
🦆 Marbles and 🐢 Checkers need your help finding their way home after being swept away in a storm. In this 90s buddy-platformer there's a ton of stuff to do and even more to collect!
Modeled estimate, not a reported figure. How we estimate →
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.
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.
About
Don't be fooled by its cute charm! The journey home won't be an easy one!
Windswept is a love letter to a period of gaming where collectathon platformers reigned supreme, trying again was the norm, and players only had a game manual to guide them.
There are over 40 stages to explore, each with their own set of hidden collectibles, bonus challenges and quirky obstacles to overcome... or fall victim to!
You'll learn every ability in the first stage of the game, after that you're on your own!
Changing your leader gives you an entirely new set of actions to use and master - remember to take your time and things will click eventually...
Making your way home will be tough, and you'll need to keep trying until you get the hang of things - but for those who find it a walk in the park, there's plenty of hidden challenges along the way to test you!
There's no wrong way to play Windswept.
🦆 Marbles and 🐢 Checkers each have unique abilities, but that won't always be enough to overcome specialised challenges... Mix 'n' match different techniques to play your own way.
You may surprise yourself with what you're capable of!
The journey home is a long one - live for the moments as they happen.
After that, they're only a memory!
How far will you go?
Where will your journey end?
Let's get swept away - together!
Genres
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.99−30% | 555reviews | 93% | — | $248K |
| $19.99 | 249ratings | 81% | — | not modelled | |
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Este juego, este juego que aquí veis.... es jamón, es JAMÓN
Aún no termino el juego, pero con lo que llevo ya considero que vale la pena jugarlo, su apartado artístico es muy bonito con su pixel art, pero lo mejor son sus niveles, son bastante divertidos y si te gustaron los DK country este juego te recordará a esos juegos, aviso que otra similitud que tiene con esa saga es que son más retadores de lo que parecen
难度有点高
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
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, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Turkish, Basque +4 more
| $19.99 |
| 17ratings |
| 94% |
| — |
| not modelled |
| $13.99−30% | 16ratings | 94% | — | not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
DKC2 with movement tech on the level of Celeste and Mario Odyssey. The designs and art and music are delightful, the controls feel super polished, and the postgame challenges have some of the wildest platforming challenges I've ever beaten. Highly, highly recommended.
很精良的平台跳跃类佳作👍,画风简介可爱手感也一级棒,操作略微有点复杂(如果硬要打比方的话就是蔚蓝AB面难度+各种进阶操作比如二段跳空中冲刺什么的要像拳皇一样手动搓招),进阶技巧高级技巧也不少,会一点对通关有很大帮助。挺适合萌新入坑平台跳跃类游戏的。回家前的关卡除了恋灯蛾的罩子难度都还行(虽然存档点不像蔚蓝那样一面一存档挺容易让人红温的)。回家后上天的关卡一关比一关逆天,打到后面windsweptex已经燃尽了。
Gameplay spoilers, don't read this review if you want to play this game blind. If you're looking for a casual experience I would recommend just beating the base game and leaving it at that, or just passing the game up altogether. If you want to feel challenged this is absolutely the game for you. I think this game doesn't work super well as a casual game. Before you get to the final two worlds the game feels like it's supposed to be a decently difficult game, not too easy but not too crazy hard either, and I think it fails to nail that exact vibe in a lot of ways. I could probably think up many reasons as to why the game wasn't gelling with me super hard but the one that always comes to mind first is the game wastes a lot of your time. Sometimes you'll come across something hard and need multiple tries to figure out exactly what you're supposed to do, and that's totally fine, but every time you die you get sent back to a checkpoint and have to do like ten easier things again just to get another shot at the hard thing. This absolutely is something that happens in the DKC series, and many other older platformers that this game is emulating, but it feels worse here, and I think that's cause the controls are fairly difficult to master. I commonly found myself dying to being unable to control the characters who sometimes shoot off in a direction at high speed, I'd try to hit the brakes, the character would stop far more abruptly than I'm expecting and I'd inevitably get hit by something while trying to reel my characters' speeds in. Enemy placement can also be very unfair at times with enemies popping out to kill you within an unreactable period of time with how fast your characters are moving. Platform layout readability also feels somewhat lackluster with a game throwing a difficult section at you with extremely little time to try and make sense of what you're supposed to do before the game kills you. And while I'm on the subject of things I didn't like, I felt like almost all of the animal buddies felt oddly stiff. None of them turn around very quickly and a lot of them