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Windstorm: The Legend of Khiimori News

Developer Diary #03 | PC Early Access

Howdy, Couriers!

In the spirit of our commitment to transparency and collaborative development, we have new information to share with you regarding Windstorm: The Legend of Khiimori. This month, we have prepared something very special: Our first Developer Talk video!

Since you've been curious for more detailed information and gameplay scenes for a while now, we've put together this video to discuss the art, the gameplay, and Early Access.

We published the full video on YouTube, so be sure to show your support with comments and likes so we can keep delivering awesome behind the scenes content like this!

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Looking ahead to next month, we are already whipping up the next Developer Diary for you! In September's dev diary, we'll give you a bit more insight into some of the enjoyable mechanics. As always, we will be sure to include early concept art and content for you to feast your eyes on, so definitely look forward to later this month!

Join us on the ride in Early Access next year!

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We had a ton of fun making this video and hope you had a ton of fun watching it! We’ll be sharing more insight and some WIP footage on our socials, so make sure to give us a follow and join the official Aesir Interactive Discord server! Please also consider Wishlisting if you have not already! 🧡

If you too want to be part of future playtests, make sure to sign up right here!

https://store.steampowered.com/app/2697000/

[h3]Previous Developer Diaries can be found here:[/h3]

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Developer Diary #02 | An Open World

Welcome back to another Developer Diary for Windstorm: The Legend of Khiimori! Last time, we talked about how and why we chose historical Mongolia as our setting for the game, and today we want to go more in depth about what that choice means for our open world.

Designing an Open World for a game is a matter of balances: players want game worlds to feel large and expansive, but not so much that exploring them becomes tedious. Empty worlds quickly become boring, but at the same time, a Mongolian steppe setting should not feel overly busy and crowded. Read on to find out how we’re working on achieving that balance.


🚧Work in Progress🚧


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[h2]Steppe, Forests, Mountains, Rivers[/h2]

Vast, flat, treeless grasslands are as crucial a characteristic of nomadic life in Mongolia as the short stocky horses and round white tents called ger, the Mongolian word for Yurt. That doesn’t mean however, that steppes are the only type of environment the country has to offer. That’s great for us, because a game world made up solely from flat, grassy terrain wouldn’t make for a particularly interesting place to explore. Not only would it be rather monotonous, but flat, treeless terrain has the additional disadvantage that there’s no parallax effect, meaning no objects or environments passing by at different speeds due to their distance. As such, moving over a featureless plane would feel quite unsatisfying, since the player has little or no sense of covering any distance.


🚧Work in Progress🚧

Early on in our development process, we researched the diversity of Mongolian landscapes, ensuring that we were not dooming our game to monotonous environments by picking this setting. Fortunately, that environmental diversity is quickly evident: The country is large and made up of various ecological zones, from the sand dunes of the Gobi Desert in the South, to the snowy Altai Mountain ranges in the West, to the forested wilderness of Khentii in the North, to the myriad rivers and lakes spotting and splitting the grasslands throughout.

Taking inspiration from a real country and representing it in in a video game is a process of weighing realism and gameplay fun against each other, and finding a compromise that captures the essence of the real place while taking the creative liberty to scale and tweak the environments into something that is fun and intuitive to traverse. What that means is that the ratio of grasslands to mountains to desert that we have in the game is likely not going to match that of a real map of Mongolia, but that we’re shaping those in-game biomes based on their real life counterparts in terms of flora and fauna and environmental characteristics.


🚧Work in Progress🚧

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[h2]Scale and Sensation[/h2]

In designing the open world, our level designers emphasize the importance of the vista: entering a new area or hard to reach peak can of course reward the player with concrete gameplay achievements such as quest progress, treasure chests or other types of unlocks, but in a well-designed game world, the environment itself is part of said reward. To this end, trees, rocks, rivers and buildings are placed in conscious composition with consideration for how the player is most likely to see them for the first time. The strategic placement of paths and props defines whether players run up against a cliff wall or see the world open up before them.

For Windstorm: The Legend of Khiimori, a certain grandness and scale is part of what makes a good vista: the sensation of reaching a new part of the map and seeing the world laid out before you, with the knowledge that all you see is ripe to explore and can actually be reached.

Our game map is therefore planned to be quite sizable, even by AAA gaming standards, in order to give players that sense of having vast areas to explore and to suit the scale of the world to feel right when traversed at a horse’s gallop rather than a human’s jog.

For our Early Access release, the world will not be complete yet: We’ll start with an accessible area of about one fourth of what is planned in the end, though exact numbers and proportions remain subject to change. To keep players in that area, we are working with natural borders such as cliffs and deep rivers wherever possible, because of course no one likes to walk up against so-called invisible walls.


🚧Work in Progress🚧

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[h2]Event Density and Environmental Language[/h2]

To ensure that the world is interesting to traverse with its significant size, we’re applying a design philosophy inspired by games like The Elder Scrolls V: Skyrim and Red Dead Redemption 2: For the player, there should be something happening roughly every 60 seconds of playtime. This something can be an NPC riding by, a swarm of birds soaring overhead, an interactable point of interest, or a wild wolf howling. On their own they might not be all that thrilling of an experience, but together they help make the world feel alive and interesting to travel through.


