
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 911 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Really snappy isometric roguelike, I am windblown away with the Endless mode loop system. Removing the limits for endless loops creates a really satisfying extension of getting overpowered and stacking all sorts of synergies you wouldn't have the capacity or ability to do in the first core loop. For me it adds tons of replayability and depth, endless mode doesn't feel like a slog where I can't keep up with the scaling and a slow death by a thousand cuts. It feels like quick death by one big cut - the key to success is to end the enemy faster than they can end you
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Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.8M | 9.4K | 87% | $19.99 | |
| $5.8M | 12.2K | 77% | $14.99 | |
| $5.8M | 8.7K | 95% | $24.99 | |
| $5.8M | 31.5K | 86% | $7.49 | |
| $5.8M | 11.7K | 89% | $19.99 | |
| $5.8M | 11.7K | 83% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.2K | 16 | 75% | $6.99 | |
| $340 | 3 | 67% | $4.95 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $72.7M | 183.6K | 97% | $24.99 | |
| $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 2,515 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 912 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you enjoy a challenging rogue-like, you'll enjoy this (probably).
As someone who loved Dead Cells this is definitely the type of game I can recommend. It 100% feels like it's own game, but the expertise that came from creating Dead Cells can be seen here clearly. I recommend this game, if you are looking for a new Rogue Lite that's worth your time!
i liked - the different weapons, combinations, "builds" you can make, the speed of the gameplay itself i disliked - that i cant change the color of my character, that it's not clear that you can get or how to get new characters
Really fun!
早期アクセス開始から間を置きながら直近のアップデートまでプレイしています 現在に至る総括としてのレビューとなります マルチはほぼ体験していないのでその点の不足はご了承願います 結論から言うと、「楽しくて爽快感があり今後の発展に期待できる」を約2年続けているゲーム 当然ながら(良くも悪くも)という枕詞がつきます その理由として、これまでの思いつくアップデート内容を羅列しますと、 ・新武器、新ギフト(ローグライクな一時能力)は継続的に拡張し、その数は他と比しても膨大 ・エンドコンテンツ的な貨幣の使い道を継続的に提供 ・武器バランスや戦術バランスの微調整に積極的 ・既存MAP構造の調整 ・小クエスト/NPCサブストーリーの追加とそれに伴う報酬 ・新エネミーの精力的な追加 などなど いかがでしょうか?素晴らしいと思いませんか? 確かに発売当初と比してプレイフィールは大きく変わりました 選択肢は増え、不満点は減りました ゲームがより良くなっていることは疑いようがありません [strike](最新版プレイした際ビルド完成したら結局AA連打じゃねーか!となったが、それはやり込み不足だ。いいね?) [/strike] 一方で内容をよく見ると、いかにもコミュニティの意見にありそうな内容に偏重していることが分かります 確かに良くなるけどYoutubeコメントにあるような不満に逐次対応しているような印象 結果としてどうなったか、2年間メインストーリーは全く進んでいないのです ルートは増えても最奥部は発売当初と同じ、意味深な台詞の先は一切なし これが「今後の発展に期待できる」を2年間続けているという意味です 出来は決して悪くないので値段に対しておすすめは出来ますが 例えばストーリー性の強いローグライクでかつステージ構成が少ないHADESシリーズと比べると 体感 1/10HADESくらいには感じます 設定と展開を見る限り最終的には10HADESくらいなってもおかしくないんですが一体いつになるのやら…
I've played this game more than most - I enjoy it and and would easily recommend it if you like this style of game. I was an Ember Knights player but now I generally hop on WindBlown for a run or two with friends. There are things that I wish could be changed, but the game is very stable and I am happy with the game as it is and look forward to more updates.
generally enjoying this, especially with friends. snappy combat, satisfying builds, and solid amount a variety from run to run makes this a game me and my buddies have had a good time returning to again and again over the last week or so. but both myself and everyone i've played with agrees: there should be a consistent way to refill flasks other than buying from the shop or relying on gifts. higher difficulties remove Onsens (health refill stations, but not flask refill)... wouldn't a flask refill (even if it only refills like... one flask) on the lowest difficulty make the onboarding a little smoother? i understand that the game is seemingly built around the fact that you CAN'T refill flasks... but in practice, the combat doesn't actually seem balanced around it in a way that makes it fun to manage. enemies hit a little too hard, a little too fast, and while it's is certainly managable, especially as you unlock more gifts and such, it's the prickliest bit of this game's design, and has unfortunately dampened the overall experience. so in conclusion, i'm gonna say yes, i do recommend this game. it seems like it's toward the end of it's early access period, it feels great to play, and it has the build depth that i look for in a roguelike. the multiplayer is solid, and it's great fun to have 3 OP builds firing off at once. but consider this more of a "mixed" review, due to the game's egregious artificial difficulty, especially in the early hours. it feels like there's still more balancing to be done, and i really hope the devs consider a more user friendly healing system, at least for the lowest difficulty.
fire game, great soundtrack, fluid and fast gameplay. reminds me of dead cells :)
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