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Alpha Playtest Sets Sail!

[p]Ahoy, Captains![/p][p]After countless hours of internal testing, we’re finally ready to X-mark the spot — our Alpha playtest is launching on June 25th, and the gameplay trailer below charts the beginning of our journey.[/p][p][/p][h2]Crosswind: Drunken Sailor (Alpha Test Trailer)[/h2][p][/p][previewyoutube][/previewyoutube][p]Let’s walk through what’s in this Alpha.[/p][p][/p][h2]What’s in this build?[/h2][p]Expect classic survival formula of “build, craft, and survive” — along with:[/p]
  • [p]Three unique biomes, each with its own resources, enemies, and environment twists[/p]
  • [p]Three bosses, each offered in several difficulty tiers[/p]
  • [p]Three playable ships plus one NPC merchant vessel[/p]
  • [p]Ground combat, ship-to-ship battles, and the very first pass at boarding actions[/p]
  • [p]Roughly 30+ hours of content if you take time to explore[/p]
[h2]
Playtest length & slots availability[/h2][p]The Alpha playtest will run for at least four weeks, giving the participants plenty of time to explore at their own pace. [/p][p]For this very first round, we’re keeping things intentionally small — both to ensure stability and because our global server coverage is still growing. That means playtesting slots are extremely limited for now.[/p][p]If you signed up but don’t receive access this time, don’t worry — your application remains in the pool for all upcoming tests. And, as this Alpha is non-NDA, watch out for more coverage and insights from our content creators.[/p][p][/p][h2]Why call it “Alpha”?[/h2][p]At this stage, Crosswind is still very much a work in progress.[/p]
  • [p]Many systems are still in development and may change noticeably over time.[/p]
  • [p]You may encounter bugs, performance issues, or rough edges — that’s part of why this test matters.[/p]
  • [p]Server infrastructure is still limited, so connection quality may vary depending on your region.[/p]
[p]We could have waited longer and kept testing internally — but hearing directly from players, even at this early point, will help us build a better game. Your feedback won’t just be appreciated — it will actively shape what comes next.[/p][h2]
How to share feedback & bugs?[/h2][p]Join the Discord and use #feedback and #bugs channels.[/p][p]Logs + screenshots help us fix things faster. [/p][p]Every bit of feedback helps, and we’re genuinely grateful for the time you take to share it.[/p][p][/p][h2]Contest Winners — We Haven’t Forgotten You[/h2][p]If you won a key in one of our previous contests, rest assured — you’re on our list. To deliver your access, we’ll be reaching out to you directly via Steam, so keep an eye out for a friend request or message from our official account: HisaHisa.[/p][p]Just a quick reminder: The Crosswind Crew will never ask for your password or Steam credentials. Official messages will only come from this news page or our verified Discord server.[/p][p]Opening the doors this early is exciting and, honestly, a little nerve-wracking. Thank you for testing, reporting, or even just reading—we truly appreciate the help.[/p][p][/p][p]— The Crosswind Crew[/p]

