WindForge is a side-scrolling block-building game where you explore hostile skies in an ever-changing Steampunk world. Everything you see can be created or destroyed, creating an RPG without barriers that rewards creative problem solving and improvisation.
User reviews: Mostly Positive (321 reviews)
Release Date: Mar 11, 2014

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Recommended By Curators

"Showed at PAX Prime 2013 - Steampunk and Skywhales with a fully creatable and destructible world."
Read the full review here.

Reviews

“Windforge gets to a very hard place to reach.”
Kotaku

“There isn't much time to take in the majestic beauty when your makeshift airship is under attack by a flying whale.”
Polygon

“One of the best looking games at GDC in March.”
Rock Paper Shotgun

About This Game

WindForge is a side-scrolling block-building game where you explore hostile skies in an ever-changing Steampunk world. Everything you see can be created or destroyed, creating an RPG without barriers that rewards creative problem solving and improvisation. Take off in fully customizable airships, and embark on a journey of discovery and survival that will take you to the heart of the world and beyond.

Features

  • Epic story line and quests that drive gameplay without constricting freedom
  • The first game to include minable sky whales, and meat blocks
  • Large completely destructible procedural world with multiple environments
  • Contra-style action mixed with the creative fun of Terraria
  • Build and fly fully-functional airships
  • Over 1200 craftable items and counting
  • Easy-to-control, skill-based combat with 360-degree aiming

Storyline

The modern way of life on Cordeus is reliant on refined Sky Whale oil. Everything from the machines used daily, to the food that is eaten, is ultimately dependent on the oil. The citizens of Cordeus are so hungry for oil that the once abundant population of Sky Whales is dwindling. At current rate, the noble species will face certain extinction in a few short years. To avoid falling back into the dark ages, civilization must find a new source of energy. It is said that an ancient people named the Aetherkin had exotic sources of energy. Energy more powerful than anything any human has ever seen. Unfortunately, research related to the Aetherkin is strictly forbidden by law. In an attempt to save humanity’s way of life, YOU have been secretly hired to uncover this ancient energy source.


Highlights


  • Freedom & Creativity
  • Explore, create and destroy anything!
  • A Dynamic Procedural World
  • Steampunk Airships

Connect With Snowed In

Join the community! Check out the Windforge Forum!

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We would love to hear your feedback!

System Requirements

    Minimum:
    • OS: Windows 7 or later
    • Processor: Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: 512 MB graphics memory and Open GL 3 compatible GPU
    • Hard Drive: 2 GB available space
Helpful customer reviews
46 of 56 people (82%) found this review helpful
31.1 hrs on record
Posted: November 16, 2014
This game could be soooo good, but the movement, controlls, and buidling/minig are all terribly frustrating in a not-fun kind of way. It's such a good concept, but Devs aren't focusing enough on game play details. Every negative review I read on here before buying is correct.

-Character control is terrible. It uses an acceleration based system that doesn't accelerate fast enough and acceleration doesn't go away fast enough. So, if you tap a key to move left, about 1/2 second later your character shoots to the left and slides to a stop. Good luck trying to navigate all the cliffs and islands with this terrible movement system. It really doesn't make sense that the devs sit around testing this game and think to themselves "yeah, these controls are really good, everyone will like this." Maybe they just got used to how bad it is. I have spent way too much time trying to get used to the ♥♥♥♥ controls in this game. They need to go play terraria (or any other successful side scroller) and see how responsive that is and match it.

-Because of the 2.5 D and the fact that there is a weird generic non-tiled overlay on the edges of what you are mining, when you mine to your left you cant see what you are mining.

-2.5 D is cool in theory but makes building and mining pretty frustrating. I'm not sure what they can do about it at this point, so I'm just trying to get used to it.

- Way too easy to make a fortune by selling random crap blocks.

-Crafting UI needs work, and more sub-categories. Pretty much everything is categorized under Misc. or Building.

- Frequent crashes losing hours of progress (remember to save...).


Those things may not sound like a big deal, but they make the game really difficult to play and suck the fun right out of it. They have more work to do and as it stands I would not reccomend this game. If they fix the above things, it would be as fun as terraria, with an awesome spin.
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24 of 30 people (80%) found this review helpful
106.5 hrs on record
Posted: December 9, 2014
You get to build your own airship piece by piece and then fly it around. If that sounds good to you then you should get this game.

