Let's talk Sudden Death + AMA!

Windblown

Brave the Vortex and dash your way to greatness in this lightning-fast action roguelite for 1-3 players from the crafters of Dead Cells. Absorb the powers of fallen warriors, rebuild their weapons, and WIPE THE FLOOR with those Sentinels in search of that perfect run!

[h1]Hello everyone![/h1] So we wanted to jump into an important topic that's been discussed a lot since launch... [h2]Sudden Death[/h2] [img]{STEAM_CLAN_IMAGE}/44781312/17d4cfc3cc1f45dfef384698d641a44efef0e8cb.png[/img] It's been a major point of conversation for our Community, and something we've been paying close attention to as we look at ways to iterate and improve upon the feature. Most importantly, we want you to know that [b]we hear you![/b] Now, it's going to take us some time to test out variations of the feature, and lock down what works best without losing the intended feeling around the mechanic. But we wanted to dive into what we intend this aspect of the game to feel like, and why it works the way it does (for now): [list] [*] Losing a teammate in battle should have serious consequences for the adventure: we want to build a real bond between players: we win together, we die together. You don’t want to die, and you definitely don’t want your teammates to die either. But we want to do this in a fair way. [*] Our goal is for co-op to feel more strategic than just stacking DPS. Here, keeping your friends alive is key, and Windblown provides tools for supporting not only your own survival but also that of your allies—even if they’re a bit green compared to you. [*] We know the current version feels harsh and maybe even unfair for some of you -> [b]we hear you, and we feel the same.[/b] [*] Now, we’re not looking to scrap it; rather, we’re building it into an epic moment where reviving your teammates feels like a true high point. (Please remember this is a work in progress!). [*] Rest assured, we’re actively working on it as you read this. We’re keeping a close eye on your feedback to make this feature as cool as possible without losing the tension it’s meant to bring to the game. (And sure, getting one-shot is intense, but let’s admit, it’s not exactly fun). [/list] We'll have more to share on this in the coming weeks, and we appreciate your continued support, feedback, and suggestions! [b]Finally, we want to remind everyone that we'll be hosting an AMA over in Discord on November 5th, 13:00 EDT | 17:00 GMT | 18:00 CST. Where we'll be answering your questions about the game, the overall project, and some key talking points since launch! [/b] [img]{STEAM_CLAN_IMAGE}/44781312/8dc23ac2cf87cc351022426e973ce33f6ea77258.png[/img] [b]Want to stay up to date on all things Windblown? We've got you covered![/b] [url=https://discord.gg/v4S6Vsarkx]Discord[/url] [url=https://twitter.com/windblowngame]Twitter[/url] [url=https://www.facebook.com/windblowngame/]Facebook[/url] [url=https://www.youtube.com/channel/UCqeVdbCP-fVjSGEVnY-3lWQ]YouTube[/url] [url=https://www.tiktok.com/@windblowngame]TikTok[/url] https://store.steampowered.com/app/1911610/Windblown/