WindBlown cover artGame file / ROGUE BY ROGUE
One more run.

WindBlown

Action combatCo-op adventureHades-like

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.

ROGUE BY ROGUEV1

Our score

73.5/ 100
Tied overall #69
Our review / RBR V1

Why this score?

Original text · Simplified Chinese

高速移动与换武器连招有鲜明吸引力,资料显示构筑限制、伤害可读性和合作可靠性仍需完善。

01

Core gameplay

Weight 25%8.5 / 10
Original text · Simplified Chinese

根据资料评估:连续冲刺与双武器 Alterattack 形成高速度连招,攻击切换有明确节奏;快照也记录后续重做对手感的分歧。

02

Builds & strategy

Weight 25%7.5 / 10
Original text · Simplified Chinese

根据资料评估:武器切换、状态和被动可协同,但礼物槽位及强势单件容易挤占完整联动的空间。

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03

Replayability

Weight 20%7.0 / 10
Original text · Simplified Chinese

根据资料评估:组合武器和合作编队会改变战斗方式,重复首领与相似关卡则使后续遭遇变化不足。

Sources01 ↗
04

Randomness & fairness

Weight 20%6.5 / 10
Original text · Simplified Chinese

根据资料评估:连段无敌窗口可主动规避风险,但即时攻击、特效遮挡及单人与合作的强度落差影响可预测性。

Sources01 ↗
05

Polish & usability

Weight 10%6.5 / 10
Original text · Simplified Chinese

根据资料评估:移动响应和视听辨识有优势,合作进度不同步与部分场景掉帧的反馈仍是明显使用阻力。

Sources01 ↗
Reviewer
Original text · Simplified Chinese
Rogue by Rogue · AI 资料评测
Version reviewed
Original text · Simplified Chinese
具体构建未知;以所引资料描述的版本为准

Scope and limitations

Original text · Simplified Chinese

基于收录评论与官方产品说明的主观资料评测,未试玩;原始玩家评论及所有补丁未逐条重新核验。不同更新对动作节奏评价相反,未实测重做前后差异;不以计划中的正式版内容加分。

Review sources 02

  1. 01
    Archived material
    Original text · Simplified Chinese

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的具体玩法优缺点(Tier list Part 3 (2025))以及 玩家好评与批评;只引用这些资料的具体反馈,不采纳旧等级或外部分数。

    View archived external material ↓
  2. 02
    Web source
    Original text · Simplified Chinese

    WindBlown — Steam 官方商店页

    2026-10-08 访问。确认了连续冲刺、双武器 Alterattacks、被动装备和一至三人合作;仍标抢先体验。该页不作为实测性能或缺陷已修复的证据。

    View original ↗
YOUTUBE + BILIBILI / VIDEO

Video reviews

2 videos

Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.

Review sources

Other voices, for reference.

Excluded from our score

Archived third-party reviews and community material may refer to different versions. External opinions and ratings are presented separately; consult the original videos for their full context.

Community discussion

A fast 1-3 player co-op action roguelite from Motion Twin (Dead Cells) with infinite dashing, dual weapons and weapon-specific Alterattack combo finishers, in early access on Steam since Oct 24, 2024.

Steam players rate it Very Positive (about 88.7% of roughly 10,400 reviews, per local Steam data), with a steady stream of praise for fluid movement, combat feel, music and art. Critic coverage is thin: Metacritic lists no critic or user score yet and I found no OpenCritic listing. It is still early access after nearly two years, which is a recurring complaint. Sentiment swings with big updates: a late-2025 combat rework (Alterattack) angered some fans, while the March 2026 Break the Path map overhaul split players, and later patches (dash-canceling, hunting progression in June 2026, an Yua's Support damage-reduction assist) drew more positive comments. Recent negative reviews centre on map navigation, grindy meta-progression, repetitive runs and weak single-player balance.

What players praise

  • Movement and combat feel: infinite dash, fluid, snappy controls and high-speed traversal are widely praised
  • Alterattack system (switching weapons to trigger combo finishers with i-frames) is the most cited unique hook and is satisfying once learned
  • Soundtrack (Evil Empire) is repeatedly called great, along with the colourful art style and intro
  • Multiplayer works surprisingly well for some reviewers (1-3 player co-op), though solo balance is a separate complaint
  • Active developer support and visible change during early access; many reviewers say recent updates improved the loop
  • Secrets, easter eggs and world/character charm; some reviewers find the affix/keyword build system easier to work with than Dead Cells
  • High skill ceiling and very satisfying combos once the game's punishing early learning curve is overcome

What players criticize

  • Shallow, repetitive meta-progression: only a few weapons and 2-3 viable playstyles, similar levels and samey runs
  • Balance: solo play feels tuned for co-op and is very hard (one-hit kills at high difficulty), while 3-player co-op can be trivial
  • Some weapons and passives are much stronger than others; inconsistent animation cancelling and damage-output meta over defensive play
  • Visual clutter makes enemy attacks hard to read
  • Performance: frame drops when installed on an HDD, chugging in some biomes on Steam Deck, and a framerate hit in multiplayer
  • Still in early access after roughly 2 years, with some players expecting more progress and polish
  • Co-op quest progress does not sync between players (only one player progresses per run)
  • Recent big updates (late-2025 Alterattack/combat rework, March 2026 Break the Path) are blamed by some long-time players for killing the game's speed and flow