Devblog #4 — Laying the Keel: Building the World of Crosswind

[p]Every great adventure starts long before the ship leaves port. In Crosswind, it begins in our narrative room — where we plan the world, shape the story, and build the setting piece by piece. [/p][p]World-building is part of our core process, and in this post, we want to share how we’re laying the groundwork for an adventure that involves pirates — but goes far beyond parrots and treasure hunts.[/p][p]Disclaimer: Many of the features you’ll read about here are still in Alpha and subject to significant change in future updates.[/p][hr][/hr][h2]Legends Meet Ledgers[/h2][p]Let’s get this out of the way — Crosswind isn’t a pirate simulator. We’re not aiming for a historical reenactment of piracy, but rather the thrill that made the legend stick. Our world is built around adventurers, exiles, and fortune seekers who chase opportunity across shifting tides. It’s not about being a pirate in the legal sense. It’s about adventure, discovery, and writing your own story at sea.[/p][p]That said, we’re absolutely leaning into fantasy. You’ll see tall ships, shady ports, power struggles, and names that echo through maritime history. From Tortuga-like havens to hidden coves and fractured factions, all the ingredients are here — not for accuracy’s sake, but to give players the feeling that anything might be waiting just beyond the next horizon.[/p][p][/p][p]Of course, the romantic image of piracy — rum-soaked bravado and endless freedom — is only half the story. Behind the pop-culture myths were real people: sailors who were hungry, desperate, hopeful, and sometimes heroic. To ground our setting, we turned to historical records, books, and other period sources not to recreate the past exactly, but to build something that feels rooted in it.[/p][p]That’s our guiding principle: start with fact, then let fiction breathe. To do so, we chart two timelines — one grounded in historical fact, the other shaped by fiction to serve gameplay and narrative.[/p]
[p]Timeline[/p]
[p]Span[/p]
[p]Purpose[/p]
[p]Historic Core[/p]
[p]16ᵗʰ — 18ᵗʰ centuries[/p]
[p]From Columbus’s first landfall to the final decades of the Age of Sail — key events we can footnote with historical records.[/p]
[p]Crosswind Divergence[/p]
[p]8ᵗʰ century AD — 17XX, with most key events concentrated toward the latter[/p]
[p]A sweeping fictional arc woven atop the historical world, beginning with whispers of ancient maritime empires and carrying forward through secret cults, lost charts, and supernatural lore, all while threading tightly into the age of gunpowder and sail.[/p]
[p]This broader canvas allows us to blend real historical events — like the rise of Tortuga in the 1630s as a stronghold for exiled settlers and seafaring outlaws — with fictional threads drawn from older sea legends.[/p][p][/p][h2]From Lorebook to Loadout[/h2][p]Anyhow, we’re not here to publish a textbook. Crosswind is, at its core, a survival adventure — and the story is there to support the gameplay, not overshadow it.[/p][p]That said, we do see room to push things a little further than what’s typical for the genre. Many survival games keep narrative in the background — and while Crosswind isn’t a story-heavy game, we’ve taken care to add more texture and presence to the world. [/p][p]Through character dialogue, hidden quests, found diaries, and other discoverable locations or objects, players can uncover dozens of small clues that help build a fuller picture of the world — if they choose to explore.[/p][p]So, gameplay still comes first. To keep everything working together, we follow three main steps:[/p]
  • [p]Lay down a factual timeline, built on real or highly probable events from 16ᵗʰ to 18ᵗʰ centuries.[/p]
  • [p]Draft a divergence layer, adding fictional milestones that align with core gameplay systems.[/p]
  • [p]Leverage gameplay pillars, such as level design and art direction, to create a sense of swashbuckling momentum on every screen.[/p]
[p]From those steps we iterate on five guiding areas:[/p]
  • [p]Biomes begin in the cradle of piracy — the Caribbean — and include distinct sets of enemies, resources, and challenges. Future updates will expand into new regions.[/p]
  • [p]Technologies cover the essentials of the Age of Sail — rum, gunpowder, clashing steel, flintlocks, and blunderbusses — with a hint of fantasy, such as ancient curses or unexplained phenomena.[/p]
  • [p]Factions & conflicts focus on a concise group of rival powers, each playing a central role in the unfolding narrative.[/p]
  • [p]Characters range from loyal companions to sworn enemies, all shaped by the tensions between these forces.[/p]
  • [p]Fantasy stays grounded in the world we’ve built. We’re not using classic fantasy elements like dragons or fireballs. Instead, we focus on pirate and maritime myths, like cursed gold, ghost ships, and whispered tales of lost islands. Our goal is to keep things feeling true to the tone of the pirate-era world we’ve created.[/p]