🚧Work in Progress🚧

Our level designers also employ deliberate environmental language in order to tell the player which points on the map to investigate further, to understand where it makes sense to slow down and have a look around at a walk or trot before continuing an overland journey at high speed.

In the vast wilderness, human-made objects like waypoints of fences can easily draw the player’s attention. At the same time, rocks and tree stumps can be carefully placed to subtly and non-verbally guide the player to notice accessible slopes or river crossings that might otherwise not be immediately obvious.


🚧Work in Progress🚧

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[h2]Making Travel Intrinsically Interesting[/h2]

There is one additional key aspect in designing how it feels to explore the world of Windstorm: The Legend of Khiimori: our horses are more than just a means of faster travel. We’ll go into more detail about this topic in future dev diaries, but essentially, the player will make certain small choices about the way they travel (the exact path they go, the speed and gait at which they ride) which then has an effect on the horse’s training.


🚧Work in Progress🚧

Similarly, horses can be trained and they also have personality traits. They may favor one type of terrain or another, meaning the player can make additional choices about whether to actively seek out or to avoid patches of sand, gravel or mud, which then influence their travel speed and efficiency. Those ground types may be further influenced by weather, adding another layer of possible consideration when picking an optimal route. To keep the game accessible and not over complicate things for less experienced players, these path-optimizations are optional: roads serve as an alternative that all horses can use in every weather condition, they just might not be the fastest option.

Our horse controls are one of the first things we will playtest with interested community members, so they’re subject to change based on feedback, but the current implementation allows the player to tweak the speed of their gait. This means that for one player, horse, or situation, traveling at a fast trot might be a better or faster choice than a slow canter, and it adds another layer to play around with.


🚧Work in Progress🚧

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Thank you for reading! We’ll be sharing more insight and some WIP footage on our socials, so make sure to give us a follow and join the official Aesir Interactive Discord server! Please also consider Wishlisting if you have not already! 🧡

If you too want to be part of future playtests, make sure to sign up right here!

https://store.steampowered.com/app/2697000/

[h3]Previous Developer Diaries can be found here:[/h3]

[hr][/hr]
[h2]Join the Community[/h2]
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Early Access Update | July 30th, 2024!

Dear Couriers!

We have an important update regarding the Early Access release of Windstorm: The Legend of Khiimori. We have decided to move our planned release date to Q1 2025.

Aesir Interactive is breaking new ground with this game, and we announced it early to gather reactions and build a community. Our goal has always been to involve you in the development process through Early Access, but we need to ensure that the version we release provides a solid first impression.

Windstorm: The Legend of Khiimori aims to take a community-driven approach to optimize the development for our audience. Rushing to release in Fall 2024 could jeopardize the quality and future of the game. Therefore, we are taking a few extra months to ensure a strong foundation for Early Access, balancing early player involvement with a polished initial experience.

Finding that balance between involving players as soon as possible and not taking undue risks with first impressions of an unfinished game is an ongoing process.

The delay also offers a fantastic opportunity for you, our dedicated players! We will have more time for playtests and to gather your feedback to refine the game before its release. If you would like to be part of playtest events, be sure to sign up right here!

A first playtest is taking place soon. After that, we’ll be activating participants in waves to ensure we can get fresh eyes on the game whenever needed.

Thank you for your understanding and support. We’re excited to continue this journey with you!

-Aesir Interactive

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Happy Naadam Festival!

Mongolia's biggest and most exciting festival in July, which focuses on three traditional games: wrestling, horse racing, and archery! 🤼‍♂️🏇🏹


Originally a means of preparing for war, as the tribes living in Mongolia often attacked each other, “Eriin Gurvan Naadam” translates as “Three Manly Games”. 🏅


Naadam is a vibrant showcase of traditional sports; culture; and heritage, bringing communities together in a spectacular demonstration of Mongolian pride. ❤️💙❤️


The official Mongolian National Naadam Festival takes place every year between July 11 and July 13 in the capital city Ulaanbaatar. 📍

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[h2]How is Aesir Interactive celebrating?[/h2]
To celebrate the first day of this year's festival, we baked up some "Boortsog", a Mongolian dessert made from fried dough, and served it in our studio! 🤤

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[h3]Boortsog Ingredients[/h3]
  • All-purpose flour – 1,1 lb | 500 g
  • Milk – 3 fl oz | 150 ml (or water)
  • Kefir – 7 fl oz | 200 ml (or buttermilk)
  • Dry yeast – 1,5 tsp
  • Butter – 1.5 oz | 40 g or 2½ tbsp of vegetable oil
  • Frying vegetable oil – 1,2 pt | 600 ml
  • Sugar – 2 tbsp
  • Salt – ½ tsp


Thanks for stopping by and Happy Naadam to all who celebrate! 🤗

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Developer Diary #01 | To the Steppes

Windstorm is a series of movies, books and games centered around the eponymous black stallion and his friend and rider, a young girl called Mika. Previously, the stories around Windstorm across media have primarily taken place around the Kaltenbach Estate in modern day Germany.