Distinctive features

  • Alterattack: each weapon has a combo finisher triggered by hits with the other weapon, granting i-frames and crowd control
  • Infinite dash with dual-weapon combat designed around speed and rhythm
  • Built-in 1-3 player co-op from the Dead Cells studio (Motion Twin), with Dead Cells-familiar weapons and skills
  • Skylanders-like stylised art and floating-island world under threat from the Vortex
  • Post-launch map system (larger open biomes, minimap, item rarity tiers up to Mythic) and a hunting-based progression loop added in 2026

Divided opinions

  • Break the Path (March 2026) map/exploration overhaul: some love open biomes and secrets, others say it killed the flow and pacing
  • The late-2025 combat/Alterattack rework: some felt it made combat bland and slow, others enjoy the optional-not-mandatory finishers
  • Co-op focus vs Dead Cells-like solo design, with comparisons to the Darkest Dungeon 2 shift
  • Whether it feels like Dead Cells in new clothes or a distinct game; also the charge of it being a cash grab and taking energy from Dead Cells support

Repetition and friction

  • Grindy meta-progression: one review cites about 200 Cogs per 20 min run versus 6000 needed for key upgrades, roughly 10-15 hours
  • Traveling between small enemy packs and exploration feels tedious or aimless to some; the map update adds frequent map checking
  • Collecting run-only currency by smashing pots, needed to refill the health potion, before bosses
  • Runs feel repetitive after about 8-10 hours, with the same few builds
  • Spammy dodge/attack mashing and button-mashing prompts tire some players
  • Repeating quests twice in co-op because progress does not sync

Hoped-for improvements

  • More biomes, weapons and build variety to keep long-term runs fresh
  • Sync quest progress in co-op and ease the multiplayer unlock/tutorial gating
  • Difficulty options or assist mode and better solo balancing (Yua's Support partly addresses this)
  • Improve map readability and add fast travel/teleporters to cut backtracking (announced for the next update)
  • Performance optimisation, especially Steam Deck, loading, culling and multiplayer framerate
  • Reduce visual clutter and make enemy telegraphs clearer; rebalance weapons and passives
  • Make currency and progression less grindy; allow skipping or streamlining dialogue

Launched in early access Oct 24, 2024 (Windows only, $24.99) with very strong Steam reception; the store page fetch showed 92% positive at about 4.9k reviews in an earlier snapshot, now 88.7% of 10.4k, so sentiment has cooled. Steam store lists 7 biomes, 27 weapons, 17 trinkets, 20 hexes and 102 gifts at last fetch. Notable updates: Alterattack combat rework (late 2025, criticised), revenge mode replacing sudden death in co-op, Break the Path (Mar 25, 2026) map/rarity overhaul, dash-cancel and level-gen refinements in 0.9.2-0.9.4, Hunters Gonna Hunt (Jun 22, 2026) progression and accessibility, and an announced Sept 2026 roadmap for shop restructuring, transmuter, fast-return teleporters and optimisation. Full 1.0 is planned for 2026. Developer communication is criticised by some on the co-op quest sync issue. Caveat: my web search budget was exhausted, so I relied on Steam reviews, Steam announcements, the store page, Metacritic and Wikipedia; OpenCritic and Reddit/outlet reviews could not be retrieved.

Archived creator commentary 1

Third-party summaries based on automatic captions may contain transcription or interpretation errors.

Tier list Part 3 (2025)

Windblown is a very fast-paced hack-and-slash roguelike from the Dead Cells developers, in early access at the time. He loves its visuals, music, sky-island world and dash-driven traversal, and finds the weapon-switch combat fun. His big complaint is the tiny gift (relic) slot limit, which he says knocks the game down a full tier. He places it at low A, hoping it rises with future updates.

What the creator praises

  • Fantastic visuals, audio and vibe, including an anime intro and an epic soundtrack
  • Beautiful, immersive sky-island hub and world
  • Very fast, satisfying gameplay with a spammable dash that resets between platforms, making long levels feel quick
  • Two weapons plus two active items, with a combo system rewarding weapon switching and granting i-frames
  • Weapon types feel great and different from each other
  • Gift/relic system is unique and impactful, enabling cool synergies
  • Enemies are cool, and he trusts the Dead Cells team to expand content

Issues raised by the creator

  • Gift slots are severely limited (capped around four, plus two bought in-run), so he is full by about 10 minutes in and cannot explore synergies
  • Strong individual gifts crowd out full synergy builds
  • Combo system seems abusable; optimal play is just attacking constantly to keep i-frames up
  • Some enemy attacks are instant or hard to read and hard to evade
  • Currently always fights the same bosses and content is limited in early access

Design observations

  • Very long levels made fast by a dash that resets on platform transitions, a deliberate choice for immersion and satisfaction
  • Combo trigger by switching weapons after enough hits, pushing players to use both weapons more than in Dead Cells
  • Gift effects built around marks, fire damage and dash explosions create synergy potential

Updated opinion

He mentions discussing the game in an earlier video; he says the gift-slot issue drops it a full tier, from high B or A range, and he places it at low A for current early access.

Watch original video ↗