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Hey Leapers


The Windblown Gift Update is OUT NOW!

This latest update has been a lot of work, and we're so happy to get these reworks into players hands. Gifts are a huge part of Windblown, and are responsible for shaping the INSANE builds you create during a run.

There are a couple more additions coming in this patch too, so check out our latest update trailer below!




New Additions


New Gifts


We're adding some awesome new Gifts to the game! 17 in fact! With some being brand new effects altogether! Corrosion and Overwhelm are making their way into the Vortex and offer some super fun new ways to bring down unsuspecting Golems!

We're also adding a bunch of new options to things like Blast, Bleed, Echo, and more. Meaning you have even more freedom when it comes to builds.

You can find the full breakdown of new additions in the patch notes below 👇



Reworked Gifts


This is a big one... We took the time to look at EVERY SINGLE Gift in the game, applying tweaks, changes, or in some cases reworking them altogether. With Gifts being such a big part of Windblown, it's super important that players are having a blast with the builds they make!

The applied changes also ensure that Gifts scale smoothly through your runs and into Endless Mode, making you more powerful than ever before!

Hexes


Hexes have received a boost too, with 16 new ones arriving in this update! You'll find reworked and upgraded options to existing Hexes, with new additions that will make some builds even more insane (spoiler alert: DoT builds just got serious... 👀).

We've also moved Hexes onto their own Inventory slot, meaning they no longer share capacity with their non-hexed counterparts. This should allow you to not only push your builds further, but not have to sacrifice a key Gift for your build because you have a Hex in play too.



New Weapons


With most Windblown patches, we introduce new weapons too! And this time is no different! We're adding TWO brand new weapons to the game, one of which might look familiar!

  • Impactone - A slow swinging, long reaching weapon which may look familiar to players who have ventured into the Sanctuary Biome. It's Alterattack launches two sweeping lasers which collide in the middle, devastating anything caught in their path.
  • Jar - The Jar uses the Shells you collect as ammunition, increasing in damage for every shot you fire in a chain. If you run out of Shells, you'll fire small rocks instead. Not as impactful, but they still hurt! The Alterattack fires a huge Shell which explodes on impact, firing out smaller projectiles that bounce and launch even more.


Bonus Update - The Shield has received an update! It now absorbs way more incoming damage and its parry attack deals more. The Alterattack’s ethereal shields now protect you from a hit, making it a fully defensive move. Check out the full update in the patch notes at the end of this post! 👇




Inventory Items


Finally, we've added important items to players Inventories. This allows you to see what items or upgrades you may have picked up during your time in Windblown e.g. Banger Pulsor.



That's all for this update! We want to thank everyone again for taking the time to play Windblown! We hope this overhaul of the Gift system brings even more chaos to your runs, with plenty of flexibility and freedom to make the build of your dreams!

Until next time!

-MT

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Fan Art


Nexaarin



Patch Notes


🚀 New version deployed 0.6.0 (6a0bbab5)


Important changes

  • 17 new Gifts
  • 16 new Hexes
  • New weapons: Impactone (to be found in Sanctuary) & Jar (to be found on "Big Jar" variant)
  • ⭐️ Gifts have been updated, rebalanced, removed, clarified or merged following player feedbacks. This update focuses on improving the current base, and we will add more Gift-related content in future updates.
  • ⭐️ Many effects that had fixed values now scale with your progression in the expedition, and at higher difficulties. Gifts with the "Auto scaling" icon now scale with the amount of Bosses killed.
  • Hexed Gifts have been renamed to Hexes
  • ⭐️ Hexes: now have dedicated slots and unlock through the loyalty program of Frend.
  • ⭐️ Co-op / Gift Slots: Gift slots that spawn as a door reward can now be used by every team member (instead of just one). To compensate, they are now less frequent in multiplayer.
  • ⭐️ Inventory Items: all the important objects collected during your adventure are now visible in your Inventory
  • Introducing Total damage. These damage bonuses are applied last, scale better and can lead to explosive results. Damage calculation is done this way:
    Base x (Sum of Standard damage bonuses) x (Sum of Total damage bonuses).

