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Oh no, the Dead Cells dev’s new co-op action roguelike Windblown is so good that I’m already struggling to put it down

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Oh no, the Dead Cells dev’s new co-op action roguelike Windblown is so good that I’m already struggling to put it down

This is turning into a bang-up year for new roguelikes from developers behind some of the genre’s modern pillars. Slay the Spire 2 was announced, Hades 2 is out and already a delight even before its first major update, and now original Dead Cells developer Motion Twin has a new co-op action roguelike called Windblown launching in early access on Steam on October 24. I spent a few hours playing a demo of Windblown ahead of the release of a slightly different demo that will be on Steam from October 14 – 21, and yep, it’s exactly what I’d want and expect from a co-op action roguelike from the makers of Dead Cells. 

Playing in co-op wasn’t doable for me during this preview, but Windblown feels great solo. So much so that my very first session had me up past midnight hankering to beat a boss that just wouldn’t freakin’ die. I try to jot down notes during previews like this, and the last line I wrote, high on the victory of finally beating that boss, is a pretty good summary of my thoughts so far: “This game fucks.” 

Not another Dead Cells  

(Image credit: Motion Twin)

The bones of Dead Cells are here, repurposed for Hades-esque 3D isometric action in a less grisly universe. Instead of a puppeteered corpse, you play as a markedly cuter and customizable Leaper, a functionally immortal warrior delving into a violet, world-consuming tornado in search of answers and allies. My Leaper is a weird little axolotl guy who pukes a lot. I love him. Each run starts with you firing yourself out of a cannon and ends with your magical soul backpack yanking you back to the floating island hub space to buy a few upgrades and say hi to your growing gang of pals – or, perhaps, to impatiently stomp right back over to the cannon because the boss that you just had at 5% health needs to die now. 

With each trip to the Vortex, you assemble a build from two weapons (typically one melee and one ranged, but you can double up if you want), two cooldown-based active abilities called Trinkets, powerful passive abilities called Gifts, and cumulative, drafted boosts for stats like max health, crit damage, and base damage. Weapons come in different tiers and can roll random effects like healing, bonus damage to enemies with certain status effects, or increased attack speed. Every weapon has some way to guarantee a critical hit – land the third attack in a combo, for instance, or hit enemies from behind – and exploiting that is key to ending fights quickly, before you have time to screw up and take a lot of damage from even one mistake. 

Windblown screenshots crimson floating islands

(Image credit: Motion Twin)

Most of the gear I’ve found has been pretty straightforward. This Trinket chucks a bomb over there, this one detonates directly around you, and this one detonates around you but leaves AoE goo behind. This Gift boosts damage to bosses, this one gives you a bonus on your next hit after a dodge, and this one is downright overpowered because it heals you for 4% HP after every kill. It’s always healing with action roguelikes, isn’t it? Depth is mostly layered in through variant Gifts that cross the beams – deal more damage to enemies covered in goo, for instance, or rack up a bunch of burn with fast-hitting Trinkets and attacks. 

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