How, then, is Windstorm: The Legend of Khiimori going to add to this same story by taking place in 13th century Mongolia? Read on to find out.



🚧Work in Progress🚧


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[h2]Myths of Origin[/h2]

Mongolian Culture and Folklore is rife with myths and legends surrounding horses, as the animals have been critically important in everyday life on the steppes for centuries. The Windstorm movies take inspiration from that horse-based culture in the myth of Nojrsodsch, the sleeper – a person with the gift of understanding the language of the horses.

In the series' history – across movies, books and games – the Windstorm universe plays around with how it treats this understanding, sometimes implying an actual mythical power, sometimes focusing more on horses' real-life needs and body language, and how those sometimes get ignored in modern competitive equestrianism.


🚧Work in Progress🚧

Until now, the connection between the Windstorm narrative and Mongolian myth has been on the subtler side. That Kaltenbach’s horse loving hermit and Mika’s eventual mentor bears the name of Mr. Kaan is no coincidence for example, but a deliberate nod to the Mongolian inspirations.

With Windstorm: The Legend of Khiimori however, we are taking the Windstorm story to the source of its inspiration – and opening up a whole new world with it. We’re thrilled to confirm that Mika will play an important role in this game’s story, but that your protagonist will be customizable.


🚧Work in Progress🚧

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[h2]Choosing Premise and Setting[/h2]

When Aesir Interactive was working on early concepts for a new Windstorm game, we were initially discussing a modern, European-based setting and a gameplay loop focused on equestrian competition. In contemplating the game’s appeal to different audiences however, we came to realize that we had a chance to do something quite different: Once that thought sparked, we realized this pivot in setting would make sense on multiple fronts:


🚧Work in Progress🚧

🔺While Windstorm and Mika participate in the occasional equestrian show in the movies, a focus on competitive riding does not really fit the narrative spirit of the series. The Windstorm stories are all about freedom, friendship and fairness in how we treat our four-legged companions, not about fame or glory.

🔺Within the niche of “Horse Games”, we noticed a desire for something new: Anyone who’s played games in this genre has inherited an old barn and built it up with money earned in show jumping competitions a dozen times over. We wanted to give the horse enthusiast audience something new and exciting, not just more of the same. Many people who have grown up with horse games are ready and eager for a more mature approach to horse-focused gameplay.


🚧Work in Progress🚧

🔺We wanted this game to appeal to a wider audience than Aesir’s previous horse riding games: Being a courier rider in historical Mongolia is going to sound cool to a lot of players who would not consider picking up a modern stable simulator game. By thus expanding our audience, we see a chance to bridge the gap between the horse game niche and the wider gaming world in a way that even successful past horse-focused games have not been able to.

🔺Choosing to take the Windstorm series to this setting was immediately exciting for everyone involved. Our Artists dove into researching materials and ancient craftsmanship, our Game Designers plunged into lists of flora and fauna that would fit the steppes and mountain ranges of Central Asia. And blessedly, all the involved decision makers were similarly excited to brave new frontiers in making a historical horse game for the very first time.


🚧Work in Progress🚧

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[h2]Balancing Authenticity, Realism and Fun[/h2]

Realism and authentic representation are a crucial topic in this project: For our horses to have the depth and complexity that horse lovers want (and deserve!), we’ve been researching the finer details of horse coat color genetics and building complex control rigs for equine facial expressions.

[previewyoutube][/previewyoutube]
🚧Work in Progress🚧

We’re conducting early playtests with the horse enthusiast audience to get the feeling of riding right, and we’re launching in Early Access very early in our development process, precisely so we can improve and iterate with the feedback of those that care the most.

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🚧Work in Progress🚧

In order to do justice to our Mongolian setting, the entire team has been researching, watching documentaries and consulting with people from Mongolia. We have the opportunity to tackle a setting and time period that doesn’t usually get represented in mainstream media, and we intend to treat that with all the care and respect it deserves.


🚧Work in Progress🚧

While realism – cultural, historical and equine – is a big part of our process as you can see, our main goal remains making a game that is fun and engaging to play. We, therefore, take liberties with our source material wherever it makes sense for gameplay reasons. An early example of this is that our camp structures include wooden pens for horses, to give players an easy way to access their steeds, while a real life Mongolian nomad might have trekked for a few miles to wherever their herd was grazing, since wood can be a scarce resource on the treeless steppes.

[previewyoutube][/previewyoutube]
🚧Work in Progress🚧

Thank you for reading! We’ll be sharing more insight and some WIP footage on our socials, so make sure to give us a follow and join the official Aesir Interactive Discord server! Please also consider Wishlisting if you have not already! 🧡

If you too want to be part of future playtests, make sure to sign up right here!

https://store.steampowered.com/app/2697000/

[hr][/hr]
[h2]Join the Community[/h2]
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Discord Twitch Website