
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 901 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is really a thumbs up because Im having a ton of fun playing it but after 21 hours, its getting stale, fast. Movement, combat, weapons, trinkets, and perks are all top notch and interaction feels great. Solid Roguelite foundation. Maps, enemy variety, gameplay loop, and biome diversity all need a lot of work. I cant tell you how sad I was to find out the fungal place they just added was only 5 minutes long, had like 2 new enemy move types and a boss...... Like, I waited that long..... FOR THAT! Reqs for the Devs: Combat: add objectives, player tasks, just some over all variety to runs outside of challenge material. Hold the point, loose a trinket for the arena get more reward, escalating difficulty or real attrition all in 1 arena! instead of run here, kill this, rinse, repeat. The loop is satisfying, but is so short and there isnt enough outside of that to hold engagement. Arenas and Maps: make arenas bigger, and maps smaller. You spend 25% of your time zipping between maps to fight 2-4 enemies and then you move on to the next generic arena. Its too much time zipping around and not enough time doing something meaningful. Theres a lot of dead space. Use it! The secrets are cool but they are too few and far between. Enemies- need modifiers. speed up slow down, increase size of model and skill. There is so much you can do with what is already coded and you just dont use it! Biomes: you gave us mushrooms but no mechanics. Nothing that makes it different aside from visuals. Why not add spores, or environmental stuff thats mushroom themed. Why not add pitfalls and traps. Why is your big update just a reskin! I've been waiting on this game for some sort of substantial update and I guess I'll be waiting longer. It will earn its Thumbs Up someday. But thats a few updates away. Dead cells was awesome and I believe in you.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 902 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Mixed feelings. It's a bit hard to recommend at the moment. It's almost 2 years since the early access started, but these still feel lacking or isn't quite there yet: [list] [*]The exploration is mostly holding the right stick and dash until you arrive in the next area. [*]Even though the game is in 3D, there's no much vertical aspect in the game. There's one specific weapon charge attack that plays jump animation, but that's it. Alterattack jump animation doesn't count since all alterattack provides i-frame regardless. [*]The build wild loadouts phrase isn't quite accurate. It's more build a deck and pray that you will see what you want in the run. [*]Pet companions doesn't feel like pet or companion. They're extra DPS source that hovers around the player. [*]Finding a certain hammer was frustrating, unsure if it was intentional. There was no way to tell am I doing the right thing or not. Am I missing a condition for it to trigger? Turns out I need to do the same biome over and over and over again until finally the star aligns. [*]Higher difficulties doesn't feel challenging, it's straight frustration, esp. with melee weapon. Either you need to get lucky and get a broken build and affix. Or get meh affix, fail the DPS check, and waste potion on some random elites. Most of the time it's the latter. [*]Boss design is lacking on earlier biome. We got various unique mobs like mechanical arachnid, weird prehistoric animal, and living doll. But why do I have to keep fighting these variations of golem with laser and limbs attack. And the winning strategy is always the same, deal burst damage before the boss move. [*]Somewhat related to both exploration, 3D, and boss design: there's barely any environmental interaction. We have a switch that opens or starts something, that's it. We have floor hazard, but it's just color we need to avoid (plus the player can leave something on floor too like corrosion or fire, on long term a transparency for player/teammates effect might be one way). Taking Dead Cells as example, platforming and exploration was thrilling instead of mind numbing dash. We had memorable bosses like the giant and gardener with bounce thingy in the environment. We got the classic oil + fire combination, or the joy of finding out electricity interacts with water in the stage. [/list] Don't get me wrong though, Windblown has it's charm, but it's not for everyone. [list] [*]Soundtrack and art is amazing. [*]Having a broken build and play the game in the intended fast pace is very fun. e.g. a full scythe build where enemy just dies as you pass by. Or a comical 300% size eye blade deleting a room with the alterattack. [*]Blueprint and hunting updates was pretty good. Eliminates that risk of dropping rare blueprint or needing to consult wiki on finding a specific material. [*]The game performs much better now. I used to tweak the graphics for it to run decently on Linux, but these days it's pretty smooth. [/list]
Really couldn't play this, a mixture of screen flashes, too much going on, onscreen and a nasty color palette made me feel nauseous within 5 minutes. refunded.
打两把就腻了,尝鲜这游戏又太贵,适合看不适合深玩,看到的除非特别特别喜欢这游戏否则不建议入
This game is everything I wish Hyper Light Breaker was, and more. Genuinely the most fun I've had playing a roguelike in a very long time. This game has a lot of interesting ideas to play with, I particularly like that when you unlock items, you get a copy of them right away as you start your next run, allowing you to properly get a feel for everything this game has on offer. Movement feels fantastic in the game, once you master it you will fly through missions at breakneck speed. Multiplayer is fun, but it comes with occasional desync issues and a fairly substantial framerate hit, which hopefully will get ironed out in future updates.
