Compare Windblown prices across 50+ stores and find the best deal. Developed by Motion Twin. Published by Motion Twin. Released on 10/24/2024. Available on PC. Genres: Action, Indie, Early Access.

Dead Cells was no fluke. Motion Twin's follow-up swaps side-scrolling for isometric sky-island chaos, and the dash-fuelled momentum feels like something genuinely new rather than a sequel in disguise.

My first few runs in Windblown felt less like learning a game and more like being handed a new instrument I somehow already knew how to play. That immediacy is intentional: Motion Twin made the dash completely cooldown-free, and the decision shapes every second of every run. You're not occasionally dashing between attacks; you're weaving continuously, using movement as the spine of your combat rather than a panic button bolted to the side of it. The floating-island architecture earns its place here. Rooms aren't just arenas with gaps between them; the gaps are the momentum, keeping you in a kinetic trance as you cross from one fight directly into the next. The combat builds on a dual-weapon system where your primary and secondary slots do more than just double your damage options. Specific weapon pairings unlock hidden Alterattacks, explosive finishers that reward you for learning what each blade, bow, or staff actually wants from you. A giant scimitar plays differently from a backstab-bonus dagger set; a rhythm-sensitive bow demands something different again. Layered on top are Gifts (passive modifiers that can tilt a run dramatically, with the hexed variants asking you to trade something meaningful for power), Trinkets for situational tools, and Magifishes that drop mid-run and shift your build on the fly. The Cog meta-currency loops everything back after death, letting you unlock new gear and permanent upgrades at the Ark hub. The system isn't reinventing the genre, but it is executed with the kind of quiet confidence that only comes from a team that has shipped and refined one of the best roguelites of the past decade. The co-op dimension is where Windblown's ambitions get interesting and, honestly, slightly uneven right now. Up to three players can run together online, and the energy of a tight group coordinating builds is genuinely gratifying. The early controversial "sudden death" mechanic, where one downed player left the rest dangerously exposed, drew real community pushback, and Motion Twin responded with a rework, which says a lot about how they're treating this Early Access period. Split-screen is absent, which will matter to couch co-op households. Solo play is completely viable and, depending on your tolerance for difficulty spikes, can be quietly punishing near boss encounters. Early on, item repetition between runs is noticeable, though the unlock pool expands enough that the problem fades with time. What nobody seems to mention enough is the atmosphere. The world has a low-poly lightness that hides a surprising amount of craft; cherry blossom debris drifts through the Golem Gardens, rat villagers throw end-of-the-world fondue parties in hidden corners, and some of the environmental textures were drawn by the actual children of the developers, which gives the whole thing a warmth that bigger productions spend millions failing to manufacture. The soundtrack, handled by Franck Rivoire, the composer behind Furi's electric score, gives the combat the kind of propulsive, slightly sacred quality that makes you feel the rhythm of your own button presses. When the audio and the dash and the Alterattack window all align, there is a specific feeling of flow here that is hard to name and easy to chase. At the time of this writing, Windblown is still in Early Access and headed toward a full 1.0 release. The current build already includes seven biomes, 27 main weapons, 102 Gifts, an Endless Mode, and a fresh "Lost and Altered" anniversary update that overhauled the core combat system entirely. The trajectory is unmistakably upward. If you're the type who needs a complete, content-dense package before committing, waiting for 1.0 is a reasonable call. But if you want in on a game that is actively being shaped, with a developer that holds community AMAs and ships reworks when something isn't right, the Early Access entry point is surprisingly solid. Motion Twin earned enormous trust with Dead Cells, and Windblown so far suggests that trust was well placed. Kai, Scout Team

Windblown
ActionIndieEarly Access

Windblown

Oct 24, 2024Motion Twin
GamerScout Says

Dead Cells was no fluke. Motion Twin's follow-up swaps side-scrolling for isometric sky-island chaos, and the dash-fuelled momentum feels like something genuinely new rather than a sequel in disguise.

