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]Hey all![/h1]
[h2]The Revenge Update for Windblown is OUT NOW on Steam Early Access![/h2]
This update brings with it a bunch of new content, along with a totally revamped version of Sudden Death - [b]The Revenge Mode![/b]
This patch and its content is all thanks to you, the players! Your feedback and input has been invaluable to the games development and direction. We hope you enjoy diving into the new build, and bringing vengeance on behalf of your fallen allies!
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[h1]New Weapons[/h1]
[h3]Fiery Claws[/h3]
These lightning fast claws are perfect for getting up close and personal with the Sentinels. They dish out damage quickly, and can launch projectiles with a held attack. It's Alterattack turns this up to 11 though, launching you into the air and firing a bunch of flaming heads upon impact! Kinda like a certain boss?
[h3]Umbrella[/h3]
Hibiki’s Umbrella is a unique addition to your arsenal, allowing you to equip a wind-wielding weapon aimed at tearing enemies to shreds with mini-tornadoes! The end of its attack string launches one tornado, whereas its Alterattack launches three! Oh, and did we mention that they track enemies and deal damage over time? Perfect for a DoT build, or if you want to use the Vortex's tricks against it.
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[h1]New Trinkets[/h1]
[list]
[*] [b]Bleed Aura[/b] - Generate an area that infuses the attacks of yourself and allies to apply bleed to enemies. Perfect for building up high stacks fast and watching enemies fall to pieces.
[*] [b]Mark Zone[/b] - Marks all enemies within a zone, setting them up for a devastating detonation. Use this with some Mark specific Gifts, and you're going to cause some serious damage!
[*] [b]Ultra Laser[/b] - BOOM! ...That's about it... Or more specifically launches a huge murder laser at the closest target. Decimating it and anything else that may be too close.
[*] [b]L-BRO (Shooting Bot)[/b] - Your newest adorable companion. Designed to follow you around and harry your foes from afar. Activate its ability though, and you'll turn up the heat, increasing L-BRO's attack speed.
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[h1]Revenge Mode[/h1]
A full revamp of the Sudden Death mechanic! In this new version you are no longer one shot, and instead become enraged at the sigh of you allies falling. You deal increased damage and move quicker, but your enemies also hit harder too. Oh, and using flasks is disabled as well, so watch out!
[img]{STEAM_CLAN_IMAGE}/44781312/d20d41170f65eb04e0396ff899b8a26b3261c7f2.gif[/img]
[h1]New Skins[/h1]
We've added 4 new skins which are unlocked by completing runs on increasing difficulty. Which means if you've already cleared the game on Cataclysmic, you'll need to go back to lower difficulties to grab any skins you may have missed!
[list]
[*] Toad
[*] Chimera Axolotl
[*] Badger Bat
[*] Horned Lizard
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[img]{STEAM_CLAN_IMAGE}/44781312/7c9eef98955585005bf1bd745515c554fba89f3d.gif[/img]
[h1]Bestiary Enhancements[/h1]
[list]
[*] [b]Rat Village Boss[/b] - Based on your feedback, we've reworked the boss at the end of the Rat Village. He is now much more punishing, has a bunch of new moves, and can be a real challenge if you're not expecting it! We also made some upgrades to the Headbanger version too, making it much more difficult to deal with.
[*] We've also added a bunch of new enemy variants to most biomes, meaning runs should feel more challenging as you progress through the difficulties.
[/list]
[h1]Extras[/h1]
[list]
[*] [b]Pause Feature[/b] - You can now pause the game in single player! You can now go and grab a drink, or a snack, and put the chaos on pause. Go ahead, we'll wait.
[*] [b]Mouse aiming enhancements[/b] - including a new mouse aiming algorithm to aid with targeting enemies at a distance.
[*]Tons of performances enhancements.
[/list]
[img]{STEAM_CLAN_IMAGE}/44781312/3d525e2d47c4b4a9465c7a8dcaa491b344393aec.png[/img]
[h1]New Languages[/h1]
We want to ensure Windblown is playable for as many people as possible, meaning the addition of things like new languages is key! Because of this, we've added [b]German[/b] and [b]Russian[/b] localisation to the game!
[h1]WHAT'S TO COME[/h1]
Well, A LOT, that's what!
We have big plans for Windblown, and the work has only just begun! We'll be taking a small break over the next couple of weeks as we recharge from what has been total chaos! But rest assured, we'll be back in early 2025 with a continued sense of determination for Windblown!
