
A lightning-fast 1–3 player co-op roguelite from the creators of Dead Cells. DASH, DIVE and DESTROY across a shattered world. Build wild loadouts, unleash devastating Alterattacks, and become the last stand against the Vortex.
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.
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): 1.57/day in the week to Sep 7 → 1.86/day in the week after.
About
Wake up, Leaper! This is Windblown: the lightning-fast, 1-3 player co-op action roguelite from Motion Twin, the creators of Dead Cells.
Dash across the ruins of a broken world with impossible speed in a last stand against the apocalypse. Solo or with friends, reawaken the powers of those who fell before you, unleash devastating weapons, perfect your loadout, and reclaim what was taken.
Your godlike speed is key to surviving the all-consuming Vortex threatening your world; stay aggressive and overwhelm the battlefield - before it overwhelms you.
Chain dashes, strikes, abilities and devastating power moves together in hyper-fast combat built around flow. Tear through ever-changing islands filled with challenges, enemies, and bosses designed to push your limits.
It’s dangerous to go alone, and you’ll need every weapon, trinket and passive upgrade you can get. Dual wield to combine unique weapon movesets, unleash powerful Alterattacks, and customize your build with over 170+ unlockables.
The playstyle is yours to create: Mix fast melee weapons with heavy hitters (including the fan-favourite Crocojaw, known for its brutal bite!), ranged tools, status effects, mobility skills and more to become the unstoppable force on the battlefield.
Whether you prefer playing solo or in co-op chaos, you’ll find a complete experience in Windblown. Our game caters to all playstyles, with no gating!
Coordinate builds, hunt for upgrade mats and defeat formidable foes together or single - then go chill at the hub whenever you need a break from the mayhem!
Death is part of the process - just dust yourself off and try again! Every failed run lets you bring back valuable resources to unlock new weapons, powers and upgrades at the Ark, expanding future builds and playstyles. Learn enemy patterns, try a new loadout, and come back stronger every time.
No drawback to experimenting, so go forward, Leaper!
Key features:
Dash and dive: Lightning-fast combat focused on momentum, aggression and chaining abilities.
Perfect your playstyle: With 25+ weapons, 20 trinkets, 105 passive upgrades, 20 hexes, 3 magifish and the different Alterattack combinations, you won’t fall short of options to create your perfect playstyle!
Stronger through failure: The metaprogression ensures you come back stronger every time, even after defeat!
Scavenge and strengthen: Recover valuable materials from the battlefield to upgrade your arsenal.
A world in fragments: Explore 6 distinct biomes filled with their distinct challenges, enemies and memorable bosses - with more coming in 1.0!
Home sweet Ark: Take a breather between runs and meet a cast of lovable weirdos who’ll help you on your journey.
Solo or co-op: Take on the Vortex alone or with up to 2 friends in fast-paced PVE co-op.
Dressed to kill: Windblown fashion is a thing! Why not accessorise your weapons with a colourful skin?