are carbon copies of their DKC inspirations. I will say I greatly enjoyed the chameleon as it's ability was very unique and fun to zip around with, while its extra ability that basically functioned the same way as Tanooki Mario's statue transformation in SMB3 was a cool little extra thing that made me enjoy it more. The sections in these earlier levels aren't especially difficult in a vacuum, but they are difficult enough to a new player that a lot of the deaths when you're trying to learn them are very frustrating, because not only do you not get another quick shot at learning the difficult thing, you now have to re-do all the easy things you already know how to do over and over just to get a single shot at the thing you're trying to learn. All of that might sound harsh, but I do like the game. The reason for that is the final world in the game, the space world. This game basically turns into a Kaizo Mario rom hack in that world, teaching you very little while throwing extremely hard challenges at you. If you stick with this world and try to learn how to tackle each challenge you quickly realize you have far more control of your characters than you ever realized. A lot of people might have figured some of this stuff out already, but for me I only really knew about cancelling the turtle's ground pound with a dash and being able to jump out of it. Up to this point I did not realize you could do the piggyback and switching character functions out of the turtle's dash, even in the air. These two things open up the player's ability to move around significantly. This eureka moment in the space world was a very similar feeling to when Celeste teaches you about the wavedash. Now, you might say, "You thought the earlier worlds in the game were mid cause they were too hard, yet you ended up liking the game cause the final world was so extremely difficult? That doesn't make sense!" My issue with the earlier worlds and me liking the later worlds isn't tied to their difficulties, I don't mind playing easy games or hard games as long as they are fun. My issue with the earlier worlds are they feel like they waste a lot of your time as you struggle to learn how to control the unruly nature of your characters. None of the levels feel particularly built around your character's strengths and they don't really force you to learn new things as you tackle each one. The difficult levels in the space world are extremely challenging but incredibly fun to learn, they usually have checkpoints right in front of difficult obstacles so you can try again and again without feeling like you're wasting too much time doing easy stuff, and most importantly to me they are all built incredibly well around each of the character's abilities. You're not going to cheese them (often) by refusing to learn new stuff and just doing what you learned in the easier worlds isn't going to get you by. To me this game finally hit its stride when it was throwing difficult stuff at me, building its levels well around its character's abilities, and challenging the player without wasting too much of their time, and almost all of that happened mostly just in the final world for me. The game isn't bad in those earlier worlds to me, it's just alright, but it truly shines in the space world, as long as you're willing to learn some really difficult platforming. Learning the difficult sections is the hard part, once you learn them you'll be able to hit them fairly consistently. For example, the level Windswept took me over 6 hours to beat. I missed one collectible in it, and beat it again in 45 minutes to get the collectible. Then there's Windswept EX, which is just a harder version of Windswept, which only took me 2 hours to beat, even after realizing I skipped two collectibles halfway in and had to restart the level to go back and get them. Learning the levels in the space world is really hard, then once you've got it down it's so satisfying to zip around and breeze through some of these insane-looking sections. I'm rambling too much now about how much I liked the last world in this game, I think the devs really nailed that part of the game, which made the weaker parts of the game worth it in my eyes. To me this game is a 6/10 in the base game and an 8/10 if you power through every single level. Good stuff!
Jogaço demais. Jogo estilo Donkey Kong Country e na minha opinião é mais gostoso de jogar.
豪丸~~太豪玩了~~~! 但是在存档界面右下角有按钮(刚过第三关就想拨动下),以为是拓展或者隐藏关卡,好好奇太棒太nice了啊,我一个下滑踢,扫堂腿!冲啊!接着习惯性跳跳,跳跳跳!文字都没看清就把档给删了。。。死手!你还我存档!(鸭子哭声~)
Pizza Tower'dan beri en sevdiğim platformer. Sanatı, bölüm tasarımları, müzikleri, her şeyiyle tam benim gibi DKC severler için yapılmış bir oyun. Hareket şemasının verdiği özgürlük hissiyatı gerçekten inanılmaz. Elbet bir gün 100%leyeceğim, şimdilik Twitter'da geliştiricinin attığı post yüzünden çocukadamlar tarafından başlatılan reviewbombinge karşı pozitif inceleme olsun diye ayaküstü pozitif inceleme yazmak istedim. Sizden ustalaşmanızı isteyen, sizi gerçekten test eden 2D platformerları seviyorsanız kaçırmayın.
真是一场酣畅淋漓的跳跳乐啊
Players by region
Where this game's players are, estimated from review languages.
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