
Everwind is a novel take on RPG and Sandbox Survival genre in First-Person-Perspective. Embark on the adventure with your friends - Build a base on a flying island-ship, gather resources, craft, loot, and fight while you rise above the clouds to uncover the mysteries of this world!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.86/day in the week to Aug 27 → 5.57/day in the week after.
About
Everwind is a novel take on the First-Person RPG and Sandbox Survival genre. Build a base on a flying ship, gather resources, craft, loot, and fight alongside your friends as you rise above the clouds to uncover the mysteries of this world.

Your airship is truly your home in the skies. Expand it to your heart's desire: build walls, workstations, gardens, even whole towers! It's your flying fortress and the only limit is your creativity. Everything you build travels with you, so no more long treks back to base, ever.

Play solo or in online co-op with up to 4 friends on one shared ship. One steers, one builds, one brews potions, one holds the line. Because every journey is better with friends!
Personalize your character, adjust the facial features, select from a variety of hairstyles, and choose the skin tone that matches your liking!

Take the helm and steer your ship yourself through an infinite, procedurally generated world of multiple unique biomes. Each with its own landscapes and distinct enemies. No two skies are ever alike, and there's always another horizon waiting.
Visit 1,000+ hand-crafted points of interest, and delve into the procedurally generated dungeons that are never the same twice. The world bends to you - everything is fully destructible, so tear it down and reshape it to your vision.