[p]Each strand feeds the next, ensuring world, narrative, and mechanics row in the same direction. All of them converge at a single point — the start of our story:[/p][hr][/hr][p]The British East India Company comes into possession of several missing pages from Columbus’s Book of Prophecies, where he describes a treasure that could grant control over the seas. During an expedition, their team uncovers the first fragment and sends it back to London.[/p][p]The information leaks. Edward Teach — better known as Blackbeard — hears of the cargo and orders his lieutenant, Israel Hands, to intercept the ship.[/p][p]You are the courier entrusted with transporting it.[/p][hr][/hr][p]And from there, your story in Crosswind begins. What starts as a survival journey soon grows into something larger — with a loyal crew at your side, tasks to take on, and key characters whose stories unfold through dialogue and discovery.[/p][p]If we’ve done our job well, the story will feel natural and easy to follow — there when you want it, out of the way when you don’t. Either way, we hope the next horizon brings just enough mystery to keep you curious about what lies ahead.[/p][h2][/h2][p][/p][h2]Meet Blackbeard's Crew[/h2][p]To give you a quick preview of what’s coming, let’s talk about one of the in-game factions you may already know — Blackbeard’s crew, led by Edward Teach.[/p][p]Teach is ambitious, power-hungry, and doesn’t care who he has to hurt to get what he wants. His motto is simple: “Why settle for less when you can take it all?” He doesn’t follow any rules — not even the Pirate Code. Though he was once part of The Brethren of the Coast, he quickly saw them as weak and limited in their views. Teach had no intention of staying in second place. He built his own reputation and crew, and when the time was right, he betrayed the Brotherhood and stole a large sum of gold meant for Tortuga. He never believed in “freedom, equality, and brotherhood.” He believed he was born to rule. Since that betrayal, Teach has been the most wanted pirate on the seas.[/p][p]His closest ally is Israel Hands — his second-in-command and longtime companion. Hands is tall and lean, with dark hair streaked with gray and a sharp, weathered face marked by deep-set eyes. He wears a British Royal Navy lieutenant’s coat, seeing himself as Blackbeard’s lieutenant in more than just name. He also walks with a limp in his left leg — and some of you may know why.[/p][p]Hands is fiercely loyal to Teach, ever since Teach saved his life in a battle against the French. He’s probably the only person Teach actually listens to. Hands is rough, stubborn, and blunt, but also clever, precise, and skilled at navigation. Deep down, though, he dreams of one day captaining his own ship.[/p][p]
[/p][p]Teach hasn’t appeared in the game yet, but you’ll meet Hands as one of the main bosses in the Alpha. [/p][previewyoutube][/previewyoutube][p]Their faction is hostile to everyone — including you. In the early game, you’ll spend a lot of time fighting their crew. They’re spread across the Coastal Jungle and Highlands and will attack anyone they spot. To them, you’re just another target.[/p][p][/p][p]Blackbeard’s gang consists of several types of enemies, each with their own role and danger level. [/p]
  • [p]Most of them are typical cutthroats armed with swords. They’re not highly skilled, but they attack fast and in groups, making them a serious threat if you’re not careful.[/p]
  • [p]Some are musketeers who stay at a distance and fire with muskets. They take longer to reload but can deal heavy damage if you don’t stay in cover.[/p]
  • [p]The most dangerous among them are the pirate sergeants. Armed with both a pistol and a sword, they’re effective at both close and medium range. Tougher and more aggressive than regular pirates, they often lead enemy groups and won’t hesitate to rush you the moment they spot you.[/p]
[p][/p][p]All in all, it’s just one page from the larger story waiting to unfold during this playtest. There’s much more ahead — more factions, new faces, unexpected twists, and moments that will define your journey. Whether you’re here to fight, explore, or uncover lost secrets, this is only the beginning.[/p][p][/p][h2]Found Between the Waves[/h2][p]And if you’re drawn to exploration, we’re here to encourage it.[/p][p]Exploration is at the heart of Crosswind, and the story is woven into the atmosphere rather than delivered through dialogue alone. Many locations and objects are placed to spark a question — What happened here? — and to reward curiosity with a piece of lore, a hidden item, or a clue pointing to something bigger.[/p][p][/p][p]Sometimes the reward is practical — coin, supplies, a useful note. Other times, it’s just a fragment that colors in a broader picture or invites you to look again. That moment when a player says, “What’s that twisted tree doing out there? I need to see for myself,” is exactly the spirit we’re chasing — where discovery feels personal, earned, and quietly meaningful.[/p][hr][/hr][h2]For Readers, Raiders, and Everyone Between[/h2][p]We know not everyone plays a survival game for journals and lore. Some of you are here for the thrill — salt-sprayed decks, sudden broadsides, and the spoils that come with living dangerously. And that’s perfectly fine — Crosswind will always raise a glass to a bold raid. [/p][p]Still, we hope the quieter threads of the story feel worth a moment’s pause. After all, many of us first fell in love with the sea through the pages of Treasure Island or Captain Blood. Most of us have shared a grin over Pirates of the Caribbean, or felt the deck lurch under cannon fire in Master & Commander. We’re chasing that same spark, too.[/p][p]Wherever you head next, may your compass stay true, your powder stay dry, and your next horizon hold a story worth chasing.[/p][p][/p][p]Until next time, Crosswind Crew[/p]

