Compara los precios de Everwind en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Enjoy Studio S.A.. Publicado por Bohemia Interactive. Lanzado el 17/3/2026. Disponible en PC. Géneros: Adventure, Indie, RPG, Simulation, Early Access.

Your entire base flies with you everywhere in Everwind, and that single design decision reframes everything the survival-crafting genre usually gets wrong. Worth watching closely, with the usual Early Access caveats attached.

I've put enough time into survival-crafting games to know when one has a genuinely different loop underneath familiar voxel wallpaper, and Everwind does. The central mechanic is deceptively simple: your airship is not a destination you return to, it is the thing you travel on. Every crafting station you bolt to it, every engine upgrade you install, moves with you to the next island. There is no sprinting back to a stationary camp after a dungeon run. That single decision collapses the dead time that kills momentum in games like Valheim or early Minecraft, and it forces the entire progression system to be built around ship capability rather than home-base tier. The vertical world design reinforces this beautifully. Low-altitude starting meadows give way to dense jungles, industrial ruin islands, swamp cemeteries, and scorching deserts the higher you climb, with each altitude band gating access behind your current ship upgrades. The loop is tight: clear an island, haul loot back to the ship, upgrade the cockpit, engine, or balloon assembly, then punch through to the next altitude zone. The RPG layer has more teeth than the genre average. There is no class selection at character creation. Instead, three skill-tree paths, Warrior, Arcanist, and Engineer, exist as mixing boards rather than locked choices. A Warrior-Arcanist hybrid that uses the Arcanist compass ability to spot enemies through dungeon walls while swinging a Mechanical Long Sword is entirely viable. Combat itself is stamina-gated, with light attacks, heavy attacks, blocks, and parries that open counter-windows when you drain enemy stamina. The weapon roster covers swords, daggers, war hammers, battle axes, bows, magic staffs spanning Frost, Venom, Flames, and Shock variants, and spellbooks. Runes provide an enchantment layer with a deep crafting chain: five Rune Fragments collapse into one Small Rune, five Smalls into one Medium, and so on up to Perfect Rune tier. That rune chain alone is the kind of system I tend to build a colour-coded spreadsheet around, and in this case I genuinely did. The dungeons are procedurally generated, which keeps individual runs fresh, but same-biome dungeons do start blurring together after several hours at a single altitude band. The tutorial is light to the point of being nearly absent. You spawn in a tower, receive minimal guidance, and are expected to find a crashed airship wreck on the beach and reverse-engineer its components yourself. Experienced survival players will find this energising. Anyone coming from a game with proper onboarding may bounce in the first hour. The lack of Steam Workshop mod support at launch is a genuine gap for a Bohemia-published title, given how much Arma Reforger and DayZ owe their longevity to community content. The developers have flagged farming, new enemy types, and expanded islands as roadmap targets before the planned Q1 2027 full release, and early patches have already addressed multiplayer desync issues that plagued launch week sessions. The community sentiment is solidly positive, and the demo drew an 86% approval rate from a large player pool before Early Access even opened, which is a meaningful signal rather than just launch hype. For solo players, the loop holds up well. For a two-to-four person co-op crew, it clicks into something harder to put down. The shared airship creates genuine division-of-labour moments: one person managing the cockpit and altitude while others prep gear, smelt copper, and watch the flanks. If you are the kind of player who finds satisfaction in methodical resource chains and gear progression ceilings that keep moving, the current Early Access build already offers a fleshed-out skeleton through what appears to be mid-game, with six material tiers from wood through steel already accessible. Go in knowing this is not a finished product, keep an eye on the patch cadence, and you will likely find it earns the hours faster than most Early Access launches in the genre. Diego, Scout Team

Everwind

Everwind

17 mar 2026Enjoy Studio S.A.Bohemia Interactive
GamerScout opina

Your entire base flies with you everywhere in Everwind, and that single design decision reframes everything the survival-crafting genre usually gets wrong. Worth watching closely, with the usual Early Access caveats attached.