[b]From everyone on the Motion Twin crew - we hope you have a restful and peaceful holiday period! We'll see you on the other side![/b]
[h2]Patch Notes[/h2]
[i]⭐️ = community inspired[/i]
[h2]New[/h2]
[list]
[*]⭐️ Co-op: new Revenge Mode
[*]2 new weapons: Fiery Claws & Umbrella
[*]4 new trinkets: Ultra Laser, Mark Zone, Bleed Aura + our first pet L-BR0!
[*]⭐️ 4 new skins: rewards when finishing the game at higher difficulties
[*]9 new enemy variants!
[*]⭐️ Weapons can now have a dynamic Alterattack ignition bonus: Shield (from +40 to +200%), Boomerang (from 0 to +100%)
[*][spoiler]Rat Village[/spoiler]'s Miniboss ([spoiler]Pirate Captain[/spoiler]) revamp including new animations and attack patterns
[*][spoiler]Rat Village's optional[/spoiler] Miniboss ([spoiler]The Headbanger's Head[/spoiler]) revamp including new attack patterns
[*]Gift slots can now appear as Path choice rewards (if you unlocked the ability to obtain them)
[*]⭐️ Boosts: small boosts were removed and replaced by big boosts. Boosts will always have one special proposition that gives a reduced stat but an added maximum health bonus. This is an experimental change to make choices more interesting and streamline health gain - we welcome any feedback!
[*]Added new chunks in [spoiler]Factory[/spoiler] and [spoiler]Incubator[/spoiler] biomes
[*]⭐️ New mouse aiming algorithm: will especially enhance your accuracy when using distant weapons
[*]⭐️ New mouse cursors: Arrow (new default) & Anchor Boom (you can pick those and the previous Hand one in the options)
[*]⭐️ Accessibility: new standard Auto Dash option available from the start
[*]⭐️ Accessibility: new no-flash mode for UIs
[*]⭐️ New 🇩🇪 German and 🇷🇺 Russian localizations
[*]⭐️ Gift slots can now be recycled
[*]⭐️ Gift and Gift slots can now be recycled and bought even when you are full (meaning, you already have the same Gift or you can't buy any more slot)
[/list]
[h2]Revenge Mode (co-op)[/h2]
[list]
[*]⭐️ The Sudden Death mechanic when one player dies in multiplayer has been replaced by the Revenge Mode
[*]⭐️ Enemies no longer kill you in one hit, your max health still matters.
[*]Instead, both enemies and players are empowered. Enemies deal +100% damage, and players gain +100% per ally down. Players also move faster.
[*]To compensate, enemies no longer change their scaling based on the amount of players alive and you cannot use your Heal Flasks.
[*]You still need to kill enough enemies to remove all 10 stacks of Sudden Death and revive your allies. 3 players co-op: when a second ally is down if you had less than 5 stacks the counter resets to this value.
[*]However, the amount of stacks removed have been updated. Strong enemies remove 2 stacks instead of 1. Most enemies in the [spoiler]Incubator[/spoiler] biome remove 3 stacks each. Elite enemies remove 5 stacks each. Little [spoiler]vaccum cleaners in Factory[/spoiler] and [spoiler]tentacles in Incubator[/spoiler] do not give any anymore.
[*]Additionally, you can now revive teammates more easily in Boss fights. In the first Boss fight: killing one of its [spoiler]pillars[/spoiler] will remove 4 stacks, meaning you can revive your allies after destroying three. In the second Boss fight, you can still revive teammates by killing [spoiler]one of the three brothers[/spoiler] (unchanged).
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[h2]Balancing[/h2]
[list]
[*]⭐️ Rewards: the [spoiler]Fungal Swamp[/spoiler] biome now gives more rewards to account for its increased difficulty
[*]⭐️ Elite enemies: the Clone power can now be hit, is susceptible to control effects (stun, freeze, etc...) and deals reduced damage
[*]⭐️ Elite enemies: elites in the various difficulty modes now have a single enhanced power, where they had several before (causing unneeded chaos). In the Stormy difficulty, these powers are enhanced for the first time, then a second time in the Cataclysmic difficulty.
