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Dustwind: Resistance News

Dustwind Resistance & Canyon Cross Update

[p]Today we are releasing a small update for Dustwind: Resistance and the Canyon Cross DLC on Steam. It includes a few minor bug fixes and adds additional languages that were previously missing.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Also we have given all Steam store pages for Dustwind and Dustwind Resistance a comprehensive content update.[/p][p][/p][p]All store pages now feature new images and new video material. In particular, the game descriptions have been revised and graphically enhanced.[/p][p][/p][p]See the complete changelog for this update:[/p]
  • [p]Added translations to DLC for previously missing languages[/p]
  • [p]Added some new Miscellaneous item models to use for custom items[/p]
  • [p]Tutorial for car inventory now closes the inventory when you press OK, so you can see the seat icons in the next page[/p]
  • [p]Blinded units can no longer do sneak detection[/p]
  • [p]Mapeditor: fixed script tagname ref editor field popup list not adding special tagname for player character in campaigns[/p]
  • [p]Mapeditor: fixed new empty patrol AI behavior breaking the editor[/p]
  • [p]Tutorial no longer draws highlights on currently invisible UI elements[/p]
  • [p]Build widgets are hidden along with the rest of the ingame UI when windows are opened[/p]
  • [p]Fixed dropping items from inventory not updating carry weight statuses until game is unpaused[/p]
  • [p]Fixed updating character stats not updating carry weight statuses[/p]
  • [p]Fixed dead turret gibs blocking access to mines underneath[/p]
  • [p]Fixed unit move action not stopping when statuses change[/p]
  • [p]Fixed reveal zones partially showing sneaking enemy units for cursor and always on HP bar, but not visibly. They should be fully hidden.[/p]
  • [p]Fixed minefield spawning mines off the navmesh[/p]
  • [p]Fixed a bug in door/gate animation state loading[/p]
  • [p]Fixed another bug in user made map preview color space[/p]
  • [p]Fixed ‘Hook on chain’ prop pivot position to prevent it from roofpopping[/p]
[p] Check out the game and play a few rounds—we look forward to your feedback! And don't miss out on the latest sales offers here on Steam, where you can save up to 50%![/p]