Other good things:
-The materials you make your ship out of determine its durability and maneuverability.
-There is a story and an endgame, but you can keep playing after you've finished it.
-The materials you make your equipment out of affect the stats of the items.
-The grappling hook is fun.
-The late-game gas makes for some tense exploration moments when you have to get out of your ship.
-Increasing your stats gives you very useful perks.
-You have one chest of infinite holding and can place access points to it anywhere which makes item storage very simple. Some may view this as a negative.
-Ramming other ships is super fun.

Bad things:
-The controls take some getting used to. Everything has some weird kind of intertia to it, plus every ship I made had a tendency to drift.
-The view makes building a pain. Foreground blocks can obscure the view of background blocks that they are not actually covering which makes it difficult to tell if your ship is airtight.
-There is only one method of fast travel and it is not very useful. You will spend a lot of time just flying from one location to another.
-Building a stationary base is pointless. The lack of fast travel means you would spend even more time just travelling to and from the base. The power system in the game doesn't really update properly in a stationary base so it is hard to get power to devices without using a lot of generators. It's even harder to get a stationary base airtight partly due to the view but also because you can't tell if the generated background blocks are blocking gas or not. The item chest makes it so you don't need an area to store items. I understand the point of the game is to build flying bases but some people would probably like to have a stationary one as well.
-Monster spawning can drive you nuts. When a kraken spawns right beside you while you're looting a ship and you don't notice it until it has rammed a hole right through your ship and then you kill the kraken and just finish repairing your ship when another spawns right beside you and does the same thing.

I played through the game twice to get all of the achievements and enjoyed both playthroughs.
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17 of 26 people (65%) found this review helpful
1 person found this review funny
0.6 hrs on record
Posted: January 5
Good concept, poor execution.

Start with Terraria, then add a plot-line, high-res graphics, and cool concepts like airships and sky whales, etc. From there, take away usable controls, tolerable interfaces, decent animation, functional map areas, etc.

Getting around the place is a pain because inertia is handled poorly, so you feel like you're on skates sometimes, and jumping feels very awkward.

The interfaces are similar to what you'd find in other games of the genere, and they're nicely drawn, but they're ergonomically frustrating. You figure them out after playing with them for a while, but they seem to have only the bare minimum of functionality required to use them. Why can't I use the mouse wheel to change between items in my hotbar? When I craft a workstation, why do I have to place it in my hotbar and then select it and use it in order to place it?

The character animations look pretty damned stupid, (this is common for games that try to use hand-drawn art, but in this case it's exaggerated because the guy re-orients his limbs and torso to look at the cursor and ends up looking like a marionette).

The maps are sort of ridiculous. Yeah, you're way up in the air in a world that apparently has poisonous gas instead of a surface. The game autosaves from time to time, so if you manage to fall, you'd better just break out and load the last autosave immediately. If you let it go for a screen or two it's going to save while you're falling, and your descent is going to pass several screens and end with your doom. You don't respawn either. If you die it's game over, and you can load a save. It does keep 2 autosaves, but it seems like a far better solution to just design sane areas.

Hit boxes are almost like an experience in coin flipping, which is exacerbated by the fact that your weapon fire is not precise, so even if you manage to aim perfectly at the high speed critters that are whipping back and forth again and again like ducks in a shooting gallery, you have to fire three or four times to get a straight shot, and then the bullet has a 50/50 chance of passing right through the thing.

You think I'm exaggerating? Try mining something. You stand right next to a stationary object with the jackhammer out and you place the cursor over the tile you want to mine. Something else gets torn up, probably in the background somewhere, and you have to creep the mouse around in circles until you find whatever bizarre sweet-spot the tile's hit-box is on. Want to mine the tile immediately beneath that one? Well, you can try moving the cursor straight downward, but honestly it's a crap shoot. You may or may not end up mining the tile you're after.

In any case, considering that Terraria sells for $10 at full price and $2 on sale, I'm sort of miffed that I kept this $15 turd on my wishlist for so long. I was excited when I finally got my hands on it, and pretty badly disappointed when I finally played it.
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4 of 4 people (100%) found this review helpful
1 person found this review funny
147.0 hrs on record
Posted: March 7
Most of the negativity surrounding this game is based on its unrealised potential. And to be fair, Windforge is not a game that could be considered "complete" - there's numerous areas it could have done with more work, from story to the conspicuous lack of multiplayer.

(Ok, there's a pretty prolific bug that might kill the game before it starts up as well, but for the sake of argument we'll ignore that.)

But despite this, despite what it never quite had, Windforge is a phenomenal game, and it's a true testiment to its solid design that it still achieves what many other full games fail to.

Ostensibly, Windforge fits into the same genre as games like Terraria and Minecraft, but whereas those sand-box world-builders are divided into sections of "building bases" or "fighting badguys" (and very little inbetween) - your building efforts directly correlate to combat-success, because you're building flying bases.

