Compare Windlands prices across 50+ stores and find the best deal. Developed by Psytec Games Ltd. Published by Psytec Games Ltd. Released on 4/5/2016. Available on PC. Genres: Adventure, Indie.

Grappling-hook first-person exploration through a crumbling ancient world. Built for VR but playable flat, your mileage varies heavily depending on which way you run it.

Windlands is a first-person grappling-hook traversal game set across the overgrown ruins of a civilization that collapsed long before you arrived. There is no combat, no inventory, no XP bar. The entire loop is momentum: swing from a tree canopy, release at the apex, shoot a hook into a distant tower, and arc your way through wide-open levels that reward patience and rhythm over brute speed. It sits in that quiet corner of indie games where the mechanic IS the experience, and nothing else competes for your attention. The grappling system is the obvious centerpiece, and it holds up well enough. Hooks can only attach to specific surfaces (trees and mossy structures, mostly), which keeps the chaos manageable but occasionally frustrates when a promising line just refuses to stick. Getting the swing timing right has a genuine learning curve, and the early levels give you enough room to build that muscle memory without punishing you too hard. Once it clicks, gliding through a sun-bleached canyon or a fog-covered forest feels genuinely weightless in a way that few traversal games nail. The world itself is sparse but atmospheric, built more like a series of mood paintings than a dense narrative environment. Here is where honesty matters though: Windlands was designed from the ground up for VR, specifically the HTC Vive and Oculus Rift era of room-scale headsets. In VR, the scale of the ruins and the physical sensation of the swing reportedly hit different. In flat non-VR mode, which is what most PC players will use today, you lose a significant layer of the intended immersion. The environments look pleasant but not remarkable on a monitor, and without the spatial depth, some of the awe gets deflated. The soundtrack carries a lot of atmospheric weight here, understated and ambient, and it does its job quietly without overstaying. If you play without headphones you are missing half the experience. Content-wise, Windlands is honest about its scope. It is not a long game. You can see most of what it offers in a few focused hours, and there is no branching story or character arc to speak of. A collectible system gives completionists something to chase, and the level design opens up pleasantly as you improve, revealing paths that were invisible to a beginner. But if you come in expecting narrative depth or mechanical escalation beyond the core swing-and-glide loop, you will feel the walls pretty quickly. That narrowness is a design choice, not an oversight, and the game is better for committing to it rather than bloating itself with filler systems. The mixed Steam review score tells a specific story: people who played in VR at launch largely loved it, people who bought it primarily as a flat game found it thin. That context matters when you are deciding whether to pick it up now. If you have a compatible VR headset and a soft spot for meditative exploration games built around one pure mechanic, Windlands rewards the right kind of attention. If you are flat-screen only and expecting a full adventure, temper those expectations sharply. Kai, Scout Team

Windlands
AdventureIndie

Windlands

Apr 5, 2016Psytec Games Ltd
GamerScout Says

Grappling-hook first-person exploration through a crumbling ancient world. Built for VR but playable flat, your mileage varies heavily depending on which way you run it.

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About Windlands

Windlands is a first-person grappling-hook traversal game set across the overgrown ruins of a civilization that collapsed long before you arrived. There is no combat, no inventory, no XP bar. The entire loop is momentum: swing from a tree canopy, release at the apex, shoot a hook into a distant tower, and arc your way through wide-open levels that reward patience and rhythm over brute speed. It sits in that quiet corner of indie games where the mechanic IS the experience, and nothing else competes for your attention. The grappling system is the obvious centerpiece, and it holds up well enough. Hooks can only attach to specific surfaces (trees and mossy structures, mostly), which keeps the chaos manageable but occasionally frustrates when a promising line just refuses to stick. Getting the swing timing right has a genuine learning curve, and the early levels give you enough room to build that muscle memory without punishing you too hard. Once it clicks, gliding through a sun-bleached canyon or a fog-covered forest feels genuinely weightless in a way that few traversal games nail. The world itself is sparse but atmospheric, built more like a series of mood paintings than a dense narrative environment. Here is where honesty matters though: Windlands was designed from the ground up for VR, specifically the HTC Vive and Oculus Rift era of room-scale headsets. In VR, the scale of the ruins and the physical sensation of the swing reportedly hit different. In flat non-VR mode, which is what most PC players will use today, you lose a significant layer of the intended immersion. The environments look pleasant but not remarkable on a monitor, and without the spatial depth, some of the awe gets deflated. The soundtrack carries a lot of atmospheric weight here, understated and ambient, and it does its job quietly without overstaying. If you play without headphones you are missing half the experience. Content-wise, Windlands is honest about its scope. It is not a long game. You can see most of what it offers in a few focused hours, and there is no branching story or character arc to speak of. A collectible system gives completionists something to chase, and the level design opens up pleasantly as you improve, revealing paths that were invisible to a beginner. But if you come in expecting narrative depth or mechanical escalation beyond the core swing-and-glide loop, you will feel the walls pretty quickly. That narrowness is a design choice, not an oversight, and the game is better for committing to it rather than bloating itself with filler systems. The mixed Steam review score tells a specific story: people who played in VR at launch largely loved it, people who bought it primarily as a flat game found it thin. That context matters when you are deciding whether to pick it up now. If you have a compatible VR headset and a soft spot for meditative exploration games built around one pure mechanic, Windlands rewards the right kind of attention. If you are flat-screen only and expecting a full adventure, temper those expectations sharply. Kai, Scout Team

Tags

steamGrappling HookVR-First DesignTraversal MechanicsAtmospheric ExplorationCollectathonMomentum-BasedSingle Mechanic Focus

System Requirements

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Reviews & Ratings

Steam
77%(864)

Game Info

Developer
Psytec Games Ltd
Publisher
Psytec Games Ltd
Release Date
Apr 5, 2016

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