
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 901 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
a really good roguelike from the creators of dead cells, I wish there were more biomes, but it's okay as it is
ainda precisa de melhorias e coisas adicionais, mas é bão 8/10
Media

Related
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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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 902 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Hard to know where to start on this review. I cannot recommend this game. I have beaten Dead Cells and their Prince of Persia game - Motion Twin is the VERY BEST in this action roguelite/like space; one of my favorite developers. That said, this one is trying to be hades with a top down perspective, albeit the same roguelite progression system with different story and lore. I like it mostly, but the combat can be very repetitive regardless of weapon choices. My two problems speak to how the game can lose it's fun quickly: 1. most everything to a successful battle or run is whether you are good at using the dodge function...a lot. If you get hit, you die; very normal of course. Yet, because there doesn't feel like an evolved weapons variation system (even though the stats as you choose weapons say otherwise) - your success is entirely based on dodging enemy attacks vs. a risk reward the player can develop understanding in of "do I dodge or because of this specific weapon does it make more sense to brawl and melee more even though I may get hit a little." Does that make sense? Too much emphasis is put on dodging and if you get hit you will die quickly or be to unhealthy to take on the end guy. 2. progression is very slow with the game economy. You collect dust and build cogs - the short of it is, it takes a lot of runs to accumulate anything that progresses your character so runs feel the same and do not progress correctly in my experience. No weapon upgrades I have earned by making dust or cogs purchases have changed the game. That is the problem. Dead Cells, for example, has amazing progression systems as you work each color to build a character and runs in the beginning are dropping all sorts of vials and loot. This is not that. I think Roguelites are amazing because of all the trinkets you can discover to build a guy, but if the pacing is wrong they are too difficult - this is THAT, for me. Dying doesn't feel like dying when game economy is balanced in a roguelite - Dead Cells has it and this game doesn't in my experience. I get very little progression in my character run to run - I find the game very punishing; I have played 8 hours and I cannot even get through the boss on the second biome - zero progress and I have a lot of experience in roguelites. On the top down perspective with the animal enemy choices dodging still gets hit for me because the bosses have multiple arms and legs that can hit over a wide area and there are parts of the area that you cannot dodge into. I just think it is mostly unreasonable. In Dead Cells they programmed in an accessibility slider so that you can pick your game difficulties with nuance so that you can really dial it in to your playing style. This also has the ability to change runs in the game over time - ultimate replayability. This game needs that. I know others would say they beat it no problem and that is the very point - game difficulty is subjective as there are games I have no problem with that others may have a problem with. A game like this does need accessible options. Someone would say play another game. I spent $25, I bought it because I want to play it, so saying something like that is insensitive and misses the point. Just a guys opinion.
My wife loves this game.
I love Music
Fantastic roguelike with a fun storyline. Absolutely recommend it--especially at this price. Gameplay is very satisfying and keeps you sucked in.
I didn't think Motion Twin could top Dead Cells but this is now my favourite roguelite of all time - playing coop with my partner has been absolutely incredible. We've barely scratched the surface after 24 hours it's just 10/10
Picked it up to play on my logitech g-cloud and wasn't sure what to expect and its become one of my favorite games I have played. Just is really an enjoyable time. Challenging but fun, colors are vibrant and just all around great.
SO, imma keep it a whole buck 50 with yall, this game is FIRE. hard stop, mic drop. just sad that i missed the last day of the sale, i wanted to buy anothe copy for my friend so we can all play together. the level design is ABSOLUTELY STUNNING, combat feels smooth for the most part, def see improvements otw, the story is fun and funny, and just overall, im enjoying this! will be streaming on twitch!
What Windblown does right dosen't do it the long run. It's progress and reward system is nothing you've seen before, the art is unique and pace is very good until you realize it dosen't favor your playthrough. It's fun to go broken as any rogue-lite ish game but the idea of high octane combat goes very pale, very fast. Since you get the feeling of certain builds takes you through the end game, the others you really struggle with. Good game, but can't really recommend since there's a lot of alternatives that gives you more for content and the core gameplay.
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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