This, coupled with a solid crafting system that never sees older materials being upper-classes by newer ones (Early-game Iron is often a component for more resilient later-game alloys as an example), the enjoyable combat and movement, with the added aesthetics of stunning visuals and an amazing soundtrack makes Windforge the sort of game you can easily sink tens or hundreds of hours into.

And it has to be said, Cordeus (the world of Windforge) is one of the best realised game worlds ever. Mechanically it gently encourage the player to up their game and rebuild their ship/gear through the environment alone. Falling meteors in the upper atmo? You might want to protect your hydrogen balloons then! Poisonous gas on the lower level? Pack an air purifier and/or breath aparatus.

It's amazing how the game can flip from platformer to near-lovecrafting survival from one zone to the next, though of course, a skilled player can often play around these, but it's nice to know there's the option to craft a solution as well.

I don't disagree that this game could have been more, but even with what you've got, it's a worthwhile experience.

So if, like me, you're looking for something different, give windforge a go, but if you want something that's highly polished and can be played with mates, maybe give it a miss.
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8 of 13 people (62%) found this review helpful
21.1 hrs on record
Posted: November 24, 2014
Windforge brings a lot of new ideas to the crafting/platformer table, which is refreshing with the amount of stale clones on the market. If you want to be a steampunk Captain Ahab, chasing the white sky whale through the seven skies, then this is the game for you.
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11 of 19 people (58%) found this review helpful
1 person found this review funny
1.7 hrs on record
Posted: November 22, 2014
There seemed to be a lot of potential here, like this game would be an adventure version of Terreria, where you could hunt flying whales on a steampunk air ship.

Unfortunately, like others have said, the controls are pretty clunky, the hitboxes on everything are really off, and the inventory management is very difficult. Also the game's framerate drops really low randomly.

With some mods or patches, this would be a great game, but in its current state, it just isn't that much fun.
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2 of 2 people (100%) found this review helpful
25.0 hrs on record
Posted: March 21
You Will Love This Game.
Movement felt odd at first and I wasn't sure I liked it, but the more I played the more I began to love this game.

My favorite thing so far: getting attacked by a pirate airship, blasting a hole in their hull, seizing control, then looting it midair, and grappling to my ship as their ship plummets due to my stripping all its vital parts.

The movement feels wierd, until you do something like hop over incoming shot and unload a double barreled shotgun into an enemy through a doorway.

The collecting & levelling system feels much nicer than any of the other crafting/sidescrollers I've played. It's mostly about money: You can loot enemy ships for parts, go whaling, buy items that are actually good (vs only available by findling Xbajillion ultra rare), buy recipes for items, mine, pound a ship into the ground to mine faster..., you also buy/upgrade characteristics of your character for bonuses like double jumping and carry wieght. So you can hunt for more rare stuff, but you can also choose to do whatever feels the most fun at the moment. I Countless times I headed out for a mission and ended up in an air battle that turned to 2 as I scrapped them for parts (money!).
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3 of 4 people (75%) found this review helpful
1 person found this review funny
157.1 hrs on record
Posted: March 9
I had a lot of fun with this game, but I feel like at this point reccomending it comes with a few warnings: The developers have stopped updating the game, so none of the issues with it are going to get fixed. There are a bunch of physics bugs still in the game, and a lot of other issues that make the game feel extremely unfair at times. The ship building system in this game is unfortunately very flawed. Building a huge expensive ship with workshops and so on may be cool, but it serves no useful function in the game. Almost everything in the game is easier with a fast, small ship than with a big one, and most of the essential story points happen on foot. There are also at this point other games that simply provide a better outlet for engineering minded players.

That said, the game does have a very cool world with an interesting story, which is kind of a saving grace. The fact that the game has a story you can play through and actually beat the game means that this isn't just another creative game you'll never play because there is simply no reason to get into it over the dozens of other games that have no clear goal. You can play through it in a few hours and have fun with it and then come to a satisfying conclusion.
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7 of 12 people (58%) found this review helpful
20.5 hrs on record
Posted: December 7, 2014
Amazing game, would be the best game ever if it had multiplayer, if there is a story infiltration mission that is too long you can just blow a hole in the place and get to the end that way. fusing ships together to make the frankenship has never been so fun.
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2 of 3 people (67%) found this review helpful
2 people found this review funny
18.0 hrs on record
Posted: April 6
Built a warship in the shape of a giant drill and used it to dig the king's castle in half. King would've died if he wasn't immortal.
http://steamcommunity.com/sharedfiles/filedetails/?id=420701018

10,000/10-Would wreck castle again.
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3 of 5 people (60%) found this review helpful
1 person found this review funny
1.0 hrs on record
Posted: March 20
Steampunk?
YES.
Custom-built airships that you control and fly yourself?
YES.
Terraria ripoff?
YE-well, okay.
Combining them?
YES YES YES.
This game?
NO.