Is this why Dead Cells died? Watching Windblown through the eyes of a Dead Cells veteran is simply painful. The game feels like a strange and impersonal attempt to copy Hades' success. Dull music feels off, questionable camera angles, and a complete lack of a coherent plot. Sure, Dead Cells had its lore pieced together, but it had atmosphere, while here it's simply empty. As for co-op, either convince a friend to buy it with you, or forget it, because game relies on co-op which is a dubious pleasure if have no one with you. At the same time, the core gameplay feels passable. But the problems of Early Access and the general transition to 3D constantly make themselves felt: 1. Readability Issues: The transition to isometric view for the sake of a lightning-fast pace has killed the visual control. At high speeds, the screen turns into a mess of special effects, dashes, and enemies. 2. Derivative: The game feels like a brainstorm of other people's ideas—the isometric view and dashes from Hades (questionable idea), the co-op from Risk of Rain (poorly done), the combat timings from Dead Cells (poorly done) itself. The weapon-swapping mechanic (Alterattacks) is good, but the core gameplay doesn't offer anything new to keep you hooked for hundreds of hours. Windblown is more eye candy than a game with a unique personality and that candy has its best by date expired. It simply doesn't know what it wants to be and feels really outdated. Do I want the game to succeed? Probably yes. Do I want more Dead Cells support instead? Definitely. The game is unmemorable and offers nothing new, and the low online rate speaks for itself. I'd much rather live in a world where Evil Empire realized their original plans for Dead Cells than watch Windblown unfold here and now. Verdict: If you want a whirlwind isometric experience, buy Hades or Hades II. If you want a polished and refined experience, go with the OG Dead Cells or other rogues classics. If the developers pull off a miracle and remaster the game in the future, I'll happily rewrite this review. But for now, it's a giant step backwards.
There is no sense of exploration. Just a flashy linear, dashing with soulless enemies. Lacks voice acting and I am yet to discover anything interesting in the story itself.
游戏内容量有待提升,11个小时游玩下来感觉很空,剧情和内容都是,比起前作差别太大;然后是操作方面,看着画面华丽躲闪腾挪,事实上只能通过两段武器衔接的无敌帧来硬顶过去,不推荐
抱着对死亡细胞的期待买的游戏结果远远不如死亡细胞 是个非常粗糙的未完成品 不知道还以为玩的测试版 我是刚发售就和朋友一起买的游戏 ,当时的武器非常少 地图也少流程很短 ,我玩了六小时一周目就有了接近一半的成就,而且开服初期的联机问题也不必我说相信很多玩家都在反馈 ,这使得我和朋友都对这个游戏瞬间失望 (我们都是死亡细胞的玩家而且玩了很久)这使得我放弃了这款游戏 ,因为第一印象太差了导致到现在我都没再下载回来它,所以我说这是未完成品 ,因为内容太少 ,我当然希望它能做的和死亡细胞一个水平甚至比它更好 ,但是当时给我的感觉就像是刚发售的无人深空,或许制作组也可以找个被水淹了工作室的理由,要是能有无人深空制作组的更新地认真态度未必不会成为第二个无人深空
[h1] This game is so good![/h1] [b] Its a crime to leave it in this state... [/b] [h3] Review from indie game developer[/h3] First of all. This is not typical "early access". There is NO BUGS, all gameplay core is SUPER POLISHED. Movement - 9/10 [spoiler]actually its so bad idea to give us belt after 3 boss to auto dash. Its QoL not real upgrade. At least give it after first one, because I was tired of spamming on second stage[/spoiler] Combat feel - 8.5/10 [spoiler]With controller weapon impact feel is awesome for me(I saw negative reviews about this but disagree with them), weapon balance is good for early access, enemy attacks is OK(some is good but some is unpredictable at ALL). Alters is good combat mechanic[/spoiler] Graphics - 10/10 High fps, beautiful shaders Visual style - 5/10 subjective [spoiler] I cannot tell what feels off. If we took any object individually - i like it. But it doesn`t work together. We have problems: bad fight visibility because of many vfx, too bright and saturated floors. Personally I feel tired if playing long. I like color rich games, backgrounds here is awesome but arena floors took all visual focus.[/spoiler] Game overall feel in this moment - 8/10 (I recommend you to try if you liked at least one roguelike/lite) BUT! Now lets talk about why in this game I have only 10 hours. Game meta progression - 2/10 [spoiler]Its just too long and grindy for zero reasons. this was working in deadcells because you have like x10 amount of content. Locations, enemy and boss types, run variety and so on.[/spoiler] Content - 7/10 Its almost enough content for full release with future big free updates. Endgame content - ?/10 Personally for me its 1/10. But for you maybe it is working. For me big problem is No variety in locations and content amount problem. But first 5-8 hours feels just AWESOME. [h3] But why this game selling bad compared to Deadcells?[/h3] 1) Early access. Steam does not market early access games. + more than year early access is bad overall. Abandoned project vibes. 2) Bad marketing. 3) Genre overflooded.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.2K | 16 | 75% | $6.99 | |
| $340 | 3 | 67% | $4.95 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $36.3M | 183.5K | 97% | $12.49 | |
| $854.2K | 2.9K | 85% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.8M | 12.2K | 77% | $14.99 | |
| $5.8M | 31.4K | 86% | $7.49 | |
| $5.8M | 11.7K | 89% | $19.99 | |
| $5.8M | 23.6K | 92% | $9.99 | |
| $5.8M | 83.7K | 94% | $5.99 | |
| $5.8M | 16K | 43% | $19.99 |