
The Forbidden Islands are Calling, Unlock their Secrets. Shipwrecked on an island, explore, adapt and navigate the land and perilous seas to stay alive.
Modeled estimate, not a reported figure. How we estimate →
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): 0.29/day in the week to Sep 1 → 0/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.
About
Genres
Sums Steam only; Xbox, PlayStation, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 1.2Kreviews | 59% | — | $518.1K |
| $19.99 | 1.2Kratings | 64% | — | not modelled | |
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
кайф гра
Overall simple, but good game. No crashes and fun to play infinitely.
垃圾游戏,纯纯浪费生命
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Polish, Russian, Simplified Chinese, Traditional Chinese
| $19.99 |
| 849ratings |
| 72% |
| — |
| not modelled |
| $19.99 | 121ratings | 62% | — | not modelled |
| $1.99−90% | — | — | — | not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I fell into a hole and I'm stuck, I can't get out and there's no help button
Windbound, developed by 5 Lives Studios and published by Deep Silver, is an ambitious blend of survival mechanics, procedural exploration, and seafaring adventure that seeks to capture the spirit of isolation and resilience. Set across the mysterious Forbidden Islands, the game casts players as Kara, a young warrior separated from her tribe by a violent storm. Stripped of resources and allies, she must navigate a chain of scattered islands, crafting tools, building boats, and mastering the elements in order to survive and uncover the spiritual and environmental secrets of the archipelago. From the outset, Windbound establishes a strong visual identity. Its stylized, low-poly aesthetic pairs soft lighting and vibrant color palettes with sweeping ocean vistas, creating a world that feels both tranquil and ominous. The sea itself becomes a central character; dynamic winds and rolling waves influence navigation in meaningful ways, making sailing one of the game’s most satisfying systems. Constructing and upgrading Kara’s vessel — adding sails, storage compartments, reinforced hulls, and weapon mounts — creates a tangible sense of progression. Each new improvement directly affects mobility and survivability, reinforcing the connection between exploration and craftsmanship. The survival mechanics are deeply interwoven into this exploration loop. Players must gather materials, hunt wildlife, and manage hunger and health while venturing farther into increasingly hostile territory. Crafting is intuitive but layered, allowing the creation of weapons, armor, tools, and consumables from scavenged island resources. Early on, this cycle of foraging, building, and expanding feels purposeful and engaging. The tension between venturing into unknown territory and retreating to safer shores to regroup generates a satisfying rhythm. Resource scarcity on higher difficulty settings amplifies this tension, forcing careful planning before embarking on longer voyages. Combat, while present, is not the primary focus. Encounters with wildlife and hostile creatures require timing, stamina management, and positioning, but the mechanics lean more toward functionality than depth. There is a deliberate weight to movement and attacks, which some players may find grounded and methodical, while others might perceive as slightly rigid. Boss encounters and shrine challenges introduce spikes of intensity, breaking up the exploratory flow and providing moments of spectacle. However, the combat system rarely evolves dramatically over time, meaning its role remains supportive rather than transformative. Narratively, Windbound opts for subtlety. Story elements are conveyed primarily through environmental storytelling and symbolic imagery rather than extensive dialogue or exposition. Kara’s journey feels mythic and introspective, as if she is navigating both a physical landscape and a spiritual trial. This minimalist approach strengthens the atmosphere, allowing players to project their own interpretations onto the ruins and relics scattered throughout the islands. However, those seeking a more explicit narrative arc may find the storytelling understated to the point of ambiguity. The procedural structure divides the experience