I have no idea what the hell happened! This idea is everything I'd ever wanted to see in a game! But the artstyle is just so jumbled, the controls are awkward, the semi-isometric view is distracting and it just boils down to an unpleasant experience. It's a major disappointment for me.
I'd love to see someone tackle this idea again, and do something better with it. But as it stands, I just didn't like this.
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6 of 11 people (55%) found this review helpful
2 people found this review funny
1.3 hrs on record
Posted: February 10
Very bad controls, bad hit detection. The weird slanted angle for the background tiles make it hard to tell what you are actually hitting. Mining is extremely slow and easy to get stuck due or injured due to falling tiles that don't seem to follow any physics I am used to. Good idea, incredibly bad / amateur implementation.
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1 of 2 people (50%) found this review helpful
1 person found this review funny
29.1 hrs on record
Posted: March 27
This game was really good. Dispite the bugs it was still fun. Don't drill use a knife!
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311 of 344 people (90%) found this review helpful
29.1 hrs on record
Posted: October 17, 2014
With a game like this, a game that seems like it should be so good, it's difficult to tell from reviews alone whether or not it's worthwhile. I knew going in that the game had a lot of negative reviews, but it was impossible not to at least give it a try and I'll admit, I really, really wanted this game to be good. I mean, it just sounds like it should be awesome. It's basically like Terraria, a game I currently have nearly 2,000 hours of playtime in, with the ship-building mechanic from Space Engineers, and set in a richly detailed steampunk world of floating islands and flying sky whales. There's no way this isn't the greatest game ever made. Right?

Sadly, it's not the greatest game ever made. In fact, it's not a great game at all, or even a good game, or even a mediocre game. Windforge is a game which is fundamentally, fatally flawed. By way of explaining how, and because lists are easy to write, allow me to present to you The Top 3 Things Wrong With Windforge!

3. The Graphics
Here's the thing about the graphics: some of them actually look amazing. The flying whales and the krakens that live in the lower regions of the world, and the larger objects like the giant balloons and clocktowers, are all lovingly rendered. The watercolor background is pretty nice too. It's obvious that the developers really worked hard on the graphics. So what is up here?

It looks blocky and awful, like my house is built from stacked up lincoln logs. This is because there's no blending or tiling with the graphics, which is weird because even Starbound and Terraria have that. Also, there's an awful lot of these blocks. In Terraria your character is three blocks tall, and in Starbound it's four. Here? Freaking eight! These blocks are tiny is what I'm getting at, which makes construction and destruction a massive chore.

What else makes construction a chore? The painfully bad attempt at 2.5D graphics. Everything is in this weird 3/4ths view which I'm sure the developers thought was just so cool, but really it just gets in the way. It's hard to know what block you're digging at with your jackhammer when you're mining, and it's hard to see what you're doing when you're building on a ship or a home base.

Also, what's with my furniture? It looks like it's just painted onto the wall instead of actually sitting on the floor.

2. What Do These Numbers Mean?
I'll admit, math was never my big thing. I mean, I'm not completely stupid with numbers, but it never came as easy to me as other things. That said, what the hell do these numbers mean?

My ship's mass is only 524, and I have 1,389 vertical thrust, so shouldn't I be able to move up and down fairly well? No, I can't. For that matter, why is my vertical thrust only 1,389? My three propellers provide a total thrust of 13,500 (4,500 x 3), so how is that counteracted so greatly by a mass of only 524? And shouldn't my bouyancy of 30,000 totally cancel out the mass issue anyway? Honestly, it wouldn't be that big of a deal if I just knew what these numbers meant. Is my mass 524 kilograms? 524 tons? Who knows? The fact that there are no units given for these numbers just makes them all feel arbitrary.

And no, I'm not so stupid that I can't figure out adding a few extra propellers will let me move again, but I shouldn't have to guess at it. And if you DO want me to have to guess at it, then why bother giving me the numbers at all? It's not like they matter.

This issue doesn't only affect airships either. It's also a problem with armor, weapons, pretty much everything. Earlier in the game my character picked up a set of bronze full plate armor. I was excited because it gave her 30 more defense than my old set of leather-bronze bandit armor, so I put it on and went out to fight some people, and noticed that the bandits who were previously dealing 46 points of damage a shot with their pistols were now doing... 46 points of damage a shot. Seriously, what the Hell do these numbers mean?!

