
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
beautiful game that is a bit too ambitious. they designed multiplayer to be a core part of the game but when played it feels like worse than a mod add-on. graphics and visual language have way too much clutter. difficulty and pacing is not even, feels much worse than the hades games. interestnig weapon, combat, and enemies, the game just doesn't really come together. outside a very charming/cozy atmosphere, the gameplay ultimately feels uninspired and unoriginal.
TL;DR: Dodging feels bad, 3 player co-op is easy, single player is absurdly difficult. The dodging system doesn't interrupt your attacks so you have to wait for the enemy to attack before you can try to get a swing in, but by the time you're done dodging, that enemy, or another nearby enemy, is already lining up another attack on you, making you forced to choose between attacking or getting hit. You also only get one dodge at a time during combat. This is fine when you're playing with multiple players. Enemies die extremely fast in a group of 3, making the game trivial even on the harder difficulty settings. When you're playing by yourself however, it feels like bashing your head against a brick wall repeatedly with the amount of progress you'll make. Enemies do loads of damage, so being hit even just a few times can cost you one of your precious potions. Unlike in Hades, where if you lose all of your health and die and your death defiance charges gets consumed automatically, Windblown requires you to manually press a button to heal yourself in the heat of combat. Even if you have all 4 potions available, fail to press the button to consume one on time, and your run will end. The game absolutely needs more difficulty balancing before it releases, and I cannot recommend it in its current state. Also there needs to be more skins. Why does the axolotl have 5 skins while everyone else only gets one? And two of them are time limited exclusives that can no longer be obtained. FOMO content is the worst. The soundtrack is amazing though.
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Pour l'instant, je ne peux malheureusement pas recommander ce jeu, même si je le garde en visu au cas où les devs adressent les points listés ci-dessous. Les points positifs: - Une direction artistique et musicale sympa - Un scénario simple mais motivant - Le personnage se manie bien et est plutôt réactif - Le système d'"alter'attaques" Les points négatifs : - Les maps sont jolies, mais manquent de mobs. - Le jeu souffre de gros défauts d'équilibrage, qui rendent l'expérience frustrante. - Les mobs sont soit dégagés en trois coups, soit vous tuent en trois coups (à barre pleine). Pas de juste milieu - Le jeu défensif se base sur l'esquive, mais beaucoup de monstres ont des attaques qu'il est impossible d'anticiper, sauf si l'on a des réflexes d'athlète ou que l'on est à distance. - Beaucoup trop d'armes lentes, et d'armes ayant des verrouillages d'animation trop longs pour le PJ. - La combinaison des deux points précédents font que les armes à distance, et notamment l'arbalète, sont nettement avantagées. - Pas d'impression de montée en puissance. Je grappille des upgrades et des armes, mais je n'ai pas l'impression que cela ait un quelconque effet sur la puissance de mon perso. L'un des plaisirs des rogue likes est de créer des builds cheatés en jouant avec les systèmes. Là, je n'ai eu à aucun moment la sensation qu'un souvenir ou un upgrade spécifiques aient changé mon style de jeu Mes suggestions (on ne sait jamais) : - Des maps moins grandes, mais plus denses - Lisser la courbe de difficulté. Notamment au niveau des vitesses d'attaque (je pense notamment au champignon au bouclier, ou à l'araignée géante) - Rendre le gameplay plus nerveux, notamment au cac, en permettant de canceller les attaques avec un dash à tout moment - Un bouton de garde/parade - Donner un peu de peps aux upgrades, notamment aux upgrades de stats - Donner du peps aux armes de corps-à-corps - Augmenter les soins des fioles, ou augmenter la fréquence d'apparition des pommes sur la map.