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About Windblown

My first few runs in Windblown felt less like learning a game and more like being handed a new instrument I somehow already knew how to play. That immediacy is intentional: Motion Twin made the dash completely cooldown-free, and the decision shapes every second of every run. You're not occasionally dashing between attacks; you're weaving continuously, using movement as the spine of your combat rather than a panic button bolted to the side of it. The floating-island architecture earns its place here. Rooms aren't just arenas with gaps between them; the gaps are the momentum, keeping you in a kinetic trance as you cross from one fight directly into the next. The combat builds on a dual-weapon system where your primary and secondary slots do more than just double your damage options. Specific weapon pairings unlock hidden Alterattacks, explosive finishers that reward you for learning what each blade, bow, or staff actually wants from you. A giant scimitar plays differently from a backstab-bonus dagger set; a rhythm-sensitive bow demands something different again. Layered on top are Gifts (passive modifiers that can tilt a run dramatically, with the hexed variants asking you to trade something meaningful for power), Trinkets for situational tools, and Magifishes that drop mid-run and shift your build on the fly. The Cog meta-currency loops everything back after death, letting you unlock new gear and permanent upgrades at the Ark hub. The system isn't reinventing the genre, but it is executed with the kind of quiet confidence that only comes from a team that has shipped and refined one of the best roguelites of the past decade. The co-op dimension is where Windblown's ambitions get interesting and, honestly, slightly uneven right now. Up to three players can run together online, and the energy of a tight group coordinating builds is genuinely gratifying. The early controversial "sudden death" mechanic, where one downed player left the rest dangerously exposed, drew real community pushback, and Motion Twin responded with a rework, which says a lot about how they're treating this Early Access period. Split-screen is absent, which will matter to couch co-op households. Solo play is completely viable and, depending on your tolerance for difficulty spikes, can be quietly punishing near boss encounters. Early on, item repetition between runs is noticeable, though the unlock pool expands enough that the problem fades with time. What nobody seems to mention enough is the atmosphere. The world has a low-poly lightness that hides a surprising amount of craft; cherry blossom debris drifts through the Golem Gardens, rat villagers throw end-of-the-world fondue parties in hidden corners, and some of the environmental textures were drawn by the actual children of the developers, which gives the whole thing a warmth that bigger productions spend millions failing to manufacture. The soundtrack, handled by Franck Rivoire, the composer behind Furi's electric score, gives the combat the kind of propulsive, slightly sacred quality that makes you feel the rhythm of your own button presses. When the audio and the dash and the Alterattack window all align, there is a specific feeling of flow here that is hard to name and easy to chase. At the time of this writing, Windblown is still in Early Access and headed toward a full 1.0 release. The current build already includes seven biomes, 27 main weapons, 102 Gifts, an Endless Mode, and a fresh "Lost and Altered" anniversary update that overhauled the core combat system entirely. The trajectory is unmistakably upward. If you're the type who needs a complete, content-dense package before committing, waiting for 1.0 is a reasonable call. But if you want in on a game that is actively being shaped, with a developer that holds community AMAs and ships reworks when something isn't right, the Early Access entry point is surprisingly solid. Motion Twin earned enormous trust with Dead Cells, and Windblown so far suggests that trust was well placed. Kai, Scout Team

Tags

singleplayermultiplayercooponline-coopachievementscontroller-supporttier:indieDash-CombatAlterattack-SystemSky-IslandsIsometric-ActionBuild-SynergyEndless-Mode3-Player-OnlineHex-GiftsEarly-Access-Active-Dev

System Requirements

Minimum

OS
Windows 10 version 21H1 (build 19043) or newer, Windows 11
Memory
8 GB RAM
Storage
4 GB available space
Graphics
Nvidia GeForce GTX 970 / AMD Radeon RX 570
Processor
Intel Core i5 6th gen / AMD FX 8XXX

Recommended

Memory
16 GB RAM
Graphics
Nvidia GeForce GTX 1070 / AMD RX 590
Processor
Intel Core i7 8th gen / Ryzen 7 1st gen

Reviews & Ratings

No ratings available

Game Info

Developer
Motion Twin
Publisher
Motion Twin
Release Date
Oct 24, 2024

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