
A lightning-fast 1–3 player co-op roguelite from the creators of Dead Cells. DASH, DIVE and DESTROY across a shattered world. Build wild loadouts, unleash devastating Alterattacks, and become the last stand against the Vortex.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Sep 7 → 1.86/day in the week after.
About
Wake up, Leaper! This is Windblown: the lightning-fast, 1-3 player co-op action roguelite from Motion Twin, the creators of Dead Cells.
Dash across the ruins of a broken world with impossible speed in a last stand against the apocalypse. Solo or with friends, reawaken the powers of those who fell before you, unleash devastating weapons, perfect your loadout, and reclaim what was taken.
Your godlike speed is key to surviving the all-consuming Vortex threatening your world; stay aggressive and overwhelm the battlefield - before it overwhelms you.
Chain dashes, strikes, abilities and devastating power moves together in hyper-fast combat built around flow. Tear through ever-changing islands filled with challenges, enemies, and bosses designed to push your limits.
It’s dangerous to go alone, and you’ll need every weapon, trinket and passive upgrade you can get. Dual wield to combine unique weapon movesets, unleash powerful Alterattacks, and customize your build with over 170+ unlockables.
The playstyle is yours to create: Mix fast melee weapons with heavy hitters (including the fan-favourite Crocojaw, known for its brutal bite!), ranged tools, status effects, mobility skills and more to become the unstoppable force on the battlefield.
Whether you prefer playing solo or in co-op chaos, you’ll find a complete experience in Windblown. Our game caters to all playstyles, with no gating!
Coordinate builds, hunt for upgrade mats and defeat formidable foes together or single - then go chill at the hub whenever you need a break from the mayhem!
Death is part of the process - just dust yourself off and try again! Every failed run lets you bring back valuable resources to unlock new weapons, powers and upgrades at the Ark, expanding future builds and playstyles. Learn enemy patterns, try a new loadout, and come back stronger every time.
No drawback to experimenting, so go forward, Leaper!
Key features:
Dash and dive: Lightning-fast combat focused on momentum, aggression and chaining abilities.
Perfect your playstyle: With 25+ weapons, 20 trinkets, 105 passive upgrades, 20 hexes, 3 magifish and the different Alterattack combinations, you won’t fall short of options to create your perfect playstyle!
Stronger through failure: The metaprogression ensures you come back stronger every time, even after defeat!
Scavenge and strengthen: Recover valuable materials from the battlefield to upgrade your arsenal.
A world in fragments: Explore 6 distinct biomes filled with their distinct challenges, enemies and memorable bosses - with more coming in 1.0!
Home sweet Ark: Take a breather between runs and meet a cast of lovable weirdos who’ll help you on your journey.
Solo or co-op: Take on the Vortex alone or with up to 2 friends in fast-paced PVE co-op.
Dressed to kill: Windblown fashion is a thing! Why not accessorise your weapons with a colourful skin?
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 905 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
не работает мультиплеер
Hard to know where to start on this review. I cannot recommend this game. I have beaten Dead Cells and their Prince of Persia game - Motion Twin is the VERY BEST in this action roguelite/like space; one of my favorite developers. That said, this one is trying to be hades with a top down perspective, albeit the same roguelite progression system with different story and lore. I like it mostly, but the combat can be very repetitive regardless of weapon choices. My two problems speak to how the game can lose it's fun quickly: 1. most everything to a successful battle or run is whether you are good at using the dodge function...a lot. If you get hit, you die; very normal of course. Yet, because there doesn't feel like an evolved weapons variation system (even though the stats as you choose weapons say otherwise) - your success is entirely based on dodging enemy attacks vs. a risk reward the player can develop understanding in of "do I dodge or because of this specific weapon does it make more sense to brawl and melee more even though I may get hit a little." Does that make sense? Too much emphasis is put on dodging and if you get hit you will die quickly or be to unhealthy to take on the end guy. 2. progression is very slow with the game economy. You collect dust and build cogs - the short of it is, it takes a lot of runs to accumulate anything that progresses your character so runs feel the same and do not progress correctly in my experience. No weapon upgrades I have earned by making dust or cogs purchases have changed the game. That is the problem. Dead Cells, for example, has amazing progression systems as you work each color to build a character and runs in the beginning are dropping all sorts of vials and loot. This is not that. I think Roguelites are amazing because of all the trinkets you can discover to build a guy, but if the pacing is wrong they are too difficult - this is THAT, for me. Dying doesn't feel