
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 967 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
cool graphics, cool enemies
It's pretty good. Still a work in progress, but hopefully they continue working on this one.
1.최소 옵션으로 렉 안걸린다=2025년 이전에 나온 모든 게임 최고 옵션으로 플레이 쌉가능 2.종류해도 백그라운드에서 플레이 중이라서 작업 관리자로 강제 종류 필요 3.최적화 씹 똥망이여서 권장사양보다 최소 10배로 봐야한다 4.다크소울은 어려워도 할수나 있지 이 게임은 난이도가 아니라 최적화 문제로 플레이 불가능한 수준이다 5.컨텐츠? 타격감? 2000원 수준의 게임 수준이다 6.최적화 똥망이라 알트 F4로 꺼야할수도 있다
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 972 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Прикольно!
в каопе очень зрово
Vzhledem k tomu, že se BI profiluje stále jako české studio, dovolím si komentovat česky. Potěšil mě feedback na výše uvedenou recenzi uživatele i am afk, s jehož postojem bezvýhradně souhlasím. Rád bych tuto reakci věnoval vývojářům. Everwind mě zaujal při procházení survivalovek na Steamu a protože se do náš do té doby miovaný Valheim vydal dost nešťastně cestou stálého kopírování tohotéž, proměnivše se pro hráče v práci na tři směny, zdálo se, že jsme našli nástupce. Hrajeme ve dvou s dcerou a oba jsme nadšení z toho, co Everwind může ukázat, až v plné parádě vyjde. Předně chci postupně sekundovat komentářům uživatele i am afk (thanks, man). Recepty Maximálně souhlasím s přirovnáním k „chore“. Je to skutečně utrpení. Bráno v potaz, že hnacím motorem je právě plynulý systém upgradů, kdy jste odměněni za průzkum (přinesete plné pytle zdrojů zpět na loď/základnu) a můžete se pak vydat výš a dál do nebezpečnějších končin – dostanete se poměrně brzy do fáze, kdy jsou zdroje za „zdí“ obtížnosti/výšky/technologie. Jakmile zpomalí trend postupu, stává se z toho právě to zmiňované utrpení. Tím nejzábavnějším prvkem je právě průzkum a postup v technologiích a odměna za nalezené materiály (nové zbraně, tech, vybavení). Chápu, že předělat tento systém nebude sranda. Možná by ale bylo cestou změnit způsob, jakým se recepty získávají. Souboj Boje jsou zajímavé, je v nich výzva, pěkná vizuální dynamika. Osobně bych si ale rád snížil obtížnost. Nebo ještě lépe vylepšil strom dovedností pro boj z blízka. Aktuálně de facto postrádá buff pro přímé poškození, takže i poměrně běžné nepřátele trvá dost dlouho udolat. Souboje rozhodně potřebují lepší balanc. Možná recenzi upravím po dalších hodinách hraní. afk také zmiňuje „extra hit“. Jsem rád, že to zmínil. To je dost velká bolístka, která v mých očích trápí také výše uvedený soubojový systém. Protože každý pohyb zbraně stojí staminu, je tato dynamika dost nepříjemná i v pokročilejších fázích, kdy máte ve skill tree nasázenou 30% úsporu staminy při blocích a další drobné stamina-based buffy. A ano, tento extra hit je nepříjemným šrámem na principu budování a managementu existujících bloků. Crafting/building V obecné rovině tady není moc co vytknout, asi bych jen planě fňukal. Ale opět se stavím za afk. Když postavím blok omylem na místo, kde jej nechci, proč ho nelze dekonstruovat? Proč se rozpadne na základní materiály? Snad to nebylo záměrem, to by pro mě bylo nepochopitelné :) Smontovat, Stefanie, smontovat! Plavidlo S upgrady roste plavidlo do tvaru kostky. Buď bych preferoval kvádr, nebo možnost určit si směr upgradu. Také by do budoucna bylo prima mít k dispozici upgrady jednotlivých mašin. To ale, počítám, je v plánu. U plavidla mám jednu velmi významnou výtku. Zdá se, že clipping je nastavený na aktuální maximální velikost lodi, ne na existující bloky. Když si uděláme pevný můstek, nikdy jej nemůžeme umístit nad jiný blok. Neviditelné bloky pod ním narazí na pevninu. Loď tedy nikdy nemůže „vystrčit čumák“ nad pevninu, pokud nevyletíte dost vysoko, aby jste nad bloky pevniny dostali limit maximální velikosti lodi. Snad je to pochopitelné. Také by bylo fantastické moci s lodí „strafovat“. Výkon a hra obecně: Jak pregnantně uvádí afk, hra postrádá lepší optimalizaci (nepovažuji svůj stroj za ořezávátko), takže místy je hraní nepohodlné. To ale přikládám na vrub EA. Na rozdíl od i am afk ale hru vřele doporučuji. V mnoha oblastech má nakročeno k přesně té zábavě, kterou hry uměly nabídnout dříve. Už teď je v ní spousta obsahu, ačkoliv EA je po několika hodinách cítit na více místech. Těším se na finální produkt a mám v úmyslu dál poskytovat feedback. Chtěl bych tímto BI poděkovat, že se pustili do takového projektu. Fandím. P.S.: Kde máme, sakra, sehnat vrták na rozebírání kovových bloků? :D
my little 10 year old brother and I played this game and got instantly hooked. We kept finding more and more depth to the game and constantly finding fresh stuff, materials, weapons, etc. I think we just scratched the surface. Runs like butter performance wise and looks nice with the weather effects and stuff. Super recommend this one.
Oynayın oynattırın mükemmel 9/10
2nd edit review for 56hrs of gameplay I've played 56 hours, and these are my biggest concerns and suggestions: the dagger the only thing is different is it has percentage of back stab but ironically it much weaker damage dealt compare to the clever need to rework it should be a passive like leap or stealth skill not in the skill tree. Bat Wings – Why does almost every weapon upgrade require Bat Wings? It's frustrating, especially since bats can wander outside their biome, making them annoying to farm. Weapon Leveling – After maxing out a weapon, it should unlock a unique passive bonus. That would make fully upgrading a weapon feel much more rewarding. buff the wound effect – 1 damage each second for 5s seriously? even fast attack i don't think will contribute that much it would be better and if stack up bleed damage each attack it much make sense also better use for bow Currency – Gold piles up too quickly. There should be more meaningful ways to spend it throughout the game. Optimization – The lag while traveling in the sky is frustrating. Even on Medium settings, my RTX 2060 struggles. Lowering the resolution just makes the sky look like low-resolution Minecraft blocks. Bow – I was expecting crossbows or other one-click charged weapons. Holding the mouse button for long periods makes my hand sore during longer play sessions. since the bow is weak even high tier i don't think will be useful as main dps without the multi arrow which is above the skill tree . Staff – Both the bow and staff rely on holding attacks if you spam attack in the staff it will drain your energy fast, and their slow animations make them feel tiring to use. That's one of the reasons I prefer fast melee weapons—they're simply more efficient and enjoyable. Boss Navigation – After clearing a dungeon or defeating the required enemies, there should be a map marker or guide leading players to the boss location. Legendary Weapons – I'd love to see quests that reward legendary weapons instead of relying only on random loot. Exploration – Add more mysteries, hidden locations, and secrets that make exploring the world feel worthwhile. Overall, I really love this game and see a lot of potential in it. Even playing solo, I've had a great time. I'm only giving this feedback because I have high expectations for Everwind, and I genuinely want to see it become even better.
Très bon jeu, les maj s'enchaine tous vas bien
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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