  • Enemies: Headbanger's pillars can now appear in the Factory


QoL

  • Memory Deck: Memories that have not been discovered in your expeditions will now be obfuscated to avoid spoilers.
  • ⭐️ Single Player / Inventory: opening it now pauses the game.
  • ⭐️ UI: Cooldowns coming from Gifts are now feedbacked in the UI
  • UI: Added a tooltip for Chained Alterattacks.
  • UI: Added a tooltip for Alterattack damage bonuses.
  • VFX: Bleed and Burn VFX have been massively reduced to reduce visual clutter.
  • UI : Added possibility to toggle tooltips in in-world item descriptions (Drops, Shop Items, etc.)
  • Timed Chests: now have a dedicated area that will appear if any player has unlocked them
  • ⭐️ Crystallize: accelerated chained Crystallize with ranged weapons
  • ⭐️ Accessibility: added a toggle to remove the hearbeat SFX at low health
  • ⭐️ UI: simplified some affix descriptions
  • ⭐️ UI: added new symbol before affixes to replace the confusing "+" sign


Balancing

  • Gear: Rebalanced how weapons and trinkets scale with their level.
  • Biomes: Fungal Swamp biome is now unlocked when rescuing Sigourney
  • Drops: Elder Sword and Sharp Sisters are now unlocked by killing the right "big" Naveless brother
  • Attack speed: Weapons are now capped at +100% attack speed outside of Endless Mode (from 60%).
  • Boosts: Trinket refill changed to 10% per Boost (from 12%).
  • Timed Chests: Timed Chests will no longer appear in the Incubator biome when you are not in Endless mode
  • ⭐️ Economy: increased Shells dropped in Factory in Endless Mode to make sure some small robots drop some
  • ⭐️ Economy: updated prices of all Encrypted Memories which were dropped in Sanctuary previously or are now dropped there
  • ⭐️ Enemies: WorkerSaw (aka Pizza Cutter) last combo attack (the rotating one) hitbox reduced