1. Movement
So, if I was designing a game about floating islands and airships, and I had to name what I thought would be the single most important aspect of the gameplay, the one thing that I absolutely had to make sure I didn't screw up no matter what, I would have to say that would be a good jumping mechanic. I mean, we're dealing with a game world where one missed jump means, at best, you fall and break your everything on the next floating island down, or at worst you fall all the way into the planet's core and burn to death. That's not a pleasant way to go.

That said, this game has what might just be the worst jumping algorithm of any game I've ever played. You move too fast, and it's too hard to control where you end up. Even walking is dangerous, as stepping off a slope means the jumping algorithm takes over and sends you rocketing over the nearest ledge straight to your death. I found that latching my grappling hook on to the ground was a necessary step whenever I was near a ledge, so that when I fell I would at least be able to stop myself.

Oh yeah, and let's talk about the grappling hook. I'll admit it's fun to swing around on and feel like I'm a steampunk Spiderman. Even so, the grappling hook isn't much better than anything else. It's too fiddly and too slow, it never seems to connect when you need it to, or else it connects to the wrong thing. Even when it does connect right, it's too unpredictable; sometimes you just stop and hang there, and other times you spin around at high speed, usually straight into your airship's propellers.

That brings us to the last mode of movement: airships. Airship movement is... passable. It's a bit wonky sometimes itself, mostly due to inertia and the difficulty of making yourself come to a complete stop. (Seriously, Space Engineers had the inertial dampener system for a reason, Windforge developers.) Also, my ship felt like it had a weird desire to keep drifting upward which always made it very hard to dock properly. Of course, there's also the weirdness of the numbers which I mentioned before, where you always seem to have either not enough thrust so you can barely move, or else too much so you rocket across the map with a slightest touch of the buttons. It's a good thing repairs to your airship are free, because you will crash into things constantly.

My Rating: 2/5 BAD

I find that the games I give a rating of 2 out of 5 are generally ambitious failures, and this is no exception. It's clear to me from the detailed nature of this game that the developer really wanted to do a good job. The artwork is great, aside from the afore-mentioned problems. The game world is very interesting and well thought out.

It's just a shame that the game they built around this concept is so poorly built. Like Dr. Frankenstein before him, the developer brought his creation to life as a shambling mess that can barely function and will probably end up being the death of us all - I know it's sure killed me more than a few times.

Original review posted here.
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219 of 297 people (74%) found this review helpful
2.2 hrs on record
Posted: March 11, 2014
I bought this game on a whim, because of the description. I rearranged the review for easy viewing. Please note, this review will not be updated for a few more patches (because I'm tired of the crashes). Latest Update 3/18/2104

tl;dr- at end
__________

18/3/2014

I have had an immense amount of fun with this game. After another 15 hours of play, I've crashed 4 times, and have pulled hair over the building system. This game still has tons of bugs (see the bottom portion for a list of frequently encountered issues). Also, see tl;dr for why I now recommend this game, when in the past this review was a "do not recommend."

My new rec hinges completely on being able to save and actually play the game, without which I can't recommend. PEOPLE STILL HAVE SAVE CORRUPTION ISSUES, but I've been lucky. Be warned, if you decide to purchase.

Things I like:

1. Audio- I really like the audio. The audio is superb. The music is okay, atmospheric at the least. Weapons and mining sound great, instead of hollow like some other games in this genre. I usually turn off the audio in games, but I found myself leaving it on.

2. Combat- Combat, is by far, my favorite part of this game. The enemy AI sucks, and ship animations are lackluster, but it is pretty cool to build your ship full of turrets. Then fly around like a baddass at what feels like 10x the speed of sound. You can now shoot turrets without moving from the control panel. This has improved combat dynamics immensely. While it was fun to cat and mouse before, now you can really beatdown and pulverize your enemies.

3. Graphics- I really like the graphics. I know there isn't a lot to look at, in terms of vegetation, and scenery, but I just like the style. It's much more interesting than some of the other games like (personally, Starbound). It feels... steampunk.

___________

New Update 15/3/2014

New update hit and, I am glad to say, in the four-five hours I played I didn't have a single crash or save corruption (even though I died a few dozen times). This was my biggest concern, by far and hopefully, my luck holds out. However, the rest of my list is still, personally, an issue. My list is still quite large, but honestly, having been able to play for an extended period of time (without any crashes, being able to save, and not having to start over), this game is really growing on me.

