Devblog #5: New teaser, buy-to-play confirmed, Early Access in 2026
[p]Ahoy, mateys![/p][p]Since the Alpha ended, it may have seemed quiet on the surface, but behind the scenes we’ve been hard at work. During this time, we reviewed player feedback, analyzed playtest data, and reassessed our priorities. Today, we are ready to share important updates on the direction of the project.[/p][p]Before we dive in, here’s our little summer progress teaser:[/p][previewyoutube][/previewyoutube][p]This short preview offers a glimpse of what we’ve been working on:[/p]
The Crosswind Crew
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- [p]Among the highlights is the Ashlands — a scorched, dangerous biome, with new secrets and treasures buried under volcanic ash. It is filled with new quests, challenging enemies, expansive dungeons, and more.[/p]
- [p]The seas are also becoming livelier, with visible crew on deck, complete with new animations and recruitment mechanics. Water physics and behaviour are also being updated to make naval part of the game more dynamic and immersive.[/p]
- [p]Tortuga has been completely reimagined — now a besieged outpost, where the living hold defense against the dead.[/p]
- [p]…and there is much more to come — we’ll share additional details in future devblogs![/p]
- [p]We are changing the genre focus of the game to a more traditional survival game with PvE co-op as the main multiplayer component.[/p]
- [p]We are changing the distribution model from free-to-play to a traditional buy-to-play game.[/p]
- [p]Our goal now is to bring Crosswind to Early Access on Steam somewhere in 2026 as a solid, enjoyable survival game which we can support with content and feature updates on its way to 1.0 and hopefully, beyond.[/p]
- [p]We faced some hard truths about the technical challenges of this original approach. Supporting the kind of infrastructure needed for a true MMO (even if it’s MMO-lite) experience is a major undertaking, especially while aiming for the level of polish and quality we expect of ourselves. Providing stable, global server coverage and seamless large-scale multiplayer is a significant challenge for a studio of our size. [/p]
- [p]At the same time, many players told us they were perfectly satisfied playing Crosswind solo or with a group of friends, enjoying the traditional survival gameplay without requiring a large-scale online environment.[/p]
- [p]Another important observation was that the majority of our players came from a traditional survival gaming background. Their feedback made it clear they valued the depth, pacing, and atmosphere of that style over the structure of an MMO.[/p]
The Crosswind Crew
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