Gifts Update

  • General:
    - Abundance: Bonus cogs increased to +25% (from +20%) and now applies to the whole team
    - Berserk Fury: Now scales with every point of missing HP rather than every percent. To compensate, damage bonus value reduced to 0.5% (from 1%).
    - Boost Stock: Clarified text to mention that the Boost drop is only when completing a room with Elites/Bosses.
    - Cursed Dodge/Goo Dodge/Brutality Dodge/Focus Dodge/Frozen Dodge: Removed, but they evolved into...
    - (NEW) Enraged Dodge: Dodge activates Brutality (60% autoscaling, for 4s) and Freezes for 2s. Gain 10% chance to automatically Dodge any damage.
    - (NEW) Crippling Dodge: Dodge applies Goo for 4s and 10 Curses (4% autoscaling). You also gain 10% chance to automatically Dodge any damage.
    - Deadly Expansion: Merged into Deadly Extension.
    - Protection: Fixed an issue where the protection could trigger even if no damage was done. Now requires 20 kills to recharge (instead of being useable once per biome).
    - Survivor: Can now be replaced and is now consumed when used. Now heals for 100% (from 50%).
    - Boss Killer: Upgraded to a Total damage bonus. Value changed to 35% to compensate (from 40%).
    - Duelist: Upgraded to a Total damage bonus. Value reduced to 25% to compensate (from 60%). Applies to both Weapons and Trinkets.
    - Tranquility: Now only applied to Ranged Weapons. Upgraded to a Total damage bonus. Value changed to 25% to compensate (from 60%).
    - Proximity: Now only applied to Melee Weapons. Upgraded to a Total damage bonus. Value changed to 35% to compensate (from 40%).
    - Midas: Bonus damage changed to 4% per 100 gold (from 5%).
    - Double Hits: Removed.
  • Alterattack:
    - Advanced Alterattacks: No longer reduces Alterattack damage.
    - Super Alterattacks: Now multiplies the Alterattack bonus by 1.5.
    - Brutal Alterattacks: Now multiplies the Alterattack bonus of Chained Alterattacks by 1.75.
  • Blast:
    - Updated VFX.
    - Tooltip now mentions that if several Blast are launched at the same time, they merge into one.
    - Removed the unclear notion of "Direct hits", Blast now apply to more Weapon hits.
    - Blast initial size has been increased by 25%.
    - Hit Blast: Renamed to Explosive Hits. Now deals 20% of the initial hit's damage to the target and 60% to targets behind it (from 40% to all).
    - Critical Blast: Renamed to Explosive Criticals. Now deals 30% of the initial hit's damage to the target and 80% to targets behind it (from 60% to all).
    - Enhanced Blast: Bonus damage is now applied to all targets, instead of only those behind the first. Upgraded to a Total damage bonus. To compensate, damage bonus value reduced from 100% to 50%. Size bonus changed to +75% (from +50%).
    - Goo Blast: Size bonus changed to +75% (from +50%).
    - (NEW) Critical Blast: Blasts total damage +50% and they are treated as Criticals to trigger other effects.
    - (NEW) Marked Blast: Blasts apply Mark (100 damage, cooldown: 4s, upgraded by killing bosses) and can also trigger them.
  • Bleed:
    - Bleed counters above enemies now feedback when the maximum amount is reached
    - When at the maximum amount of stacks, applying a stronger Bleed will now always replace a weaker one.
    - Bleeding Weapons/Bleeding Trinkets: Merged into Bleeding Hits. Bleed damage changed to 1 autoscaling (from 1 flat for Weapons, and from 1.5 flat for Trinkets)
    - Bleeding Criticals: Bleed damage changed to 1.5 autoscaling (from 1.5 flat)
    - Hemorrhage: Upgraded to a Total damage bonus. Bonus damage improved to +100% (from +50%).
    - (NEW) Blood Boil: Applying Bleed also applies Burn (3 damage autoscaling).
    - Bleed Infusion: Now also applies to Trinket hits.
  • Brutality:
    - Now feedbacks its current bonus damage value near its icon.
    - Brutal Trinkets: Bonus damage changed to 50% autoscaling (from 60% flat).
    - Brutal Alternation: Bonus damage changed to 30% autoscaling (from 40% flat).
    - Deadly Brutality: Bonus damage changed to 60% autoscaling (from 60% flat).
    - (NEW) Brutal Dash: Dashes activate Brutality (30% autoscaling, for 1s).
    - Powerful Brutality: Bonus damage changed to 8% every second, autoscaling (from 10% flat).
  • Burn:
    - Burn counters above enemies now feedback when the maximum amount is reached.
    - When at the maximum amount of stacks, applying a stronger Burn will now always replace a weaker one.
    - Burn damage is now told in terms of damage per tick rather than DPS. The dedicated tooltip gives the current hit frequency.
    - Burning Weapons/Burning Trinkets: Merged into Burning Hits. Burn damage changed to 2 autoscaling (from 3 flat for Weapons, and from 4.5 flat for Trinkets)
    - Burning Criticals: Burn damage changed to 3 autoscaling (from 4.5 flat)
    - Deadly Burn: Removed.
    - Fireball: Now applies to ALL kills, not just enemies with Burn. Burn damage changed to 2 autoscaling (from 3 flat). Now dropped by the Melee Ant in the Mushroom biome.
    - Incandescent Burn: Upgraded to a Total damage bonus. Damage rate bonus changed to +50% (from +25%).
    - (NEW) Gory Flame: Applying Burn also applies Bleed (1.5 bonus damage, autoscaling).
    - Burn Infusion: Now also applies to Trinket hits.
  • Corrosive:
    - (NEW) Corrosive: New damage type shared by several items. Corrosive damage over time apply most "on hit" effects (unlike other damage over time effects), and will always be applied for their full duration (even when launched with effects that can be resisted or degressive).
    - (NEW) Corrosive Pool: Area that deals Corrosive damage every 0.5s.
    - Destructive Trinkets: Renamed to Corrosive Trinkets. Damage changed to 25 damage autoscaling per hit (from 20 flat).