___________

1. This game is still buggy mess. Player models now glitch like mad whenever you crouch. It's almost impossible to drop down the hatches, and they are completely pointless. Instadeaths still happen at the strangest times, but usually when in a mine or building while trying to jump through those silly little hatches. It must be a collision detection problem.

2. Building in this game is almost impossible. It is so finicky to the point of madness. At first I thought, wow, the perspective of the blocks is a great change from the traditional sidescroller, however, it doesn't work properly.

Suggestion to the devs, there needs to be a special buildmode. The game should display a wiregrid around your ship when building. As of now, the grid only shows when things on your ship are destroyed. Also, allow players to build from either the front grid or the back grid.

3. It's annoyingly finicky to pick up blocks. Blocks don't have a magnet field, and they don't automatically go into your inventory, yet, sometimes they do. It's completely random, but some blocks will just fall to the floor and if you don't want them to sit there forever, you have to use the terrible crosshair finder, hover over them, and press 'e.' Now imagine you are mining a precious mineral and the game decided that they just won't "fall" onto your or go into your inventory? You now have to mash your e button a million times and hope the game registers that you want to pick up a block. This is a problem with the game's perspective system. The blocks sit in an almost "third layer" hidden between the foreground and background.

The first few times I played, the game allowed the player to mine blocks from temples or from the villages. That feature is gone, and you can no longer mine the colored tiles from temples and the interesting blocks from towns. At first I thought this was a bug, but devs posted on the forums saying there is a possesion system. You can only mine/dissasemble when the owner is dead or gone.

Suggestion to devs: If you can craft anything in the game, please allow players to mine it all. It will save players a lot of time crafting. Empty abandoned buildings and temples can't be mined, who owns those?

4. The menu is complete and utter rubbish. The hotkeys that are used as a default in the game are not very intuitive. Tab opens your menu and opens your quests. There is no "I" for inventory, "m" for "map." This might be an error on my side because I have a keyboard that I use macro's on, and I sometimes I use outside software to rebind my keys. The menu also glitches. Drag and drop to your hotbar sometimes also drags the scroll bar for your inventory, causing you to scroll back up to your previous place.

The item stash is not sortable. Your inventory is alphabetical, but the order you put your stuff in the stash... is the order it is in when you have to find something.

Suggestion to devs: Please, oh please, switch to a grid system. I realize this might conflict with your inventory size. At the very least, allow for sorting by quality and item types within your inventory. So, in building items, I should be able to sort by wall, accessory, material (glass, metal, etc), or quality tier.

5. After the patch I didn't notice a change in enemy AI. It is quite terrible. How to destroy your enemies? Build a couple platforms somewhere in the room with an enemy, and they go berserk. They'll just run back and forth because they can't figure out what to do. Another option is to use the enemy marker and get close to an enemy, and just shoot in their direction. Sometimes they won't aggro. Strange, when sometimes enemies with no marker will aggro.

However, friendlies no longer run off the platform when it rains, which is really nice. Enemies still respawn way too frequently. Sometimes the enemy you are fighting will respawn before he even dies, which just makes the player completely avoid all enemies.

6. Hitboxes (or something like it). Are atrocious. Bullets will pass right through enemies. They are ridiculously slow. Bullets still pass through enemy ships completely, as well as enemies. This hitbox problem might be an issue with some sort of dodge mechanic. I've noticed that When shooting at an enemy if any blocks are in the way (even background tiles like trees and such) there is a chance you will hit those instead of your target.

I really, really, hate shooting trees in the background.

7. Crafting- Crafting is so laborious. Crafting no longer causes crashes, at least in my last few hours of play. It would be much easier if there was some sort of separate inventory screen that you could view while trying to craft. As it is set up now, you can't view both. You don't know how many items you have.

Suggestions to devs: Crafting by number instead of having to click fifty times to craft fifty of the same item. I'd like to have something that allows me to type in a certain number.

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tl;dr- I recommend this game (if only barely, and because it's unique), because I can ingore the bugs and wait for the devs to patch. If that's not your thing and you are worried about bugs, wait a bit longer. To be honest, it shows promise, and combat plays well, but the bugs are a glaring issue. The graphics, music, story, and other good things about this will not make you enjoy it.