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 900 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
the game plays VERY WELL VERY good music VERY nice secrets, easter eggs, and pun intendeds 23/03/2026 edit: i can see many comments about it being a "cash grab" in this case let me say to the dev team shut up and take my money
还是滚去做死亡细胞吧
Media

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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): 2.29/day in the week to Jul 26 → 2.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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, Simplified Chinese, Spanish - Spain, Korean, Japanese, Portuguese - Brazil, German, Russian, Traditional Chinese, Spanish - Latin America
Hours played at review time, across 901 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The action is pretty good and the story, music, and visuals are all fine. But there are a few things in this game that I think just don't belong in a roguelite that make it a less than enjoyable experience. If they get changed or removed in a later Early Access update, this could be a great game, but it's been out for a year now and these systems seem pretty cemented at this point. A big part of the problem is that every stage has a boss, which is fine/great, but a lot of gameplay elements that should occur before each boss only happen after each boss. 1. You have to spend way, way too much time in each stage dashing through pots to collect the currency that does not carry over between runs. This currency is pretty critical, because it's the only way to refill your health potion. It costs 300 to refill your potion, and a pot provides 1-2. The thing is, the in-run shop usually only appears AFTER you fight a boss. The bosses are hard, so a lot of the time, you die on them, and you wasted all that time breaking pots in order to save up for a potion refill you never even get to buy. 2. For some reason, you lose most of your meta-progression currency in each stage when you die. You can pick it back up if you make it back to where you died, but I'm not sure why this souls-like mechanic is even in a roguelite. Most of the time, you're going to die on bosses. The point of meta-progression in roguelites is so that you can grind up and get stronger to overcome challenges that are too hard. I don't understand why the game would take away your meta progression when you die on a boss over and over- you literally need the meta progression in order to help you beat the boss. 3. A lot of the meta progression in this game seems to be quality of life features. The ability to hold the dash button to dash repeatedly, the ability to save loadouts, the ability to hold an extra item in your backpack, etc. are all unlockable. These are mixed in with things that actually make you stronger, but it feels like they just didn't have enough ideas for meta progression unlocks so they locked away QoL features and made you grind away at a more annoying game in order to get them. Idk, there's a cool game here, but it's buried under a lot of unnecessary stuff that could be easily fixed. There are a lot of other roguelites out now that have this formula down pat, so it seems pretty standard. Move those in-game shops before the bosses, let us keep our cogs when we die, don't lock away QoL features as unlocks.
I had really high hopes for this game, especially since it’s from the same creators as Dead Cells. But for me, it’s a big no. I feel like the entire game boils down to killing two enemies, then spending 30 seconds traveling to the next pack. I kept playing, thinking it would eventually be fun, but it was completely underwhelming and bland to me. It feels more like a chore than a game. At this point, grinding in an MMO is more enjoyable, because at least you go into it expecting it to be boring.
Quite fun but progression is messed up and gets very grindy very fast. Approx Example: - One 20 min. run gives you 200 Cogs. - To unlock some very important upgrades you need at least 6000 Cogs - It is 10 hours and if you are just starting before you get the hang of it, it's more like 15h - Game becomes repetitive at around 8h There is more but imho that should suffice as a warning.
It's got potential, but it's just not there yet. Currently the combat doesn't feel particularly fun. Most of the time you'll just be mashing LMB, then RMB when the funny gauge fills up. Most weapons have a single move you can use in your comboes (not counting the alterattack, because of its scarcity in gameplay). Heavy weapons aren't really fun, cause you can only use their alterattacks - enemies are too fast for you to perform a full combo with a heavy weapon while stationary, and dashing breaks your combo. What I want to see in this game is more moment-to-moment decisions to make. - Maybe some combo system where changing to a different weapon at different point during a combo results in a different move. - Extend the alterattack timer - I want to be able to at least aim my special big slam. - For the love of god, let the combo persist between dashes. That's literally my biggest gripe with this game right now.
非常怀疑制作组不知道什么是好玩的游戏。死亡细胞那么好的项目被你们斩了,现在做了一坨辣鸡给玩家吃,而且两年了更新内容少得可怜,平衡性一坨,看来是走不出EA的了。这样的烂游戏,接受差评吧!
Might be a only me problem but I cannot play the game without feeling physically sick, having vertigo and seeing flashes of colours with blurry vision after short session ~30 mins and there is no setting in game that changed anything to help with that, so for that reason only I cannot recommend it
本来翻天覆地难度就是一坨屎了,6月22日大更新后更是屎中屎,想解锁新的馈赠还强制打最高难度,毕竟制作组这帮屌毛不玩自己做的游戏就想着折磨玩家。
Really tried to get into it multiple times over the years, but it's just not for me. Just the map navigation alone gives me a headache, like you are zooming way too fast, even the camera struggles to catch up. And it's one of those games where it's the spammy dodge dodge dodge, mash attack dodge dodge, then icon thingies pop up and you mash all the buttons on your controller. I don't know man, I'm getting too old, the passage of time comes for us all.
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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