How do you follow up a game hailed as near-perfect? With a staggering 97% positive feedback, Dead Cells gave developer Motion Twin the creative freedom to pursue their next big idea after selling over ten million copies. While many fans yearned for a sequel or continued content from Evil Empire, Motion Twin chose a different path. Their latest creation, Windblown, represents an evolution of their signature roguelike formula, mirroring Dead Cells’ successful early access journey. However, the developers now reflect that the game might have been initially released with an unexpectedly high level of challenge.
“The reception has been truly positive,” shares Yannick Berthier, Windblown’s co-creative director and game designer. From day one, the development team has diligently analyzed tens of thousands of player feedback entries, directly influencing the game’s evolution.
A video showcasing Windblown gameplay illustrates the dynamic action.
Despite the generally warm reception, Motion Twin admits they might have pushed the difficulty envelope a bit too far initially. Berthier recounts, “The only element that truly sparked strong emotional responses was the revenge system.” In co-op, if one player fell, subsequent enemy attacks on the surviving partner would result in an instant defeat. This mechanic was deliberately unforgiving and intense, a characteristic not universally embraced by the player base.
Berthier clarifies their reasoning: “We felt we had previously shied away from such extreme mechanics. Our approach was to begin with the most intense version and observe player reactions.” He acknowledges it was a calculated risk, driven by a desire to foster maximum cooperative play through a system that, in hindsight, might have been overly punitive.
In the spirit of effective early access development, Motion Twin promptly addressed player concerns by launching the Revenge Update. This patch took precedence over other planned developments. Berthier and Gwen Massé, the game’s artist and level designer, noted that player feedback, while vocal, was rarely hostile, instead providing constructive suggestions and alternative solutions.
An image showcases various Windblown characters.
However, navigating player feedback requires careful consideration. Implementing every suggestion risks deviating entirely from the original vision. Massé explains, “It’s a constant balancing act between our core design goals, what we believe truly benefits the game, and the input we receive from players.” He points out that some feedback addresses issues already in development, while other comments highlight previously overlooked ideas that warrant attention.
This iterative process, though demanding, is fundamental to the early access model. Windblown, in particular, has seen significant evolution driven by its community. The addition of Endless Mode, for instance, was a direct response to fervent player requests, despite initially being slated for a post-1.0 release. Berthier noted that a small but passionate segment of players expressed an “obsession” with having this mode to refine their builds. Motion Twin integrated it in March 2025, a decision that yielded unexpected insights for the developers.
“Implementing it brought to light many underlying issues that were previously obscured by shorter run times,” Berthier explains. “This process significantly improved game stability and sparked numerous ideas for new powers, affixes, and effects.”
An action-packed image captures Windblown combat.
This underscores the profound influence players can have on an early access title. As Windblown approaches its first early access anniversary, ongoing player feedback remains more crucial than ever.
Windblown is currently available in early access.
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