Dive into battle with a sword in one hand and a shield in the other. Fight through dungeons where fearsome bosses stand between you and the treasure. Choose from a wide range of weapons, from daggers and bows to powerful magical staves and enchanted books, to gain the edge against challenging enemies, or support your friends through the arcane art of alchemy.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 962 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fajnie że ma się ruszająca się bazę ale monotonne jest zbieranie i ulepszanie statku
Игра классная, все отлично Хотелось бы по больше островов, крафта, квестовых линеек рекомендую к покупке, желаю чтоб разработчики развивали игру
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 3/day in the week to Jul 26 → 2.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Simplified Chinese, Polish, Russian, Japanese, Korean, Portuguese - Brazil
Hours played at review time, across 967 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Разрабы ♥♥♥♥♥♥ дауны делают оптимезацию по INTEL! КОНТЕНТА НЕТУ ИГРА НЕ СТОИТ СВОИХ ДЕНЕГ!!!!
Старый я человек , мало что цепляет , но это весьма увлекла . Советую .
I absolutely love this game...When i started, i had begun under my best friends server and I'm always bugging him to get on.(he don't care, i think..)lol. Its like RuneScape ,Minecraft, fate and dead souls collided into one. The gameplay is phenomenal, the build systems are very self explanatory, the vibe of the atmosphere brings that pirate, treasure feeling but doesn't over take the game. The music in battle or when your just chilling really helps set a mood and tone. The islands feel very alive, although they will need to add a little more structure pertaining to things that can be explored. For example, ground islands at the surface at normal sea level should be massive and difficultly driven. Like dungeons with dragons or lions or special creatures so and so forth. The game just game out and its awesome with good support. I cant wait to see what the future holds for this game and memories that i can make with my friends. Not everything is in the game yet, the developers are aware and things will be released over time. IT IS AN EARLY ACCESS GAME.
it is an exploring/loot game more than mining/crafting. only crafting will be for you airship/mobile base, some tools, food, and repair kits. since you have to find plans for everything but basic tools. it is far easier to loot them as you go. overall a nice easy game with just enough difficulty progression and enemy AI bugs to make it feel like an old school console game. only really major downside to the game atm. is to find certain items and the games current bosses. you have to deal with really long search times. since the game generates its land as you go. and those things have a really really low chance to spawn. overall. it is a fun game. as long as you are just playing and taking what the game tosses you as you go.
FIX COOP
I've really been enjoying this game and the idea behind it, but it has quite a few flaws. As of writing this, the game is currently on version 0.4.515 and still in early access. Over my time of playing, I've upgraded my airship to level 6 on both height and speed Building-room wise, I've hit the hard cap for this version, hitting level 9. And this is where my first point of cirticism comes in. Leveling up my ship feels kind of unrewarding; the time spent vs what I get out of it ratio seems totally wrong. I have to farm 10 Crystals of Force per level so that my ship can fly higher. It took me around 6 hours of game time to go from level 5 to 6. On top of that, I need more and more skulls of a certain kind (Mortivar skulls). I've encountered many different enemies, so I have many different skulls, yet I can only use Mortivar skulls. So, farming 10 Crystals of Force and a ton of hyper-specific skulls to go 250 blocks higher... And guess what. I have to do that again to reach level 7 - 10 more Crystals of Force. This wouldn't be a problem if there weren't several problematic factors: - The dungeons feel really repetitive after some time; it is kind of always the same. - The dungeons feel very unrewarding. I oftentimes find nothing of use in them. Sure, there might be a new recipe every now and then, but those are often quite useless too. - Going higher just means encountering the same few dungeons with the same problems again. - Finding out whether or not your dungeon / structure holds Crystals of Force is not something you can see beforehand. You either walk through the dungeon and get 1-3 or you walk out of the dungeon disappointed. That is the part about leveling up your max height that I hate. But the speed upgrade is also surprisingly problematic. For something that is very QoL I have to search for a ressource that is, according to the online wikis that have opened up and my own experience searching for it, only available starting from a certain height (which is no problem at my gameplay level) and only available in jungle biomes and even then, it is moreso a rarity. I don't need instant gratification but spending hours on end on upgrading something for a minor effect (250 blocks just isn't a lot in my opinion) and the same dungeon systems over and over again just at a higher altitude leaves me wondering why I should spend more time--My ship is built, and upgrading my armor feels kind of pointless because If I find a better armor piece, every upgrade I've spent is rendered pointless.
I'm not gonna give this game a bad review, but there are a lot of problems i would like to point out with the early access release: -Singleplayer combat against multiple enemies is frustrating. Even with tech such as parrying or blocking, it boils the combat down to just mashing buttons as several creatures breathe down your neck with basic and strong attacks. -Several mobs feel overtuned and/or unfun to fight. -Wraiths feel awful to fight against, having the ability to summon what is essentially an AIM-9 that does over half of your HP right in your face isnt fun for a player to fight. I think if the concept of the horror is to be kept, it should be more like a projectile that explodes when it hits an entity or block. -Many of the neutral/hostile wildlife (Snarling Boars, Filth Rats, Bears) have difficult tells to read, give you little time to react to said tells before they attack, and recover way too quickly from attacking, making it difficult to land a hit without trading blows. -Boss minions (Immortal Mortivars, Wraith Knights) add difficulty to already difficult bosses just for the sake of making them more difficult. -Swinging weapons can feel unresponsive when trying to perform combos, only stopping the animation several seconds after letting go of left click -Blocking and Secondary Item Action should be separate bindings. -Two-handed weapons feel inferior to one-handed weapons specifically due to them being unable to block magic and projectiles like you can with a one-handed weapon and shield, especially when fighting the Wraith Lord. -There's no reason to use a two-handed hammer or axe compared to a two-handed sword, same with their one-handed variants. -Having the discovery of new recipes (specifically things like blocks and objects) boil down to raiding dungeons is awful, unlocking the compendium entry for a block/object should give just you the recipe for said item. -Alchemy is either broken or explained poorly. We have access to the basic items required for potioncrafting yet when we try to do anything with them the alchemy station just... doesn't let you craft anything? -Iron being exclusive to russet forests, a biome that seems to only be found from altitude 2 to altitude 3, is a bad design choice specifically because its easier to go find rotten islands in altitude 1, make a processing station, and then steal any iron-adjacent items from dungeons gives way more iron than you would ever get from traveling to a few russet forests. Same applies to tin with the many pyrite items from Desert dungeons. -Adding onto the last point, it is generally more efficient to just loot a dungeon for all of its furniture and throw it all into a processing station than it is to go to a random island and start digging. Wood is the only resource i dont usually go to dungeons for because you can get ~20 planks from one tree. -Acceleration control on airships feels way too imprecise when you have lots of propellers. Instead of being able to accelerate in thirds, maybe make it more like a slider that you can adjust slightly with the W and S key? -This is less of an issue and more of a suggestion, but could we get a second radial menu for picking block variants instead of having to break down dozens of wooden blocks just to craft a different variant of wooden block? Other than that, i'm enjoying my time with everwind and i hope to see it improve in the coming updates
awesome crafting/exploration voxel game! no hunger or cold, only health and stamina, and really chill. some combat requires thought, and the entire experience is engaging while you explore and keep climbing vertically. excited to see this blend of variables in a single game, and happy to support! they also have a hopping Discord server p.s. third person camera needs LOVE
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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