Subsequent delivery: Changelog for Dustwind: Resistance

[p]On Tuesday this week, we successfully released the first DLC for Dustwind Resistance.
We would like to thank you for your interest and extensive feedback on the DLC.
[/p][previewyoutube][/previewyoutube][p][/p][p]Another update for the main game was released at the same time as the DLC. We are now providing the comprehensive changelog for this update.[/p][p]Please feel free to contact us with any questions or feedback![/p][p][/p][h2]Changelog Update 2025/11/25 Revision  12101[/h2]
  • [p]Added new DLC campaign[/p]
  • [p]Added new weapons[/p]
  • [p]Added new achievements for DLC campaign[/p]
  • [p]Added new UI for selecting between campaigns to start in main menu[/p]
  • [p]Added some new assets[/p]
  • [p]Added bloom camera effect and settings entry for it[/p]
  • [p]Added arrow buttons under ingame character editor portrait to be able to switch between characters faster[/p]
  • [p]Added a backpack icon over the dragged item when hovering the character portraits on the ingame inventory window[/p]
  • [p]Added audio/visual feedback for user input events[/p]
  • [p]Added tesla tower light emitter entity[/p]
  • [p]Added a new default value to the ingame language options list that allows external language configuration (for example steam)[/p]
  • [p]Increased max skill point slots for traps and mechanics skills to 6[/p]
  • [p]Skirmish solo missions now force the XP setting ON[/p]
  • [p]Units will now try to avoid stepping on detected mines[/p]
  • [p]Improved water shaders with configurable transparency effect[/p]
  • [p]Improved missed ground fire calculations for radial damage[/p]
  • [p]Improved situational awareness by not roofpopping unit indicator circles[/p]
  • [p]Improved text readability in settings UI[/p]
  • [p]Changed highlight behavior so dropped items are not shown through walls or draw their name above, as it trivializes exploration[/p]
  • [p]Re-balanced trap detection speed to make the skill more worthwhile[/p]
  • [p]You cannot detect traps well above your skill level at all[/p]
  • [p]With the Bomb whisperer perk you no longer set off mines by stepping on them[/p]
  • [p]Removed Z-offset from environment shader due to causing lighting issues[/p]
  • [p]Mapeditor: user made maps affected by the shader change should raise the terrain by 0.01m in areas where the underground walls and terrain are z-fighting.[/p]
  • [p]Mapeditor: 2 digit precision for painting terrain height[/p]
  • [p]Mapeditor: added new script triggers: GasDropped, ItemDropped, EntityTookDamage, PlayerStatsChanged, BarterStarted[/p]
  • [p]Mapeditor: added new script conditions: CheckEntityTeam, IsWaveFinished, checkUnitAI, checkUnitAIModifier[/p]
  • [p]Mapeditor: added new script responses: ChangeLightProperties, SetWeather, PauseWaveSystem, ChangeUnitAIModifier, AddActiveDialogueTopic, RemoveActiveDialogueTopic[/p]
  • [p]Mapeditor: camera moving script responses can use source/target from script event as targets now[/p]
  • [p]Mapeditor: added a ‘focus camera’ option to StartDialogue script response[/p]
  • [p]Mapeditor: 2 digit size precision for custom entities(switches,containers) that can use a projector [/p]
  • [p]Mapeditor: added an item filter field to SkillUsed script trigger[/p]
  • [p]Mapeditor: save message dialog now shows errors with red text[/p]
  • [p]Mapeditor: renaming an objective/radiotransmission/AI/wavesystem – ID updates all script references to it[/p]
  • [p]Mapeditor: improved face-picker popup window[/p]
  • [p]Mapeditor: added sorting buttons to campaign locations[/p]
  • [p]Removed enforced game over behavior for campaigns when all player units are incapacitated. The old behavior can be replicated by a script with a TeamDied trigger and a Victory response[/p]
  • [p]Redesigned mission/global objective behavior: mission objective states will no longer be transferred across campaign locations or be accessible from other missions. Use global objectives instead.[/p]
  • [p]Made the move/interact control rebindable[/p]
  • [p]Added separate rotate buildable blueprint control[/p]
  • [p]Added the name of the object build built above the blueprint during build mode[/p]
  • [p]Multiple controls can now be bound to the same key, press Esc when binding to clear bindings[/p]
  • [p]Ensured unit bonepiles are on the navmesh so they can be looted[/p]
  • [p]Unit buttons no longer flash when enemies are seen when the unit is selected[/p]
  • [p]Fixed unit buttons blinking when seeing dead turrets[/p]
  • [p]Fixed changing character while the loot UI window is open resetting the containers scroll position[/p]
  • [p]Fixed double clicking on skill/buildable items not starting skill use/build mode with that item selected[/p]
  • [p]Fixed loading screen getting stuck if a campaign tries to open an undefined location[/p]
  • [p]Fixed terrain shadows rendering for transparent areas[/p]
  • [p]Fixed a performance problem caused by attacker AI Follow behavior[/p]
  • [p]Fixed some particle FX collision masks[/p]
  • [p]Fixed some issues with spot light shadows (too much bias / mura)[/p]
  • [p]Fixed killzones not sending object destroyed script events[/p]
  • [p]Fixed filtered out script event debug log still adding an empty line to the log[/p]
  • [p]Fixed mapeditor delete command activating while a textfield is being edited[/p]
  • [p]Fixed broken unit height level indicator icon [/p]
  • [p]Fixed low-range/high intensity light emitters audio range being too small to be audible from distance[/p]
  • [p]Fixed mapeditor keyboard shortcuts activating when a textfield is being edited[/p]
  • [p]Fixed bugs caused by trying to open new dialogue from scripts triggered by another dialogue/topic[/p]
  • [p]Fixed errors caused by trying to daisy-chain radio transmissions via scripts[/p]
  • [p]Fixed a bug in roofpopping leaving units visible while the floor they stand on is hidden[/p]
  • [p]Fixed smoke grenades not working sometimes[/p]
  • [p]Fixed zone based script triggers not ignoring events from unrelated zones, causing them to misfire on round start[/p]
  • [p]Fixed initial zone enter events firing after match start, causing counter triggers with less/LE comparisons to misfire on round start[/p]
  • [p]Fixed dialogue advancing from clicks when ingame menu or it’s children are open[/p]
  • [p]Fixed KO/Incapacitated units still doing sneak detection[/p]
  • [p]Fixed projectiles not being saved/loaded in savegame[/p]
  • [p]Fixed rectangle selection not cancelling itself properly when a UI window is opened[/p]
  • [p]Fixed ammo picker for inactive slot starting a broken reload[/p]
  • [p]Fixed animated halloween tiles not getting animated due to static batching[/p]
  • [p]Fixed workshop preview images uploading darkened[/p]
  • [p]Fixed ragdolls feet getting stuck in the terrain[/p]
  • [p]Fixed gate animation state not saving/loading correctly[/p]
  • [p]Fixed resolution change cancellation reverting the old value in the edited setting[/p]
  • [p]Fixed exiting vehicle with driver not clearing manual driving inputs[/p]

