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 (239 reviews)
Release Date: Mar 11, 2014

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"Showed at PAX Prime 2013."

Recent updates View all (11)

September 12

Version 1.1.8820 Released

Hey everyone, we just released a new update for Windforge.

The highlights of this update include bug fixes and a secret unlockable dev mode. This mode will be mostly useful for people that wish to cheat or mod the game.

I will post the details of the unlockable dev mode to the forum soon.

Here's a detailed change list:

  • Fixed the driftstone platform and driftstone supports recipe spawning.
  • Fixed an enemy spawning error.
  • Added a dev mode that will be used to unlock some functionality that will be helpful for modding and cheating.
  • Fixed a bug that was preventing the players name from getting saved properly.
  • Fixed a problem with the life meter in the character stats screen.
  • Fixed a problem that was causing blocks to disappear when placing objects that cause grid resizing. (the bug where blocks would disappear when placing propellers).
  • Fixed the problem with the giant kraken corpses disappearing after you kill them.
  • Fixed bug where the meat beater achievement wouldn't be awarded with master craft or quality sausages.
  • Made it so poison and other similar effects will be cleared when you die.

5 comments Read more

July 28

Windforge Version 1.1.8742 Released!

We have a new build ready for you! In this build, there is some new elements available in stores. The enemy spawning has been tweaked. There is now an option to fix your entire ship in the dock master!

Here's the full list of changes and fixes:

  • Added cotton and cloth to the stores
  • Tweaked loot spawning
  • Increased the number of digits that can be displayed for quantity in the inventory
  • Conversations will end if characters move to far away from you
  • Added an option to the dock master to completely repair you ship
  • Better handling of physics errors
  • Stopping propellers from moving when ships are anchored
  • Fixed auto save bug during the Transition from chapter 1 to chapter 2
  • Fixed auto anchoring problems in the tutorials
  • Fixed an inconsistency between the displayed price of buying and selling and the actual transaction price
  • Fixed a crash if a character is deleted while during a conversation
  • Fixed a potential problem with the shipless travel achievement

14 comments Read more

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!

Official Website | Facebook | Twitter | YouTube | Tumblr | Instagram

Join the Windforge Steam Community group. We also have T-Shirts and Prints for sale!

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
24 of 34 people (71%) found this review helpful
2.8 hrs on record
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.
Posted: April 26
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8 of 8 people (100%) found this review helpful
0.8 hrs on record
First impressions: http://www.cublikefoot.com/windforge-first-impressions/

Sure, the game looks like a ripoff of Terraria or Starbound, but its actually quite fun, even if its fundamentally the same as the others.

This, however, does not come without some issues. For one, it's very difficult to tell if you're actually destroying anything because the cursor is kinda difficult to see and there's little feedback from drilling something. That'd be my primary issue with the game. Other than that, the game is quite fun. There's plenty of exploring to be done and things to be built (and destroyed!). The game even has a quest system, which I didn't really feel was necessary, but it was a cool addition anyways.

I can recommend the game, but be prepared for a few technical flaws.
Posted: April 4
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7 of 8 people (88%) found this review helpful
54.1 hrs on record
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.
Posted: July 9
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9 of 12 people (75%) found this review helpful
62.5 hrs on record
Steampunk sandbox game with open world?

Shut up and take my money!

10/10. I regret nothing.
Posted: July 3
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4 of 4 people (100%) found this review helpful
88.6 hrs on record
I keep seeing people say that this feels like early-access, and I agree. The inventory system is a joke, crafting is clunky, enemies often randomly despawn if you so much as blink, temples are annoying as all hell...

But... good lord do I love this game!

It caught my eye early-ish in development and seemed like an interesting premise, but the not-so-great reviews when it came out made it seem like quite a let-down. Seeing it in a bundle, I went for it, as I was curious.

And despite its faults, this game would be worth full-price.

The whole "the ocean is the sky!" concept is great fun. The music is beautiful. The crafting, despite its clunky nature, is quite nice. But more than anything, what really makes this game stand out is its absolutely amazing atmosphere.

I can't remember the last time a game drew me into its world as efficiently as this one has. From the forested skylands of the mid-realm, to the airy plateaus and meteor showers of the upper realm and down to the downright alien poison gas-choked lower realms, I haven't had this much fun with exploration in a long time. Good job.

It's not without its faults; far from it. But as far as I'm concerned, the good very much outweighs the bad and the ugly.

Devs are still working on it, so some of the issues may yet get resolved. If they don't, I do hope they learn from their mistakes in the sequel (and I do hope they make a sequel).
Posted: July 28
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215 of 293 people (73%) found this review helpful
2.2 hrs on record
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.

_______

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.
________
Posted: March 11
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