
The Forbidden Islands are Calling, Unlock their Secrets. Shipwrecked on an island, explore, adapt and navigate the land and perilous seas to stay alive.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Polish, Russian, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Acho que esse é o jogo indie mais bem feito que já vi na vida. Vi umas pessoas falando de Zelda Breath of The Wild, me senti foi a Moana. É um jogo bem relaxante, gosto de jogar a noite perto da madrugada quando não há barulho algum na rua. É um jogo leve não muito exigente.
Zelda: Breath Of The Wild a fait un enfant à Raft et c'est très beau. Pour le prix en réduc que je l'ai payé c'est vraiment pas mal.
Windbound isn't a bad game. It's enjoyable. A survival/crafting game set in an achipelago? With boat building, customising, exploring and lots of sailing into the wind? Good atmosphere and decent controls? My verdict is negative but *you* may like the game a lot. I kinda like it myself. I'd like it a lot more but for a few annoyances. Survival is not very difficult but combat is. Lighthearted visuals mask surprisingly Souls-y battles. Difficulty is inconsistent. Parts of the game are easy enough but difficulty spikes are very unforgiving. Being an exploration game, handholding is almost non-existant and quest markers are few and far between. Piecing objectives together is left to the player. This is a pro. A con is that any death except drowning under specific circumstances will throw you back to the beginning of the chapter. Yes, death in a survival game has to have consequences elsewise we'd just throw ourselves at all obstacles with abandon. But losing hours of progress in an already slow game? Death should be the player's fault, not the game's but Windbound is inconsistent. Exploration, scenery, randomness of the islands, those are all good. Crafting recipes are pretty good. Some recipes repeat with different materials (grass, wood, metal). Sailing is good. Maybe even very good. Being able to design and re-design your boats is a big draw. They sail differently of course. There's plenty to do and explore and on the one hand it is enjoyable, but on the other it feels slow. The game drags. Fast-travel is anathema here but often it is NOT fun having to travel around just to find some materials. Controls are what they are. Simple, kinda ok, nothing too terrible. Writing, what there is of it is par for the course, which is to say uninspired crap that won't offend anyone. Typicall mysticism escapism games go for. But again... it's not BAD. tl;dr Really, very few things suck about this game. The core of the game is nice but with inconsistent difficulty, and it wastes too much time. On the flip side, you're truly free to explore, gather, eat, improve your equipment and above all, build boats and sail them. If you hate combat, avoid combat. The non-lethal path is open. Maybe sharks disagree. Why not recommend? I don't want to play it. It stole 2-3 hours from me because it is decent and beguilling but i never felt like i wanted to play it for hours on end. Maybe it's a type of game that occasionnaly feels good? Fun in short bursts once or twice per year.
j'ai vraiment essayé. mais tout est trop mal foutu et ça en devient tellement frustrant. que ce soit les combats, gathering, naviguer... même le côté un peu "narratif" est inintéressant. dommage, je voulais vraiment donner sa chance au jeu et au final j'ai passé 4h a essayé de masquer ma frustration.
Steuerung ist mir persönlich zu Konsolen lastig. Macht mit Maus und Tastatur keinen Spaß und ist umständlich. Hab zwar ein Werkzeug zum graben, aber er benutzt es nicht. Kann es auch nicht extra ausrüsten.
Windbound, developed by 5 Lives Studios and published by Deep Silver, is an ambitious blend of survival mechanics, procedural exploration, and seafaring adventure that seeks to capture the spirit of isolation and resilience. Set across the mysterious Forbidden Islands, the game casts players as Kara, a young warrior separated from her tribe by a violent storm. Stripped of resources and allies, she must navigate a chain of scattered islands, crafting tools, building boats, and mastering the elements in order to survive and uncover the spiritual and environmental secrets of the archipelago. From the outset, Windbound establishes a strong visual identity. Its stylized, low-poly aesthetic pairs soft lighting and vibrant color palettes with sweeping ocean vistas, creating a world that feels both tranquil and ominous. The sea itself becomes a central character; dynamic winds and rolling waves influence navigation in meaningful ways, making sailing one of the game’s most satisfying systems. Constructing and upgrading Kara’s vessel — adding sails, storage compartments, reinforced hulls, and weapon mounts — creates a tangible sense of progression. Each new improvement directly affects mobility and survivability, reinforcing the connection between exploration and craftsmanship. The survival mechanics are deeply interwoven into this exploration loop. Players must gather materials, hunt wildlife, and manage hunger and health while venturing farther into increasingly hostile territory. Crafting is intuitive but layered, allowing the creation of weapons, armor, tools, and consumables from scavenged island resources. Early on, this cycle of foraging, building, and expanding feels purposeful and engaging. The tension between venturing into unknown territory and retreating to safer shores to regroup generates a satisfying rhythm. Resource scarcity on higher difficulty settings amplifies this tension, forcing careful planning before embarking on longer voyages. Combat, while present, is not the primary focus. Encounters with wildlife and hostile creatures require timing, stamina management, and positioning, but the mechanics lean more toward functionality than depth. There is a deliberate weight to movement and attacks, which some players may find grounded and methodical, while