PC
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Acerca de Everwind

I've put enough time into survival-crafting games to know when one has a genuinely different loop underneath familiar voxel wallpaper, and Everwind does. The central mechanic is deceptively simple: your airship is not a destination you return to, it is the thing you travel on. Every crafting station you bolt to it, every engine upgrade you install, moves with you to the next island. There is no sprinting back to a stationary camp after a dungeon run. That single decision collapses the dead time that kills momentum in games like Valheim or early Minecraft, and it forces the entire progression system to be built around ship capability rather than home-base tier. The vertical world design reinforces this beautifully. Low-altitude starting meadows give way to dense jungles, industrial ruin islands, swamp cemeteries, and scorching deserts the higher you climb, with each altitude band gating access behind your current ship upgrades. The loop is tight: clear an island, haul loot back to the ship, upgrade the cockpit, engine, or balloon assembly, then punch through to the next altitude zone. The RPG layer has more teeth than the genre average. There is no class selection at character creation. Instead, three skill-tree paths, Warrior, Arcanist, and Engineer, exist as mixing boards rather than locked choices. A Warrior-Arcanist hybrid that uses the Arcanist compass ability to spot enemies through dungeon walls while swinging a Mechanical Long Sword is entirely viable. Combat itself is stamina-gated, with light attacks, heavy attacks, blocks, and parries that open counter-windows when you drain enemy stamina. The weapon roster covers swords, daggers, war hammers, battle axes, bows, magic staffs spanning Frost, Venom, Flames, and Shock variants, and spellbooks. Runes provide an enchantment layer with a deep crafting chain: five Rune Fragments collapse into one Small Rune, five Smalls into one Medium, and so on up to Perfect Rune tier. That rune chain alone is the kind of system I tend to build a colour-coded spreadsheet around, and in this case I genuinely did. The dungeons are procedurally generated, which keeps individual runs fresh, but same-biome dungeons do start blurring together after several hours at a single altitude band. The tutorial is light to the point of being nearly absent. You spawn in a tower, receive minimal guidance, and are expected to find a crashed airship wreck on the beach and reverse-engineer its components yourself. Experienced survival players will find this energising. Anyone coming from a game with proper onboarding may bounce in the first hour. The lack of Steam Workshop mod support at launch is a genuine gap for a Bohemia-published title, given how much Arma Reforger and DayZ owe their longevity to community content. The developers have flagged farming, new enemy types, and expanded islands as roadmap targets before the planned Q1 2027 full release, and early patches have already addressed multiplayer desync issues that plagued launch week sessions. The community sentiment is solidly positive, and the demo drew an 86% approval rate from a large player pool before Early Access even opened, which is a meaningful signal rather than just launch hype. For solo players, the loop holds up well. For a two-to-four person co-op crew, it clicks into something harder to put down. The shared airship creates genuine division-of-labour moments: one person managing the cockpit and altitude while others prep gear, smelt copper, and watch the flanks. If you are the kind of player who finds satisfaction in methodical resource chains and gear progression ceilings that keep moving, the current Early Access build already offers a fleshed-out skeleton through what appears to be mid-game, with six material tiers from wood through steel already accessible. Go in knowing this is not a finished product, keep an eye on the patch cadence, and you will likely find it earns the hours faster than most Early Access launches in the genre.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayercooponline-coopachievementscontroller-supporttrading-cardscloud-savestier:aaaAirship Base-BuildingAltitude ProgressionRune EnchantmentSkill Tree HybridProcedural DungeonsFirst-Person SurvivalVoxel CombatCo-op Base ManagementStamina-Based Combat

Requisitos del sistema

Mínimos

OS
64-bit Windows 10/11
Memory
12 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
5 GB available space
Graphics
Intel Arc A580 | Nvidia GTX 1060 (min. 6GB VRAM)
Processor
Intel Core i5-8400

Recomendados

OS
64-bit Windows 10/11
Memory
16 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
5 GB available space
Graphics
Intel Arc B570 | Nvidia RTX 2060 Super (min. 8GB VRAM)
Processor
Intel Core i7-8700K

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Información del juego

Desarrolladora
Enjoy Studio S.A.
Distribuidora
Bohemia Interactive
Fecha de lanzamiento
17 mar 2026

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¿En qué plataformas está disponible Everwind?

Everwind está disponible en PC.

¿Cuándo se lanzó Everwind?

Everwind se lanzó el 17 de marzo de 2026.

¿Quién desarrolló Everwind?

Everwind fue desarrollado por Enjoy Studio S.A. y publicado por Bohemia Interactive.