Compare Windbound prices across 50+ stores and find the best deal. Developed by 5 Lives Studios. Published by Deep Silver . Released on 8/28/2020. Available on PC, Xbox. Genres: Adventure, Indie, RPG.

Quiet, sun-bleached, and genuinely pretty to sail through - Windbound earns its mood board but struggles to earn its runtime past the honeymoon chapter.

I want to love Windbound more than the evidence allows. From the Brisbane studio 5 Lives, it pitches itself as something rare: a survival-crafting game with a narrative spine, born from a developer who played Don't Starve and wanted a story to pull them forward instead of just an endless loop of dying to hunger. That instinct was right. The problem is the execution only half-delivers on it. You play as Kara, a warrior separated from her tribe during a storm and deposited into a mysterious archipelago called the Forbidden Islands. The loop is survival-familiar: gather grass and stones, craft a rope, build a canoe, hunt a boar for bone materials, upgrade to a sail. What separates Windbound from the pile is the sailing itself, which is the game at its absolute best. Tacking against the wind, tightening and loosening the sail, feeling the boat push back when the gusts are contrary - it is more mechanically honest than you would expect from a mid-budget indie, and those quiet stretches out on open water, watching the cel-shaded horizon, carry a genuine stillness that few games bother to earn. The soundtrack leans into that feeling hard. There are five chapters in total, each one a larger procedurally-generated ocean section than the last, and each one asking you to locate three towers, climb them for key fragments, then find the gate to progress. Here is where the warmth I want to give it runs into a wall. The five-chapter structure repeats that same tower-hunting objective each time with very little variation in what you actually do. The world expands, the islands multiply and get smaller and more scattered, but the bones of every chapter are identical. Combined with a hunger and stamina system that shares a single meter - meaning eating food and fighting enemies are in direct competition for the same resource - the mid-game becomes a grind of anxious resource management rather than curious exploration. Combat with knife, spear, or bow is functional but not a strength; the bigger creatures can be genuinely scary, but the clunky weapon durability and early-game balance problems have been cited widely as friction the game never fully patches out. Difficulty choice matters enormously here. Storyteller mode keeps your full inventory on death and resets only to the start of the current chapter, which is the right way to play for anyone who does not want hours vaporized by a shark attack. Survivalist strips almost everything and sends you back to chapter one - a punishing ask in a game whose opening crafting loop is already slow. The post-launch free content added a faction of corrupted Shimmer enemies called the Loathing, which gives later islands more variety, but the structural repetition was never patched into something different. Steam's aggregate review score sits at Mixed across roughly 1,100 reviews, and that feels accurate: there is something real here that a certain kind of player will sink into happily, and there is also a ceiling the game hits around hour six that it never pushes past. Windbound is for you if you want atmosphere over depth: the visual design is warm and confident, the sailing has a physicality most games in this genre skip entirely, and the environmental storytelling through island ruins and whispered ancestor voices is understated in a way I appreciate. It is not for you if you need a tightly balanced survival system or escalating variety across multiple sessions. Go in on Storyteller, let yourself get lost in the first chapter or two, and keep your expectations calibrated to a short, occasionally lovely voyage rather than a grand one. Kai, Scout Team

Windbound
AdventureIndieRPG

Windbound

Aug 28, 20205 Lives StudiosDeep Silver
GamerScout Says

Quiet, sun-bleached, and genuinely pretty to sail through - Windbound earns its mood board but struggles to earn its runtime past the honeymoon chapter.

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About Windbound

I want to love Windbound more than the evidence allows. From the Brisbane studio 5 Lives, it pitches itself as something rare: a survival-crafting game with a narrative spine, born from a developer who played Don't Starve and wanted a story to pull them forward instead of just an endless loop of dying to hunger. That instinct was right. The problem is the execution only half-delivers on it. You play as Kara, a warrior separated from her tribe during a storm and deposited into a mysterious archipelago called the Forbidden Islands. The loop is survival-familiar: gather grass and stones, craft a rope, build a canoe, hunt a boar for bone materials, upgrade to a sail. What separates Windbound from the pile is the sailing itself, which is the game at its absolute best. Tacking against the wind, tightening and loosening the sail, feeling the boat push back when the gusts are contrary - it is more mechanically honest than you would expect from a mid-budget indie, and those quiet stretches out on open water, watching the cel-shaded horizon, carry a genuine stillness that few games bother to earn. The soundtrack leans into that feeling hard. There are five chapters in total, each one a larger procedurally-generated ocean section than the last, and each one asking you to locate three towers, climb them for key fragments, then find the gate to progress. Here is where the warmth I want to give it runs into a wall. The five-chapter structure repeats that same tower-hunting objective each time with very little variation in what you actually do. The world expands, the islands multiply and get smaller and more scattered, but the bones of every chapter are identical. Combined with a hunger and stamina system that shares a single meter - meaning eating food and fighting enemies are in direct competition for the same resource - the mid-game becomes a grind of anxious resource management rather than curious exploration. Combat with knife, spear, or bow is functional but not a strength; the bigger creatures can be genuinely scary, but the clunky weapon durability and early-game balance problems have been cited widely as friction the game never fully patches out. Difficulty choice matters enormously here. Storyteller mode keeps your full inventory on death and resets only to the start of the current chapter, which is the right way to play for anyone who does not want hours vaporized by a shark attack. Survivalist strips almost everything and sends you back to chapter one - a punishing ask in a game whose opening crafting loop is already slow. The post-launch free content added a faction of corrupted Shimmer enemies called the Loathing, which gives later islands more variety, but the structural repetition was never patched into something different. Steam's aggregate review score sits at Mixed across roughly 1,100 reviews, and that feels accurate: there is something real here that a certain kind of player will sink into happily, and there is also a ceiling the game hits around hour six that it never pushes past. Windbound is for you if you want atmosphere over depth: the visual design is warm and confident, the sailing has a physicality most games in this genre skip entirely, and the environmental storytelling through island ruins and whispered ancestor voices is understated in a way I appreciate. It is not for you if you need a tightly balanced survival system or escalating variety across multiple sessions. Go in on Storyteller, let yourself get lost in the first chapter or two, and keep your expectations calibrated to a short, occasionally lovely voyage rather than a grand one. Kai, Scout Team

Tags

singleplayercontroller-supporttier:sub-5Nautical SurvivalBoat BuildingStamina ManagementEnvironmental StorytellingRoguelite-OptionalWind MechanicsProcedural ArchipelagoSolo Exploration

System Requirements

Minimum

OS
Windows 10/7/8/8.1/Vista (64 bit)
Memory
4 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
Intel HD Graphics 4600, NVIDIA GeForce GTX 630, Radeon HD 5670
Processor
2.4ghz Intel Core 2 Duo or equivalent

Recommended

OS
Windows 10/7/8/8.1/Vista (64 bit)
Memory
6 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
Intel HD Graphics 5200, NVIDIA GeForce GTX 750, Radeon HD 7800
Processor
2.66GHz Intel Core i7

Reviews & Ratings

No ratings available

Game Info

Developer
5 Lives Studios
Publisher
Deep Silver
Release Date
Aug 28, 2020

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