In the wake of the critically acclaimed Dead Cells, which garnered an impressive 97% positive feedback and sold over ten million copies, developer Motion Twin has embraced the freedom that comes with success. While many fans anticipated a sequel or additional content for the beloved title, the studio decided to chart a different course with its new project, Windblown.
Embracing Feedback in Development
As an evolution of the roguelike formula, Windblown follows a similar early access trajectory as its predecessor. However, co-creative director and game designer Yannick Berthier acknowledges that the initial launch may have been a bit overwhelming for players. “The reception has been really good,” he shares, noting that the team has meticulously sifted through “dozens of thousands” of feedback pieces since day one.
One of the most contentious features was the game’s revenge system, which proved to be a double-edged sword. In co-op mode, if one player was downed, any hits from enemies would result in a one-shot elimination for the remaining player. “It was brutal, uncompromising, and intentionally extreme,” Berthier explains. While the team aimed to create a system that encouraged cooperative play, they soon realized that the execution might have been too punishing for some players.
“We lacked that extreme [before],” Berthier reflects. “So let’s start with the most extreme and we’ll see the reception. It was a bold move, a risk that we took for creative reasons.” However, the feedback indicated that this approach might have been a step too far.
In response to player insights, Motion Twin prioritized the Revenge Update, shifting focus from their planned developments to address community concerns. Artist and level designer Gwen Massé emphasizes the importance of constructive feedback, noting that while players were rarely negative, their suggestions often provided valuable alternatives.
Finding the right balance between the developers’ vision and player desires is crucial. “It’s always a balance,” Massé states, highlighting the need to discern which feedback aligns with the game’s core identity. Some reviews may echo ideas already in development, while others introduce fresh perspectives that warrant consideration.
This iterative process is essential to the early access experience, and Windblown has been particularly shaped by player input. For instance, the addition of Endless Mode was a direct response to fan requests. Originally slated for a later update, the developers recognized that five to six percent of players were eager to have this feature to refine their builds. Consequently, Motion Twin incorporated it into the game in March 2025, leading to unexpected revelations about gameplay stability and new mechanics.
As Windblown approaches its first anniversary in early access, the influence of player feedback remains paramount. The developers have learned invaluable lessons, demonstrating the significant impact that a community can have on shaping a game’s evolution.
Windblown is available now in early access. You can download it here.
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