into chapters, each featuring newly generated island clusters. This design choice increases replayability, as no two journeys unfold in exactly the same configuration. At the same time, it introduces a degree of repetition in objectives and environmental layouts. While the islands vary in biome and resource distribution, the core loop of exploration, shrine activation, and sea travel remains consistent. For players who appreciate routine survival structure and incremental mastery, this consistency can feel meditative. For others, the lack of dramatic variation between chapters may diminish long-term momentum. Technically, Windbound delivers solid environmental performance and fluid sailing physics, though early iterations were noted for occasional balance and pacing inconsistencies. Updates have smoothed many rough edges, but the game still prioritizes atmosphere over high-intensity polish. Sound design deserves particular mention: the wind’s direction influences sail movement audibly, waves crash rhythmically against the hull, and distant animal calls punctuate the quiet solitude of uninhabited islands. This careful audio layering enhances immersion and reinforces the feeling of vulnerability in a vast, open seascape. Ultimately, Windbound succeeds most strongly as an atmospheric survival journey centered on discovery and self-reliance. Its sailing system, art direction, and crafting progression create a compelling foundation that encourages players to experiment, adapt, and gradually conquer the elements. While its combat depth and repetitive structure prevent it from reaching the heights of genre-defining survival titles, it remains a distinctive and contemplative experience. For players drawn to open water, slow-burn exploration, and the quiet challenge of surviving against nature, Windbound offers a thoughtful and visually striking voyage that rewards patience and persistence. Rating: 7/10
Kupilam te gre na sporej promce i dobrze bo nie da sie w to grac. Poszukiwanie jedzenia to jakis zart nic nie ma na tych wyspach. Walka ze zwierzetami jest praktycznie niemozliwa. Przeszlam trzy pierwsze wyspy i niby najlatwiejszy poziom a jest masakra. Strzelanie z procy jest po prostu dnem ten celownik nic nie pomaga. Dziki ktore powinny byc na jeden hit sa nie do zabicia dla mnie. Nie jestem moze jakas uzdolniona w gry choc lubie grac w survivale to ta wydaje sie na nie dopracowana. Postaram sie jeszcze podejsc do niej kilka razy ale nie mam wielkich nadzieji
連最簡單的模式都是折磨,活像是Roguelite遊戲,死了地圖重置回到開頭, 地圖不大,每章就幾個島還都小不拉基,島嶼刷的位置都差不多一樣, 動物重生最快,其他資源重生時間遠超兩倍幾乎可以當成不再生,且大多數東西都有耐久,耐久還低, 幾乎是默劇,引導稀缺,每章都是找出三個安全鎖解除開啟通道,然後給一個壁畫一句話的故事,之後渡過通道到達下一章,反覆5次後通關, 戰鬥手感極差,不戰鬥能跑不能閃,戰鬥能閃不能跑,遠程攻擊續力的情況不算戰鬥,要拿遠程風箏打怪很煎熬,站在怪摸不到的地方太久怪還會逃跑, 東西總量不多,但是基礎材料一堆還有堆疊上限,背包又小+之前說的資源再生問題,前期還勉強能玩,第四章開始就噁心起來,某些地形跟怪只要被摸到就會汙染血液,抑制最大血量上限,喝要能解但製藥又麻煩, 最後給要玩的一個建議,隨時存檔! 掛了的時候馬上esc離開遊戲,不然死透了系統會自動幫你存檔,存檔只有一個
cool
Wanted to review this the moment steam let me and before I forgot. I played through the whole thing (pre-free dlc) on the switch a long while back, and had a lot of fun with it. It's a bit like Raft but with a less bulky vessel and better combat. I like the kind of speed you get up to with the later vessels, going from a canoe up to a trimaran by the time you're hitting the endgame, if I'm remembering right. what I remember most strongly was how much I liked the sailing as someone who grew up with LoZ: The Wind Waker. I will say the game is divided into "chapters" where you go around a few different islands in an open zone each chapter before moving on to a new map, so it's not like you're sailing an open globe or something, but the zones are very big and offer plenty to see and do before you move on to the next one. It's you, your boat, and the sea, and that's all you need sometimes. I recommend this game at full price tbh but it's on sale for like $2 right now so you should *really* get it. I'll amend this review if playing it again changes my opinion, but if I haven't, you can assume everything here is still how I feel about it after playing it.
Zelda: Breath Of The Wild a fait un enfant à Raft et c'est très beau. Pour le prix en réduc que je l'ai payé c'est vraiment pas mal.
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.
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