    - (NEW) Corrosive Alterattack: Alterattacks create a Corrosive Pool (25 damage autoscaling, for 3s).
    - (NEW) Dissolve: Corrosive Total damage +100%.
    - Corrosive Goo: renamed to Corrosive Control. Now also applies to Frozen targets. Damage changed to 10 autoscaling (from 10 flat), and to Corrosive. The damage duration is always the one of Goo/Freeze before any resistance/degression.
  • Curse:
    - When the target has Final Curse, applying a stronger Curse will now always replace the bonus of a weaker one.
    - Cursed Hits: Bonus damage changed to 3% autoscaling (from 4% flat)
    - Cursed Criticals Bonus damage changed to 5% autoscaling (from 6% flat)
    - Deadly Curse: Removed.
  • Echo:
    - Echo is now an effect with a tooltip.
    - Replication delay reduced to 0.5s (from 0.7s), this should make the base effect useable with a bit more weapons.
    - Echo should now correctly apply hit effects.
    - Echo: renamed to Echoing Hits. Now only applied to Weapon and Trinket hits, to avoid other effects overriding the replication.
    - Spread Echo: Visuals changed, and now also deals damage to the original target.
    - (NEW) Swift Echo: Echo replication delay -0.2s.
  • Freeze:
    - Shattering freeze now deals Total damage.
    - Intense Freeze: Upgraded to Total damage.
  • Focus:
    - Focus has been removed, as its effects are too similar to Brutality. We prefer to expand on Brutality effects rather than having the two coexist.
    - Focused Dash/Focused Trinkets/Strong Focus/Heavy Focus: Removed.
  • Goo:
    - Cruel Goo: Upgraded to Total damage.
  • Mark:
    - Random Mark: Damage changed to 125 autoscaling (from 100 flat)
    - Dash Mark: Damage changed to 50 autoscaling (from 50 flat)
    - Trinket Mark: Damage changed to 100 autoscaling (from 100 flat)
    - Spread Mark/Duplicated Mark: Merge into a new Spread Mark that also deals damage to the original target.
    - Double Mark: Removed.
    - (NEW) Burning Mark: Triggering a Mark applies 5 Burn (3 damage each, autoscaling).
  • Overwhelm:
    - Overwhelm is a new effect. Hits that Overwhelm deal +125% Total damage.
    - Assassinate: Reworked. Now the first hit against a target is a guaranteed Overwhelm, and gives +25% chance to Overwhelm for 2s (stackable).
    - (NEW) Sneaky: Backstabs give +30% chance to Overwhelm.
    - (NEW) Overwhelming Hits: Hits have a 5% chance to Overwhelm.
    - (NEW) Overwhelming Dash: Dashes give 20% chance to Overwhelm with Weapons and Trinkets for 1s.
    - (NEW) Overwhelming Afflictions: Every Burn, Bleed and Curse stack on a target gives 1% chance to Overwhelm with Weapons and Trinkets against this target (Final Curse counts as 10 stacks).
    - (NEW) Overpower: Overwhelm deals an additional +125% Total damage.
  • Rush:
    - Alterattack Rush: renamed to Rush Alterattacks. Damage changed to 150 autoscaling (from 150 flat).
    - Rush Trinkets: Damage changed to 150 autoscaling (from 150 flat).
    - Damage Rush: Removed.
    - Powerful Rush: Upgraded to Total damage.
    - (NEW) Double Rush: Rush can now be used twice in a row.
  • Scythe:
    - Scythe damage is now told in terms of damage per hit rather than DPS. The dedicated tooltip gives the current hit frequency.
    - Base hit frequency changed to 0.5s (from 0.33s) to compensate for other changes.
    - Damage Scythe/Trinket Scythe: Damage now autoscales.
    - Deadly Scythe: Damage now autoscales. Value changed to 15 per hit (from 10).
    - Extended Scythe: Bonus duration improved to 100% (from 50%).
    - Merged Scythe: Bonus damage upgraded to Total damage. And a new VFX!
    - Powerful Scythe: Bonus damage upgraded to Total damage.
  • Hexes:
    - Hex givers now appear more randomly during your expeditions, instead of always at the beginning of a biome.
    - Hexes can now all be replaced and dropped.
    - Barrier Hex/Future Hex/Present Hex: Removed.
    - Weapon Hex: Reworked. Weapon total damage +50% but Trinket total damage -50%.
    - Trinket Hex: Reworked. Trinket total damage +50% but Weapon total damage -50%.
    - Speed Hex: Now uses Total damage.
    - Critical Hex: Now uses Total damage.
    - Damage Hex/Healing Hex/Lifesteal Hex/Velocity Hex: Removed, but their effects come back into...
    - (NEW) Random Trade Hex: Get a random positive effect in exchange of a random negative effect.
    - (NEW) Random Chrysalis Hex: Get a random negative effect. In 25 enemy kills, it transforms into a random positive effect.
    - (NEW) Random Eroding Hex: Get a random positive effect. Every kill reduces the value of the effect.
    - (NEW) Power Blast Hex: Blasts total damage +100% but they can no longer apply Bleed, Burn or Curse.
    - (NEW) Affliction Blast Hex: Blasts add 1 bonus stack when they apply Bleed, Burn or Curse, but -90% to their total damage.
    - (NEW) Affliction Hex: Bleed and Burn total damage +100% but all other total damage -50%.
    - (NEW) Brutality Hex: Brutality bonus x1.5 but total damage -50% if Brutality is not active.
    - (NEW) Pool Hex: Corrosive Pools hit frequency +100% but size -50%.
    - (NEW) Curse Hex: Final Curse total bonus multiplier +1 but duration divided by 2 for the team.
    - (NEW) Echo Hex: Echo deals +100% total damage, but replication delay is increased by 1s.
    - (NEW) Mark Hex: Marks deal +100% total damage but your Weapons can only trigger them with Criticals.
    - (NEW) Melee Hex: Melee weapons total damage +50% but ranged weapons total damage -50%.
    - (NEW) Ranged Hex: Ranged weapons total damage +50% but melee weapons total damage -50%.
    - (NEW) Overwhelm Hex: Hits have a 25% chance to Overwhelm, but all other total damage -50%.
    - (NEW) Rush Hex: Rush total damage +100% but it no longer stuns.
    - (NEW) Simple Hex: Weapon total damage +100% but you can no longer use Alterattacks.