I feel that even with the bugs, I've got my monies worth. The game provides a unique experience I won't find elsewhere.
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87 of 127 people (69%) found this review helpful
6.5 hrs on record
Posted: March 11, 2014
Windforge is a lot of fun - i've been following the game for a few years now, having played it at PAX 2013, and the alpha as a kickstart supporter. As an open world game it's a lot of fun - you can build and explore as you want. There's all kinds of different creatures, environments, etc. to explore. There's also a fantastic variety of weapons, building blocks, ship parts, etc. to use in the game. So it keeps you interested. I haven't played all the way through the story, but it's pretty interesting as well, so you can at least have some objectives and targets in the game, if it's too open world. It can be challenging at some points, building ships that can try to take on skywhales (good luck), but after time you get better and better at building things - think about Skyrim, the first time you fought a dragon you probably died and by the end of it dragons were no problem, right! For people who like minecraft, but want something deeper, and with a story, this is a lot of fun. I also really like the art style throughout the game, it's not pixel or super simple like minecraft, but much more artistic and colourful. I'm hoping that if enough people buy the game, they add the option for multiplayer - I would love to set up a server of Cordeus, with friends who could build and play all together (imagine a ship with 4 people on it roving around the planet!). Overall, highly recommended!
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54 of 73 people (74%) found this review helpful
16.5 hrs on record
Posted: March 11, 2014
You will not regret buying this game!

Very interesting world. Great gameplay. The mining is a pit finicky but other than that it plays very well.

The airship mechanices are amazing! I wish starbound had the same depth for the ships as this does for the airships.

If you want a game that lets you build, maintain, and upgrade your own fleet of airships in a sidescroller steampunk world then this is the game for you!

This game does not hold your hand, you have to use your brain. I have found many modern gamers take issue with this fact. I say to those people that they need to play blaster master and many other classic games. Modern games hold your hand too much so this is very refreshing.

Graphics rock, flying whales which you can harvest rock. The ship to ship combat is awesome.

Just don't fall out of your airship, it is a long drop!!
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29 of 34 people (85%) found this review helpful
54.1 hrs on record
Posted: July 9, 2014
I just completed this game and felt like I should chime in on what I liked and disliked.

At first I felt like this was going to be like Terraria, it is and it isn't. It's very much its own game, themed around progression through crafting.

The setting is unique, in that it's flying ships and floating islands. The ships vary from houses to battleships. There's different factions in the game but there's no way to increase or decrease your standing with any, which would have been a nice feature but it's also not necessary. The cities are very unique but in their uniqueness I'd also complain that they're really hard to navigate at first as they have an almost randomly generated feel.. I have no idea if this is the case as I know the bulk of the game is procedurally generated but it wouldn't shock me to find out this is the case.

The world itself is massive, by the time I had completed the game I had been through roughly half of it.. I say 'been through' but for the most part I didn't explore half of the areas I went into and just sailed through them quickly on my way to places. I bought every crafting recipe I came across and still had about a hundred that I hadn't discovered also.

The downsides to the game in my opinion, were that I started skipping vast areas of the game because it felt like it was just going to be more of the same.. I'm sure I missed things, there's likely entire types of generated structures that I didn't stumble upon but after I had explored a few areas of each type it felt like the rest of the areas were going to be like that and there were a huge amount of them.

The game also makes itself too easy on you. There should absolutely be difficulty settings, it feels like the game itself is stuck on easy for this type of game as it has no death penalty in the slightest. You lose no gear when you die, you don't have to retrieve corpses or craft new gear.. essentially after you've upgraded your gear to the next tier there's literally no point in going out and mining that type of metal again, especially in the late game when you're mining the zones seem to throw abundant amounts of low level metals at you that barely serve a purpose.

The game also instantly hands you a 'radio' which is a no expense, unlimited use, get out of jail free card. It's ridiculous. It says it wont work 'if it's too dangerous' but in my experience dangerous in the radio's opinion is indoors or while actually falling. Some of the funnest experiences I had in the game involved not using the radio and grappling onto passing ships or whales to carry me to other places or to hijack the ship completely as my own. I can understand there being situations in the game where you're stranded and you need a way out, but I'd like to bring up the point again that there is no death penalty in the game. Dying serves exactly the same purpose as the radio and it's always possible to die. There needs to be a penalty for both or at least difficulty settings that add such a thing.

Another issue I had with the game was that you spend a large amount of the game learning to craft 4 exotic materials. They appear to be the highest grade materials in the game, but through playing the game I never had access to the materials as I never gained the materials to create the furnace required to make them. I checked the forums and this issue was listed as fixed but it absolutely wasn't.

It feels a little silly to complain about this, as the materials I did have access to made me incredibly overpowered by the end of the game anyways. The final boss battles were amoungst the easiest I've ever had in a game as the damage was just practically non existant. I'd like to pat myself on the back for some clever strategies on some of them but at the same time I almost feel like it was possibly poor design and incredibly poor AI that made it possible.