[*]⭐️ Enemies: the Rat Jailer in the [spoiler]Rat Village[/spoiler] biome now drops its cheese area of effect in front of him, instead of around him. This makes the enemy easier to manage with melee weapons
[*]Enemies: new attack for the [spoiler]secret variant[/spoiler] of the Fenwick - in hommage of a certain character with a straw hat
[*]Enemies: [spoiler]Naveless Triplet Pyro[/spoiler] is faster and more dangerous (especially the [spoiler]Big one[/spoiler])
[*]Enemies: [spoiler]Naveless Triplet Rogue[/spoiler] is more intelligible but more dangerous (especially the [spoiler]Big one[/spoiler])
[*]Weapons: Boomerang now stays in place for 6s
[*]Weapons: EyeBlade swings grow larger during its combo. AlterAttack is faster (anim duration shortened)
[*]Weapons: Telepike can move more easily while attacking
[*]Trinkets: [spoiler]Leafade[/spoiler] bonus damage increased (e.g. from 100% to 150% at level 1)
[*]Trinkets: [spoiler]Curse Trap[/spoiler] bonus damage reduced (e.g. from 4% to 3% per curse at level 1)
[*]Gifts: [spoiler]Lifesteal Flasks[/spoiler] duration reduced from 15s to 10s, and they now use base damage
[*]Gifts: [spoiler]Complete Crystallize[/spoiler] now applies to the whole team
[*]Gifts: [spoiler]Critical Refill[/spoiler] now has a limit of 6 procs per second
[*]Gifts: [spoiler]Lifesteal Hex[/spoiler] value reduced from 3% to 2%
[*]Shops: [spoiler]Magifishes[/spoiler] can now appear in shops and behind payment gates
[*]Affixes: [spoiler]Lifesteal[/spoiler] value reduced from 3% to 2%
[*]⭐️ Co-op economy: when you select Shells in a team giver, they are now given to every team member (to be coherent with the recycling mechanic). Additionally, item prices now scale with the player count.
[*]⭐️ Weapons: Ninja Stars: increased overall damage
[*]⭐️ Trinkets: [spoiler]Leafade[/spoiler] now applies to your next hit (rather than your next direct hit)
[*]3 new variant mobs in Autumn : [spoiler]BomberAlpha, GundogAlpha, RusherAlpha[/spoiler]
[*]3 new variant mobs in Mushroom : [spoiler]BomberFeral, GundogFeral, RusherFeral[/spoiler]
[*]1 new variant imob in Factory : [spoiler]FenwickAlpha[/spoiler]
[*]1 new variant mob in RatVillage : [spoiler]PirateGoblinAlpha[/spoiler]
[*]1 new variant mob that can pop in any biome : [spoiler]BigJar[/spoiler]
[*]Chance to spawn a variant mob increase with difficulty level
[/list]
[h2]QoL[/h2]
[list]
[*]⭐️ Single player: the pause menu now truly pauses the game
[*]⭐️ UI: added a summary of your Memory unlocks and of your Species' unlocks in the dedicated menus at the Ark
[*]⭐️ UI: You are now invincible while in a giver menu (Boosts, Gifts, Gear...)
[*]UI: damage received by players are better conveyed by the health bars
[*]UI: locked gift slots are now shown in the inventory
[*]UI: reskin of some menus (skin selection, save selection…)
[*]UI: "validation paw mark" are now based on the current body shape of your character
[*]UI: Gears stats are now localized
[*]Gameplay: the Trinket/Magifish ready feedback above the player now shows the icon of the item
[*]Misc: critical damages are now compliant with french and spanish writing rules
[*]Texts: clarified combo finisher affixes' texts
[*]⭐️ Co-op: your allies' hits are now shown visually
[*]⭐️ Co-op: multiplayer access: you can now play with friends directly after returning to the Ark for the first time. You still need to save Pietro to access public games.