like dying when game economy is balanced in a roguelite - Dead Cells has it and this game doesn't in my experience. I get very little progression in my character run to run - I find the game very punishing; I have played 8 hours and I cannot even get through the boss on the second biome - zero progress and I have a lot of experience in roguelites. On the top down perspective with the animal enemy choices dodging still gets hit for me because the bosses have multiple arms and legs that can hit over a wide area and there are parts of the area that you cannot dodge into. I just think it is mostly unreasonable. In Dead Cells they programmed in an accessibility slider so that you can pick your game difficulties with nuance so that you can really dial it in to your playing style. This also has the ability to change runs in the game over time - ultimate replayability. This game needs that. I know others would say they beat it no problem and that is the very point - game difficulty is subjective as there are games I have no problem with that others may have a problem with. A game like this does need accessible options. Someone would say play another game. I spent $25, I bought it because I want to play it, so saying something like that is insensitive and misses the point. Just a guys opinion.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $2.2K | 16 | 75% | $6.99 | |
| $340 | 3 | 67% | $4.95 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $36.3M | 183.6K | 97% | $12.49 | |
| $855K | 2.9K | 85% | $14.99 |
Reviews, worldwide (the counter carries no country): 2.29/day in the week to Jul 26 → 2.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Simplified Chinese, Spanish - Spain, Korean, Japanese, Portuguese - Brazil, German, Russian, Traditional Chinese, Spanish - Latin America
Hours played at review time, across 906 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Это говно не работает в онлайне! ♥♥♥♥♥ этих пидоров! Деньги бл не вернуть сцука
comeback after early access, play dead cells instead
игра с непередаваемой атмосферой и также довольно годный рогалик, + отдельный респект за музыку это просто нечто
Esperava mais desse jogo, sendo da mesma produtora do Dead Cells (DC), mas pra mim ele é apenas mais um roguelike comum que vai enjoar a maioria das pessoas muito rápido, diferente do DC. Graficamente ele é bem bonito, e a sua jogabilidade é ok. Joguei bem pouco ele pois nao me prendeu, mas achei a gameplay um pouco enjoativa. Ravenswatch e Shape of Dreams foram mais do meu agrado.
很不错的游戏,有很好的基础,经过内容填充和细节修改,应该会有很好的前景,我很希望这款游戏能够成为rogue类的常青树,现在的最大问题还是持续的趣味性填充,以及武器的平衡
Малейший интерес к этой игре разбивается о совершенно невменяемый входящий урон от элитных врагов и боссов даже на самой низкой сложности (да и рядовые болванчики иногда тоже дают просраться). Почему нет никакого щадящего режима для новичков хоть на первое время? Просто снизить получаемый урон хотя бы на четверть было бы уже неплохо. Я сразу понял, что балансом игры в этом отношении занимался дилетант, когда на Архипелаге получил от элитного врага ~105 урона с одной атаки, а у меня самого на тот момент было что-то около 120-130 хп. У игры прикольный визуал и просто фантастический саундтрек, который можно слушать обособленно, но баланс сложности и урона просто невыносим для меня сейчас. Когда ты понимаешь, что любая твоя ошибка в бою стоит очень дорого, а даже на самые базовые апгрейды в мета-прогрессии нужно батрачить в три смены, желание играть просто испаряется. Придётся вновь отложить игру на неопределённый срок до момента, пока во мне опять не проснётся мазохист...
The game is an atypical roguelike where you do similar runs, with minor variation, and push harder difficulties as you unlock meta-progression systems. If you like this, you will probably enjoy the game to some extent. The main question is, do you like melee gameplay that includes timing dodges to invulnerability-frame an attack? This is a big part of the game. Some enemies are easy to read, some are difficult, and some will make you scream because whatever that was, was bull****. The main draw of the game is the music and art style. It is surprisingly horrific at times, when you consider the implications of some of the things you are reading and looking at. I wonder how much of a conclusion we will get to the story though? I can understand keeping the ending a bit unresolved could be motivated for the roguelike, "just another run", aspect. The fight is endless! But,I hope we get something that at least resolves the main story bits. Overall it is a good time, but what has me coming back less is I "solved" the game on higher levels by simply stacking all DOT damage possible and exploding every boss using the ranged weapons. The melee gameplay is tedious, and unrewarding. So a mix of good and bad. The limitation in valid builds on higher difficulty is what keeps me from coming back as often I would say. Comparing it to games like Gunfire Reborn for instance, makes it an easy choice which I will boot up in the evening. Still though, worth a try, especially if you get it on sale.
Really fun game. Great updates so far, tons of variety in playstyles and weapons, far more than expected.
Active players
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