics work together, and introducing new ways to dish out pain!
  • We want to have more useful interaction between single and multiplayer, meaning we ensure the right balance between those modes’ difficulties is found (this is something that needs to be considered with almost every change to the game). Basically, exploring new ways of making single-player useful for multiplayer and vice-versa.
  • Have the time to check suggestions from the community and have the same approach we had in the alpha, during which we prototyped and iterated some of their crazy ideas! This takes time though, to ensure everything works and is polished.




[h2]Lore[/h2]

  • We know some players are hungry for lore, and want to know more about what's going on and why the Vortex is being such a d*ck!


[h2]QoL and stability[/h2]

  • Add QoL changes that would enhance the overall experience (e.g. moving emotes to a menu? Being able to use the text chat anywhere… yeahĀ that'sĀ not the case yet!)
  • Ensure the games’ stability, enhance its performance in all the possible ways we can think of (including Steam Deck, of course).
  • Add accessibility options (to be transparent this could take some time, as it's not a small thing to do if you want to do it right. We don’t want to add features just for the sake of saying "hey we added something"! They have to be right, and work correctly for those that need them).




[h2]Consoles[/h2]

  • If we are successful enough, thenĀ of course we'll look at console ports!
  • We’llĀ have to parallelize them though. Sadly it's not as simple as clicking a few buttons, the process takes time. We are only 8 people internally, around 12 counting the freelancers (kudos to them, without them the game would have been so hard to deliverĀ šŸ’Ŗ).


[h2]We will put the love in[/h2]

We won't rush things. As we said back in the reveal announcement at the TGAs: making a good thing, whatever it is, takes time. Especially when you want to have the time to gather feedback and think about it seriously and respectfully. We don’t want to exhaust our team and the people that work with us just for the sake of an artificial calendar date set.

[h2]And a huge thanks, to all of you![/h2]

As we've stated countless times in our lead up to this moment, Windblown is a game that will be shaped by its players. We'd like to welcome each and every one of you to our next adventure, and hope you have an absolute blast either playing solo, or with your friends.

From everyone at MT, Merci!



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