Status update on the Alpha Test and new screenshots!

Ahoy, captains!

We know many of you are eagerly awaiting news on the Crosswind Alpha test — and we’re finally ready to share an update.

The Alpha build is complete in terms of features — now we’re focusing on quality assurance and final polish. While it’s still an Alpha (and bugs are part of the fun), we want to make sure your first adventure in Crosswind is as smooth as possible. That means squashing as many bugs as we can before release. And yes — we’ll leave a few for you to find, too.

This build is the result of many months of hard work, so there is still a lot to test internally. We need more time to make it right.

Stay tuned and thank you for you patience! We will do our best so it is worth the wait!
[hr][/hr]
While you wait, take a look at some fresh screenshots from the Alpha:

No crew on deck just yet — but we’re working on it for future updates.

Even the fiercest pirates need a little peace (and corn) from time to time!

Exploring deep dark caves of the Archipelago can be rewarding — but it’s never without the risk.

Boarding is coming in the Alpha playtest! It’s rough and early — but it’s there.

We weren’t planning to include a tutorial in this Alpha — but hey, surprises happen!

The swamp is the third — and most dangerous — biome in the Alpha. Expect creatures that are... less than ordinary.

One of the characters from our upcoming trailer. We can’t wait to see the characters you’ll create.

Devblog #3: Q&A

Ahoy, captains!

We’d like to address some of the questions you raised in the comments previously.

Disclaimer: Many of the features you’ll read about here are still in Alpha and subject to significant change in future updates.


[hr][/hr]
Barbash: Looking great! Any chance to see some group content? Will you wear wigs?

Thanks, Barbash — glad you think so!

As for group content: in this upcoming Alpha, we’re just testing the waters, so there won’t be content specifically designed for larger groups just yet. Having functional co-op for a few players is the most you can expect at this moment.

That said, we do have plans for more expansive group features in both the story mode and the MMO layer of the game down the line. And surprisingly, wigs share the same fate — not in this Alpha, but definitely something we’ll be working on in the future!

Ninja66 Onee-sama: Will there be taming? Are the guns hit scan or projectiles?

Taming isn’t planned for the upcoming Alpha, but it’s something we might explore later on. As for guns—they’re projectile-based, so if you’re quick (and a little lucky), you can dodge incoming shots. Timing is everything!

take a look at my girlfrien!!>owish to see something about fishing in the next devlog. eventhough it's quite a basic mechanic in the most games, it fits perfectly for a pirate-ish game like Crosswind

It will be in the upcoming Alpha, but in a very early, minimal form. Just enough to cast a line and reel in something simple. Like many of our features, it’s a rough first pass—we’re laying the groundwork now, and we’ll be expanding it over time based on feedback and our priorities.

LLIytinskiy (translated): It’s interesting to see teamwork on one ship, as the helmsman takes over the whole ship, but what about the other players who are also on the ship? Or will each player have their own ship? I hope it will be the first option, as it was fun to play as a team and encounter many different situations during the game.


Our current core idea is that each player commands their own ship—taking care of navigation, combat, and upgrades. That said, you're absolutely welcome to hop aboard a friend’s ship. While you’re not at the helm, you can still participate in early fishing and boarding activities. Outside of those, there’s not much else to do on someone else’s deck just yet, but we’re keeping in mind more shared ship roles as development moves forward.

neviR: Will this game be a live-service game? Or once it reaches version 1.0, no more updates?

Live service. We firmly believe the world of Crosswind can be expanded for years, resulting in a long-lasting and evolving adventure. We plan to support the game with new features, activities and story expansions after release.

RadHands: So I guess the question is what are your plans considering PvE difficulty? Seems it could use more aggression, more movesets, more skillchecks, else it is a little yawny. I understand early access, that's why it's a question and not a 12 hour youtube monologue.

Our plan is simple: test and tune with real players. We’ve already run some early closed Alpha sessions and received a wide range of feedback on combat, especially around boss encounters and enemy behavior. Since then, we’ve made significant improvements to both pacing and variety, and the upcoming test will help us push that even further.



That said, what you’ve seen in previews might not fully reflect the current build—combat and specifically balance is still actively being tweaked, and your feedback will be key to hitting the sweet spot between challenge, skill checks, and fun.

ChrisCox: Could we get more details about how boarding will work? Will the ships for example "attach" to eachother, allowing the NPCs to board? Will we be able to separate our crew and capture other ships, to bring them back to our base?