Weapons Update

  • Anchor Boom: Burn damage now scales with the Weapon's level. Combo and Charged attacks damages reduced
  • Katars: Alterattack's Bleed Infusion damage now scales with the Weapon's level.
  • Fishing Rod: Alterattack's Bleed damage now scales with the Weapon's level.
  • Sirocco: Burn damage now scales with the Weapon's level.
  • Eye Blade: Mark damage now scales with the Weapon's level.
  • Kunais: Curse percentage now scales with the Weapon's level.
  • Sharp Sisters: AlterAttack initial dash do less damage but persisting tornadoes do more


Shield Weapon Update

  • ⭐️ Alterattack:
    - the Alterattack is now a fully defensive move: both the inital action and the ethereal shields do not deal damage anymore
    - the spawned ethereal shields can only be destroyed by incoming attack, they now protect you from a hit during 7 sec
    - they also now protect you from any side and flight closer to you
    - unchanged: the initial action still briefly stuns enemies, you can still spawn several shields
  • ⭐️ Guard:
    - damage reduction increased by 50%
    - damage reflection increased by 50%
  • ⭐️ Parry:
    - damage increased by 25%
    - launch window is sightly shorter by 20%
  • Having the Shield in-hand (by being the last weapon used) does not reduces damage anymore



Trinkets Update

  • Bush: the bonus damage now comes from a Brutality activation of 1s
  • Mark Zone: Base damage increased to 100 (from 80). Now also triggers all nearby Marks when used, so it can better combo with other Mark gifts.
  • Goo Bomb: Now deals Corrosive damage.
  • Burn Aura: Burn base damage changed to 2 (from 2.5).


Affixes Update

  • Most affixes now scale with the Gear's level or are using Total damage.
  • Damage over time area: Now a Corrosive Pool, and more trinkets can have this affix. Changed damage to 10 per hit (from 5).
  • Alterattack bonus: Now multiplies the Alterattack bonus damage by 1.25.


Bugfixes

  • ⭐️ Inventory: items and buttons are no longer overlapping when player has many items
  • ⭐️ LD: Tubes in Incubator will now need to be destroyed to unlock chests or gates
  • ⭐️ HeadBanger: fixed an edge-case where the pillar spawned by the boss would not activate itself and stay visually even after the boss's death
  • ⭐️ Naveless Brothers: fixed an issue with the Bush trinket were the bosses would re-do their initial shockwave attack when exiting the stealth mode
  • ⭐️ Sycthes: fixed issue when a scythe was destroyed on hit but was meant to hit multiple other targets
  • Visuals: Golem Hammer was missing one of its weapons
  • Various under the hood fixes
  • ⭐️ Co-op: it's now possible for a player to be considered AFK even if he is in a cinematic
  • ⭐️ Co-op / UI: when viewing other players' boons, descriptions will now be shown based on their stats instead of yours
  • Co-op / UI: fixed allies where shown empty shells counters in the Ark
  • Co-op / UI: fixed missing notification telling that we are waiting for other players' interactions
  • ⭐️ Visuals: fixed having the Shop's windsock clipping through the camera when you are at a biome's end Banking Fish
  • ⭐️ Collisions: fixed some invisible collisions
  • ⭐️ Softlock: fixed passing through some gate when performing attacks, blocking you from going back
  • ⭐️ Weapons: Shield: fixed being able to parry explosions on the floor which led to super weird movements (you can still parry large melee hits like the one from the Golem's jump attack)
  • Enemies: fixed having some rare ghost hits touching the players
  • ⭐️ Enemies: fixed enemies being sometime stuck on destructible props like jars
  • ⭐️ Weapons: Shield: fixed triggering some perfect dodge that makes no sense (rare)
  • ⭐️ Rewards: fixed some enemies' projectiles blocking chests from opening even after fight end

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