игра перестала коннектится
This is really a thumbs up because Im having a ton of fun playing it but after 21 hours, its getting stale, fast. Movement, combat, weapons, trinkets, and perks are all top notch and interaction feels great. Solid Roguelite foundation. Maps, enemy variety, gameplay loop, and biome diversity all need a lot of work. I cant tell you how sad I was to find out the fungal place they just added was only 5 minutes long, had like 2 new enemy move types and a boss...... Like, I waited that long..... FOR THAT! Reqs for the Devs: Combat: add objectives, player tasks, just some over all variety to runs outside of challenge material. Hold the point, loose a trinket for the arena get more reward, escalating difficulty or real attrition all in 1 arena! instead of run here, kill this, rinse, repeat. The loop is satisfying, but is so short and there isnt enough outside of that to hold engagement. Arenas and Maps: make arenas bigger, and maps smaller. You spend 25% of your time zipping between maps to fight 2-4 enemies and then you move on to the next generic arena. Its too much time zipping around and not enough time doing something meaningful. Theres a lot of dead space. Use it! The secrets are cool but they are too few and far between. Enemies- need modifiers. speed up slow down, increase size of model and skill. There is so much you can do with what is already coded and you just dont use it! Biomes: you gave us mushrooms but no mechanics. Nothing that makes it different aside from visuals. Why not add spores, or environmental stuff thats mushroom themed. Why not add pitfalls and traps. Why is your big update just a reskin! I've been waiting on this game for some sort of substantial update and I guess I'll be waiting longer. It will earn its Thumbs Up someday. But thats a few updates away. Dead cells was awesome and I believe in you.
кoнчeнный пpидуpoк на разработчике, за 1100 получаете е6ательство с мозгом, с тем что не можете с первой попытки подключиться поиграть с друзьями, после миллиона попыток, зашли в одну игру, и после нее снова миллион попыток.
游戏质量不错,但是快两年了内容更新少得可怜,局内可选择的buff和武器依然很少,完全对不起价格
This game is everything I wish Hyper Light Breaker was, and more. Genuinely the most fun I've had playing a roguelike in a very long time. This game has a lot of interesting ideas to play with, I particularly like that when you unlock items, you get a copy of them right away as you start your next run, allowing you to properly get a feel for everything this game has on offer. Movement feels fantastic in the game, once you master it you will fly through missions at breakneck speed. Multiplayer is fun, but it comes with occasional desync issues and a fairly substantial framerate hit, which hopefully will get ironed out in future updates.
а где клетки?
Mixed feelings. It's a bit hard to recommend at the moment. It's almost 2 years since the early access started, but these still feel lacking or isn't quite there yet: [list] [*]The exploration is mostly holding the right stick and dash until you arrive in the next area. [*]Even though the game is in 3D, there's no much vertical aspect in the game. There's one specific weapon charge attack that plays jump animation, but that's it. Alterattack jump animation doesn't count since all alterattack provides i-frame regardless. [*]The build wild loadouts phrase isn't quite accurate. It's more build a deck and pray that you will see what you want in the run. [*]Pet companions doesn't feel like pet or companion. They're extra DPS source that hovers around the player. [*]Finding a certain hammer was frustrating, unsure if it was intentional. There was no way to tell am I doing the right thing or not. Am I missing a condition for it to trigger? Turns out I need to do the same biome over and over and over again until finally the star aligns. [*]Higher difficulties doesn't feel challenging, it's straight frustration, esp. with melee weapon. Either you need to get lucky and get a broken build and affix. Or get meh affix, fail the DPS check, and waste potion on some random elites. Most of the time it's the latter. [*]Boss design is lacking on earlier biome. We got various unique mobs like mechanical arachnid, weird prehistoric animal, and living doll. But why do I have to keep fighting these variations of golem with laser and limbs attack. And the winning strategy is always the same, deal burst damage before the boss move. [*]Somewhat related to both exploration, 3D, and boss design: there's barely any environmental interaction. We have a switch that opens or starts something, that's it. We have floor hazard, but it's just color we need to avoid (plus the player can leave something on floor too like corrosion or fire, on long term a transparency for player/teammates effect might be one way). Taking Dead Cells as example, platforming and exploration was thrilling instead of mind numbing dash. We had memorable bosses like the giant and gardener with bounce thingy in the environment. We got the classic oil + fire combination, or the joy of finding out electricity interacts with water in the stage. [/list] Don't get me wrong though, Windblown has it's charm, but it's not for everyone. [list] [*]Soundtrack and art is amazing. [*]Having a broken build and play the game in the intended fast pace is very fun. e.g. a full scythe build where enemy just dies as you pass by. Or a comical 300% size eye blade deleting a room with the alterattack. [*]Blueprint and hunting updates was pretty good. Eliminates that risk of dropping rare blueprint or needing to consult wiki on finding a specific material. [*]The game performs much better now. I used to tweak the graphics for it to run decently on Linux, but these days it's pretty smooth. [/list]
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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