In the upcoming Alpha, boarding will work as follows: when two ships are close enough and properly aligned, you can initiate a boarding action. Once triggered, the ships attach to each other, creating a few walkable bridges between them.

At that point, both your AI crew and the enemy’s will spawn and engage in combat. Stay alert—reinforcements can appear mid-fight! If you win, you’ll be able to loot the enemy’s ship chest, after which their ship will be destroyed. If you lose, your ship gets destroyed instead, and you’ll respawn ashore. Your ship will then be temporarily locked, but don’t worry—there’s no permanent loss.

This system applies to both PvE and PvP boarding for now, and it’s just the beginning. We’ll be refining and expanding it based on your feedback.

Leca: What kind of weapons the game includes?

You can swing a shovel or pickaxe in a pinch—just don’t expect it to be the most elegant solution. For the upcoming Alpha, we’re starting with a core lineup of rapiers, sabres, pistols, muskets, and clubs.
Each weapon type comes with a few variants you can craft and upgrade, and we’re aiming to make them play and feel distinct from one another. It’s still early, but we’re excited to see how it all comes together. Wish us luck: we plan to expand the arsenal as development continues!

Splotty: How does gearing in a biome works? i craft the gear with the materials of the biome or is a drop from the mob/boss? the gears levels up? what kind of gear is gonna be available?

Normally you craft the gear from the materials of the biome, but there are also additional rewards for defeating bosses and uncovering biome secrets. Most of the gear can be leveled up to an extent that it is slightly better than the starting gear from the next biome. You can balance your own combat skill with gear leveling: defeating a boss with the very basic gear is possible, but putting more effort into preparation will increase your chances.

The wearable gear, apart from tools and weapons, includes armor/clothing (head, torso, pants, shoes, gloves), 3 jewelry slots and a bag. You also carry a certain amount of gunpowder and bullets for your firearms. Consumables like food, bandages, potions and weapon oils are also a part of your build.

[hr][/hr]
That’s it for now, mateys! Thank you for reading, and stay tuned for more news and insights!

Devblog #2

Ahoy, adventurers, and welcome back to our devblog!

Disclaimer: Many of the features you’ll read about here are still in Alpha and subject to significant change in future updates.

It’s hard to believe we’ve already sailed into April, with blossoms on the horizon and the promise of warmer seas ahead. Behind the scenes, our crew has been hard‑at‑work preparing the long-awaited Alpha test.

In the meantime, we wanted to take you on another little behind‑the‑scenes voyage. Game development is hard, and very often things break in the process. The upside: you can have a good laugh about it. Well, if it happens before you release the game, at least.

Pay attention to this one: we’ve added the nicknames of those who participated in our previous event there in the credits. Thank you for being the legends you are!

[previewyoutube][/previewyoutube]

Following your requests, this devblog dives straight into base building—something that most survival gaming enthusiasts love!

[hr][/hr]
Building in Crosswind: Shelter, Settlement and Beyond

In Crosswind, building is about self‑expression, progression, and shaping the world. Every structure should feel rooted in its biome and echo the story you’re living. From your first humble shack to a towering fort, construction always aims to remain a seamless part of the adventure.


Our philosophy is simple: while building is a core part of survival in Crosswind, we’ve designed it to be as welcoming and intuitive as possible. Yes, you’ll need a basic roof to rest and a shelter to house your workbenches—but beyond that, it’s entirely up to you how far you take it.

Whether you prefer the simplicity of a quick shelter or dream of building a sprawling pirate haven, our goal is to shape a system that supports your pace, style, and imagination. It’s a work in progress, of course—and a part of a long journey. But we’re committed to making that first step feel approachable and rewarding. From there, who knows where your creativity might take you?


[h2]Core building principles[/h2]
In practice, we believe building should be:

  • Simple. Newcomers, minimalists who just need a roof, or even those curious about survival games but daunted by the idea of complex building systems—all are welcome here.

    We’ve made sure you can raise a sturdy shelter in seconds using large modules and one-click blueprints. It’s fast, intuitive, and designed to ease you in gently, so you can get back to exploring and adventuring without being overwhelmed.

  • Flexible. Efficiency lovers get fine‑grained tools: precise angle rotation, optional snapping, Z‑axis nudging, and an in‑menu building preview showing you the exact piece before placing it.