others might perceive as slightly rigid. Boss encounters and shrine challenges introduce spikes of intensity, breaking up the exploratory flow and providing moments of spectacle. However, the combat system rarely evolves dramatically over time, meaning its role remains supportive rather than transformative. Narratively, Windbound opts for subtlety. Story elements are conveyed primarily through environmental storytelling and symbolic imagery rather than extensive dialogue or exposition. Kara’s journey feels mythic and introspective, as if she is navigating both a physical landscape and a spiritual trial. This minimalist approach strengthens the atmosphere, allowing players to project their own interpretations onto the ruins and relics scattered throughout the islands. However, those seeking a more explicit narrative arc may find the storytelling understated to the point of ambiguity. The procedural structure divides the experience into chapters, each featuring newly generated island clusters. This design choice increases replayability, as no two journeys unfold in exactly the same configuration. At the same time, it introduces a degree of repetition in objectives and environmental layouts. While the islands vary in biome and resource distribution, the core loop of exploration, shrine activation, and sea travel remains consistent. For players who appreciate routine survival structure and incremental mastery, this consistency can feel meditative. For others, the lack of dramatic variation between chapters may diminish long-term momentum. Technically, Windbound delivers solid environmental performance and fluid sailing physics, though early iterations were noted for occasional balance and pacing inconsistencies. Updates have smoothed many rough edges, but the game still prioritizes atmosphere over high-intensity polish. Sound design deserves particular mention: the wind’s direction influences sail movement audibly, waves crash rhythmically against the hull, and distant animal calls punctuate the quiet solitude of uninhabited islands. This careful audio layering enhances immersion and reinforces the feeling of vulnerability in a vast, open seascape. Ultimately, Windbound succeeds most strongly as an atmospheric survival journey centered on discovery and self-reliance. Its sailing system, art direction, and crafting progression create a compelling foundation that encourages players to experiment, adapt, and gradually conquer the elements. While its combat depth and repetitive structure prevent it from reaching the heights of genre-defining survival titles, it remains a distinctive and contemplative experience. For players drawn to open water, slow-burn exploration, and the quiet challenge of surviving against nature, Windbound offers a thoughtful and visually striking voyage that rewards patience and persistence. Rating: 7/10
This would be a on the edge yes for me, i played a lot and i genuinely enjoyed it, the combat is very jank and hard, but once you get the swing of it its "fine". When this game came out i was really looking forward to it, at the time was looking for something to fill the void raft left me with and this was it. Warning tho, This game is hard in places, the death system is quite punishing and if you dont like that this might not be for you It has some nice stuff to it as well, the music is very soothing when sailing and quite intense in situations, the world feels a bit empty but i found i liked that. The sailing is relatively basic with wind flowing one direction and you go into it. The boat building is really fun i enjoyed that part especially later game its a tentative okay from me if your willing to overlook the fact that you cant rebind controls and that the combat is jank. get it on sale and give a decent chance
連最簡單的模式都是折磨,活像是Roguelite遊戲,死了地圖重置回到開頭, 地圖不大,每章就幾個島還都小不拉基,島嶼刷的位置都差不多一樣, 動物重生最快,其他資源重生時間遠超兩倍幾乎可以當成不再生,且大多數東西都有耐久,耐久還低, 幾乎是默劇,引導稀缺,每章都是找出三個安全鎖解除開啟通道,然後給一個壁畫一句話的故事,之後渡過通道到達下一章,反覆5次後通關, 戰鬥手感極差,不戰鬥能跑不能閃,戰鬥能閃不能跑,遠程攻擊續力的情況不算戰鬥,要拿遠程風箏打怪很煎熬,站在怪摸不到的地方太久怪還會逃跑, 東西總量不多,但是基礎材料一堆還有堆疊上限,背包又小+之前說的資源再生問題,前期還勉強能玩,第四章開始就噁心起來,某些地形跟怪只要被摸到就會汙染血液,抑制最大血量上限,喝要能解但製藥又麻煩, 最後給要玩的一個建議,隨時存檔! 掛了的時候馬上esc離開遊戲,不然死透了系統會自動幫你存檔,存檔只有一個
Wanted to review this the moment steam let me and before I forgot. I played through the whole thing (pre-free dlc) on the switch a long while back, and had a lot of fun with it. It's a bit like Raft but with a less bulky vessel and better combat. I like the kind of speed you get up to with the later vessels, going from a canoe up to a trimaran by the time you're hitting the endgame, if I'm remembering right. what I remember most strongly was how much I liked the sailing as someone who grew up with LoZ: The Wind Waker. I will say the game is divided into "chapters" where you go around a few different islands in an open zone each chapter before moving on to a new map, so it's not like you're sailing an open globe or something, but the zones are very big and offer plenty to see and do before you move on to the next one. It's you, your boat, and the sea, and that's all you need sometimes. I recommend this game at full price tbh but it's on sale for like $2 right now so you should *really* get it. I'll amend this review if playing it again changes my opinion, but if I haven't, you can assume everything here is still how I feel about it after playing it.
Kupilam te gre na sporej promce i dobrze bo nie da sie w to grac. Poszukiwanie jedzenia to jakis zart nic nie ma na tych wyspach. Walka ze zwierzetami jest praktycznie niemozliwa. Przeszlam trzy pierwsze wyspy i niby najlatwiejszy poziom a jest masakra. Strzelanie z procy jest po prostu dnem ten celownik nic nie pomaga. Dziki ktore powinny byc na jeden hit sa nie do zabicia dla mnie. Nie jestem moze jakas uzdolniona w gry choc lubie grac w survivale to ta wydaje sie na nie dopracowana. Postaram sie jeszcze podejsc do niej kilka razy ale nie mam wielkich nadzieji
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