Release of Canyon Cross DLC for Dustwind

[p]Today, we are pleased to announce the release of Canyon Cross, the new DLC for Dustwind: Resistance, on Steam.[/p][p]
In this DLC, Jake and his friends are once again under threat and must protect themselves and their neighbours in a post-apocalyptic world.

[/p][previewyoutube][/previewyoutube][p]

Defeating the Warlord was not enough. A ruthless raider general now threatens your allies’ settlement, Canyon Cross. Lead Jake and his crew into battle once more and remind the invaders why it’s a terrible idea to mess with you. Push your character’s skills even further. Ride into action, guns blazing, in your trusty Scraptrack. Wield new elite weapons. Discover the secrets of a long-abandoned bunker. Reawaken the ancient military satellite and rain fire from above. Sneak. Strike. Protect. Overcome.[/p][p][/p][p]With five new missions, five new weapons, and about five hours of gameplay, the Canyon Cross DLC offers real-time tactical gameplay with pause, as well as some lore to discover.[/p][p][/p][p] [/p][p]Unfortunately, PlayStation and Xbox players will have to wait a few more weeks, as the console release has been postponed until next year. As a small, independent studio, our resources are limited, and for many of our colleagues, Christmas is just around the corner.[/p][p]
The DLC will be released on 25.11.2025 on Steam.

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Happy Anniversary, Dustwind!

[p][/p]
Happy Anniversary, Dustwind!
[p]Author: Andreas Koch[/p][p]Today, we are celebrating the anniversary of Dustwind. The game series launched in Early Access on November 1, 2017, and is now eight years old. How time flies![/p][p]
Our Dustwind series has reached several milestones: we have released two complete games, both set in the same universe and highlighting different aspects of the timeline in Dustwind’s world. In addition to the original game from 2017, there are now a number of expansions and campaigns. We are particularly excited about the upcoming release of Canyon Cross, the first DLC for the new Dustwind: Resistance.[/p][p]
But today, we also want to celebrate the countless fans from the community who have made Dustwind what it is today. We look back on several hundred videos on YouTube, TikTok, and other social networks. We celebrate more than 200 maps and installments for Dustwind, which have been published by fans and players in the Steam Workshop. We have counted almost 350 reviews from players, which we are very proud of.[/p][p]To celebrate the occasion, we have created a YouTube playlist of eight “historic” Dustwind videos:[/p][p][/p][p]Dustwind Anniversary Playlist
So today, to celebrate this anniversary, we are launching our Dustwind Anniversary Steam Sale from October 29 to November 10, with 90% off Dustwind and 35% off Dustwind: Resistance. Getting started in the Dustwind universe has never been easier or more affordable—the corresponding bundles will also be adjusted to the new prices.[/p][p]
Dustwind on Steam sale: [/p][p][dynamiclink][/dynamiclink]Dustwind: Resistance on Steam sale: [/p][p][dynamiclink][/dynamiclink]We are proud and excited to add another milestone to the history of Dustwind this year: the release of the new Canyon Cross DLC for Dustwind: Resistance. The DLC will be available later this year on Steam, PlayStation, and Xbox.[/p][p]With the gameplay teaser, we are already giving you a first glimpse into the gameplay and the events surrounding the Canyon Cross settlement and what will happen to it.[/p][p][/p][previewyoutube][/previewyoutube][p]
We are very much looking forward to the upcoming release of Canyon Cross and thus to another step in the Dustwind universe.

Last but not least, we would like to thank all Dustwind fans for their long-standing support, for all the videos, for the reviews, and for playing our game![/p]

New Screens from Canyon Cross

[p]We are proud to present a bunch of new screenshots from the upcoming Canyon Cross DLC for Dustwind: Resistance.[/p][p][/p][p]

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Hope you like it and please dont forget to Wishlist on Steam:

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