    Our unofficial benchmark? If a determined captain can’t kitbash a passable Millennium Falcon, we need to loosen the rules.

  • Beautiful. For builders who treat design as end-game content, snapping can be turned off, small detail pieces can be layered freely, and décor can be stacked to your heart’s content.

    And for those who value speed and flow, we’re introducing a special “Quick-Brush” mode: just hold the left mouse button and sweep your cursor to lay down walls, floors, or roofs in one continuous, satisfying motion. Creativity and efficiency shouldn’t be at odds—and with tools like this, they don’t have to be.

  • Performance‑minded. We’re stress‑testing to find out how many blocks you can stack before the frame‑rate flinches. The goal is “a lot.” We’ll do our best to ensure that, with ongoing optimization, ambitious architects won’t have to choose between grand scale and smooth FPS—fingers crossed!
We also support basic terraforming. It’s still early and quite primitive, but it already allows you to shape the ground and prepare terrain for your builds.



[h2]From Bedrolls to Pirate Forts[/h2]
Your journey starts with bedrolls, campfires, and makeshift roofs. Soon you’ll be adding workbenches, kilns, and palisades. Just place an upgrade module next to any workstation to unlock new tiers:

  • Want to toss your tools around wherever it’s convenient? Go for it.
  • Prefer to build a majestic blacksmith’s hall with every detail in place? That works too.
No penalties either way—it's all about your style, not restrictions.

Comfort works the same way: hang trophies wherever you like, and the settlement counts their bonus automatically. Beauty is optional; utility never is. Chase pure efficiency or indulge your inner architect—either way, you’ll get every perk with zero debuffs.

In Crosswind, the world may be full of myths and wonders, but it’s still grounded in a sense of physical logic. That’s why we’re also introducing building integrity—a system that gently nudges structures to follow the natural rules of the world they exist in. No floating towers or endless bridges stretching across the sea. It’s not here to stifle your creativity, but to keep your creations feeling rooted, believable, and in harmony with the world around them.

After all, building should feel like a natural extension of the journey—woven into the fabric of your swashbuckling fantasy. In a world inspired by the spirit of Treasure Island and classic high-seas tales, every fort, dock, and lookout should feel like it belongs—each one a testament to the adventure that shaped it.

We’re also adding what we internally call aesthetic merging—a system designed to make modular builds feel more natural and cohesive. Instead of obvious seams and visual clutter between individual pieces, this tech helps smooth out transitions, so even complex constructions look unified and handcrafted rather than like stacked Lego bricks. It’s still a work in progress, but we believe it’ll go a long way in helping your creations feel more like real, lived-in structures and less like game systems showing through.



[h2]Player Progression and Protection[/h2]
Losing everything while you’re offline is the worst, so we’ve built in safeguards—construction included. Your personal story islands are private by default: solo or invite‑only co‑op, no random visitors.

And just to reassure you—during the upcoming playtest, all building will take place in safe zones only. No raids, no base wipes, no lost progress. Build at your own pace, focus on fun, and help us shape what comes next.

Important note: as the game evolves and new features are added, we’ll occasionally need to reset progress between playtest phases. With so much changing under the hood, occasional wipes are necessary to keep things stable. That said, in the long run, your personal world and its progress are meant to be yours to shape and keep—this core concept won’t change.

[h2]Future Plans[/h2]
We know not everyone dreams in timber and stone. If building’s not your thing, don’t worry—we’re doing our best to keep the experience smooth, flexible, and never overwhelming. You’ll be able to set up what you need and jump right back into the adventure.

Looking further ahead, wanderers—merchants, quest‑givers, or would‑be crewmates—will occasionally arrive at your settlement. You’ll be able to recruit them to help gather materials, craft gear, and support your progression over time. These visitors are the first step toward a broader “crew” system that connects the people you meet on land with the roles they’ll take aboard your ship. We’re still ironing out the details, and we’ll be happy to see whether this direction resonates with you.



We’re also looking into how building might evolve into other parts of the game—more on that later.

[hr][/hr]
And that’s a wrap! While this update focused on building, we’ve seen all your questions across the comments—and we’re already charting the course for future devblogs to dive into them. For now, we’re just thrilled to have you aboard. The journey’s just beginning, and we can’t wait to keep shaping Crosswind together.

Yours truly,
— Crosswind Crew