[/list]
[h2]Art[/h2]
[list]
[*]Weapons: Anchor Boom VFXs Polish
[*]Weapons: Eye Blade Anim Polish
[*]Environment: decoration update in [spoiler]Incubator[/spoiler]
[/list]
[h2]Bugfixes[/h2]
[list]
[*]Gameplay: fixed Alterattacks base damage calculations
[*]⭐️ Gifts: fixed the accumulation of effects reducing your maximum health (you are now capped to 1 at least)
[*]⭐️ HUD: fixed permanently hidden UI when teleporting towards an ally while in an area that disables UI
[*]⭐️ Level Design: fixed lots of reported issues and navigation quirks
[*]⭐️ Weapons: Charged Blade: fixed dying enemies not triggering Crystallize when [spoiler]falling[/spoiler]
[*]Weapons: Kunais: fixed passing through some targets
[*]Weapons: Ninja Stars: fixed chained Alterattacks bonus being wrong sometimes
[*]Weapons: Telepike's perfect tip and Ninja Stars' distance based damages now scale properly
[*]⭐️ Bestiary: fixed having some bombs of the Rat Village's end encounter exploding after the fight
[*]Bestiary: fixed some [spoiler]Naveless Pyro and Rogue[/spoiler] animations (weapons wrong rotations)
[*]HUD: fixed Emojis being drawn behind other hud elements
[*]HUD: fixed having enemy health bars behind damage numbers, thus being unreadable
[*]HUD: fixed [spoiler]Refillable Flask[/spoiler]'s icon not filling accordingly to the percentage (looked full way before it was)
[*]Options: fixed Dash at cursor that was interactible when Aim at cursor is not activated
[*]Options: fixed Dash at cursor being not orientated properly when the camera was tilted
[*]⭐️ Weapons: Fixed the [spoiler]Anchor Boom[/spoiler] weapon not applying various effects
[*]⭐️ Weapons: Fixed iFrames of the Alterattacks of the Ravenblade and the [spoiler]Eye Blade[/spoiler]
[*]⭐️ Weapons: Fixed the Beatbolt Alterattack aiming
[*]⭐️ Enemies in the [spoiler]Gobbling[/spoiler] fish will no longer be able to attack while under the effect of the [spoiler]Detonado[/spoiler] trinket
[*]⭐️ Better targetting on [spoiler]RatVillage[/spoiler]'s Fireworks
[*]⭐️ Fixed permanently hidden UI when teleporting towards an ally while in an area that disables UI
[*]⭐️ Co-op: fixed having walking dead players 🧟 (and some crashes because of it)
[*]Co-op: [spoiler]Crystallize[/spoiler]: fixed not showing cumulative damages properly
[*]⭐️ Trinkets: fixed some camera effects
[*]⭐️ Bestiary: fixed NavelessBoss Tankers that were being targetted by homing projectiles instead of the foes
[*]⭐️ Bestiary: fixed Fenwick Variant that could not be crystalized
[*]⭐️ Level design: fixed having a healing shop before any fight in the [spoiler]Fungal Swamp[/spoiler] biome
[*]⭐️ Audio: fixed unstoppable and super loud music in ending credits
[*]⭐️ Fixed missing VFXs generating errors on [spoiler]Fenwick Variants[/spoiler]
[*]⭐️ Memories: Fixed the secret memory in the [spoiler]Ark's Well[/spoiler] not being obtainable
[*]⭐️ Weapons: Katars: fixed held attack not launching (also applies to some rare cases on other weapons)
[*]⭐️ Weapons: the Detonado trinket will no longer attract weapon projectiles
[*]⭐️ Weapons: fixed held attacks not being triggered if you have too much attack speed Boosts (e.g. Katars, Ravenblade)
[*]⭐️ Weapons: Beatbolt: fixed Alterattack aiming sometimes not working
[*]⭐️ Weapons: Charged Blade: fixed not being able to push Frozen enemies
[*]Weapons: fixed high Attack Speed potentially skipping to trigger some hitboxes or projectiles
[*]Weapons: fixed not being able to move targeting of held attacks solely by using the mouse (e.g. Anchor Boom)
[*]Fixed under the hood issues regarding attack speed (some logics being skipped)
[*]Fixed under the hood errors causing some unpredictable and weird behaviours
[/list]
[h2]Optimizations[/h2]
[list]
[*]Optimized shader prewarming (reduces the initials stutters on DirectX-based configs)
[*]⭐️ Optimized miniboss/boss fights: Headbanger boss and [spoiler]Head miniboss[/spoiler]
[*]Optimized many decoration models, especially in the [spoiler]Rat Village[/spoiler]
[*]Optimized menus and texts loading to prevent some stuttering and micro freezes
[*]Optimized Inventory opening
[*]Optimized several VFXs (flying loots, jar breaking, dash, atmospheric VFXs,
[spoiler]Headbanger VFXs[/spoiler]…)
[*]Co-op: optimized the amount of data exchanged between clients
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https://store.steampowered.com/app/1911610/Windblown/