These points aside, I found the game genuinely fun and I would recommend it. It has it's flaws and it took a while to grow on me but after it did I was sucked in for a few solid days until completion.
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50 of 71 people (70%) found this review helpful
2.8 hrs on record
Posted: April 26, 2014
Windforge is another entry into the gaming genre I'll call "2-D world-mining-sandbox". In the past few years this genre has really exploded after the success of Terraria. So what does Windforge bring to the table that could make it really stand out? The graphics are something to behold, at times they are glorious. There's also the fact that instead of building a small base like in many of the games you can build air-ships that you can actually pilot around the world of sky islands. However right now the game is really held back by the controls.

The first notable difference between this and other games of it's type is the perspective. It's got a titled perspective that gives the blocks a "3-D" view, even though the characters and gameplay are still 2-D. It really makes the looks stand out when compared to the others of the type and is very distinctive. The tile sets are also very comprehensive allowing things to really be customized. There exists a type of "fog of war" that covers parts of islands that haven't been explored. It uses a generic tile and pastes it areas that haven't been explored yet.

The graphical choices have lead to some clunky gameplay that really needs to be refined. The shape of the tiles can make it difficult to know exactly which one you're mining(or building) at any time. When trying to do things like clear tunnels though land it can be quite annoying; you end up having to just hold the mouse button down and hover over the whole area hoping to knock out the one that's blocking your way. The fog-of-war patterns can also be sorta confusing as they're not always clearly defined from the other aspects of the game. You can easily think you're jumping to safety only to find what you thought was a solid wall was really just a fog-of-war pattern that covered empty space as you fall to your death.

The combat in the game is another major difference between this and other sandbox world-mining games. The player driven combat is more ranged based. You'll be using guns most of the time and firing and dodging bullets is an important part of gameplay. However the bullet speed is very low, so don't expect much challenge in this department. It's very easy to simply hide, shoot, hide and defeat almost any enemy on foot. You can also do the tricks common to this type of game such as building a wall that prevents enemies from reaching you, but allows you to shoot through if you want to further reduce the difficulties.

The airships are what really sets this game apart. You can create airships of many different shapes and sizes. You combine balloons, engines, propellers, guns, controls, and design elements as you wish. It allows you to truly create some airships that are beautiful, functional, or even both. The air combat can be a bit rough at first, but it gets better fairly fast. It's a lot more enjoyable than that of the player character. Unfortunately you do still have to get off the airship to gather resources or strip defeated enemy airships of their parts, and the clunky character controls make that rough.

In the end the character controls simply kill this game. They're just too floaty to find enjoyable. The grappling hook(which plays a major part of a game involving sky-islands) just makes it worse. The thing moves so slow it's almost nearly useless when you need it to save you, and a pain in the butt when you don't. The physics are okay in the airships, but once you get on foot they get really strange. Your character can swing around at insane speeds sometimes and other times will just fall straight down. The character controls lead to many deaths that really felt cheap and like true time wasters.

So in the end right now I'd say to give it a pass, I just can't get past the character controls. Some of the airship parts I got a glimpse at makes it seem as if they get really cool later on. I mean there's giant grinders you can attach to your ship to grind up the sky islands from the air. How badass is that? Multiple types of ship guns to take down enemies of types. Giant sky whales to really test your airship in battle. I just wish the ground play was a bit more together and didn't make me want to pull my hair out. Maybe they'll work these things out and focus more on the things that could make this game cool. Increase bullet speed and other factors to make ground combat a challenge. Rework time wasters by making ground mining faster and movement tighter. Rework grappling hook all together. Then you'd have a game based on fast bullet dodging reflexes on ground and air with tight movement, would be a great game and really different from the others in this genre.
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76 of 119 people (64%) found this review helpful
12.5 hrs on record
Posted: March 12, 2014
I think there's lots of potential here, but the fundamentals are not in place. Too much of the basic mechanics is awkward. For example, the player moves quite fast, but this makes precise positioning difficult. But to move downward through a hatch you must be EXACTLY in the right spot. If you don't stop precisely in the center, you just run right over it. There are too many hatches in this game to sit there fighting the controls trying to get through each one.

Another very fundamental mechanic with problems is block placement and destruction. They've opted for a 2.5D isometric presentation here, which looks good in screenshots, but causes difficulty during play. Every block is something like 1x1x4, which means they overlap one another and it's hard to pick out exactly the one you want to break, or to place one in exactly the right spot. It's just very confusing compared to the true 2D of Terraria.

At this point I have to recommend NOT to buy this game. Once these fundamentals are addressed, that will hopefully change. There's a lot of potential here.
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