{"id":1066439,"date":"2026-01-21T07:07:57","date_gmt":"2026-01-21T07:07:57","guid":{"rendered":"https:\/\/www.polygon.com\/?p=494888"},"modified":"2026-01-21T07:07:57","modified_gmt":"2026-01-21T07:07:57","slug":"windblown-uses-friendship-to-get-around-roguelike-dread","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/windblown-uses-friendship-to-get-around-roguelike-dread\/","title":{"rendered":"\u200b\u200b\u200b\u200bWindblown uses friendship to get around roguelike dread"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"Key art for Windblown shows three creatures on platforms in the sky getting ready to attack a large monster\" data-caption=\"\" data-portal-copyright=\"Image: Motion Twin\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/12\/windblown-uses-friendship-to-get-around-roguelike-dread.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-text-align-none\">I have a confession: I\u2019m a rampant roguelike uninstaller.<\/p>\n<p class=\"has-text-align-none\">Almost invariably, I reach a point with games like <em><a href=\"https:\/\/www.polygon.com\/reviews\/24084564\/balatro-review-poker-game-deck-building-roguelite\">Balatro<\/a><\/em>, <em><a href=\"https:\/\/www.polygon.com\/2018\/8\/7\/17649536\/dead-cells-beginners-guide-cells-spend-how-to-gear\">Dead Cells<\/a><\/em>, or <em><a href=\"https:\/\/www.polygon.com\/22167819\/hades-game-of-the-year-2020\">Hades<\/a><\/em> when, watching my playtime balloon, I feel the need to remove the temptation to play the game. Roguelikes, almost by definition, pursue an addictive structure that reviewers often describe as the \u201cone more run\u201d feeling, wherein the player feels compelled to begin the loop again (and again, and \u2014 you get it). Another common phrase you\u2019ll hear tossed around is the idea that you \u201clost time\u201d to a game, as though the game has tricked you into giving it more of your life than you were consciously willing to give. For me, this kind of compulsive play leads to something I\u2019ve started to think of as \u201croguelike dread,\u201d or the feeling that I really need to move on from a potentially infinite game lest it completely take over my life. Usually, that is when I delete it.<\/p>\n<p class=\"has-text-align-none\">Now, clearly this is a me problem. There are undoubtedly people with better impulse control, and there are doubtless people for whom this feeling of \u201closing\u201d time to a game is experienced not as dread but as joy. (<em>Infinite gameplay for 20-30 bucks? That\u2019s a steal.<\/em>) Still, a cursory Googling suggests that I\u2019m not alone in my experience of roguelike dread, of feeling like these games are so engaging as to be all-consuming. So, to my fellow roguelike uninstallers, I am here to say to you:<\/p>\n<p class=\"has-text-align-none\">Download <em>Windblown <\/em>\u2014 it\u2019s so good.<\/p>\n<p class=\"has-text-align-none\"><em>Windblown<\/em>, the newest game from <em>Dead Cells<\/em> developer Motion Twin, was released in early access in late October. Trading the sidescrolling, pixel art vibe of <em>Dead Cells<\/em> for a top-down, cel-shaded romp through skybound islands, <em>Windblown<\/em> succeeds at feeling both distinct from Motion Twin\u2019s last effort and close enough in spirit that it\u2019s easy to sink into its loop. True to form, the game is plenty challenging and, even in early access, already offers substantial meta-progression unlocks to keep each run feeling fresh. Combat is the star here, with a new emphasis on chaining different attacks for maximum damage. The soundtrack is also catchy as hell, equal parts synth and rock, with a vocal track that never fails to get me hype when it comes in. Even in what feels like a very early build, design-wise, <em>Windblown<\/em> clearly has what it takes to keep you playing for days, months, and years on end.<\/p>\n<p class=\"has-text-align-none\">Time for another admission, though: I don\u2019t like playing roguelikes in early access. The reason is probably obvious, given all that I\u2019ve already written. I know myself, and I know that I burn out on these types of games, so I\u2019m loath to put time into something that is unfinished, fearful of the idea that I won\u2019t want to come back to it when it reaches 1.0. I put down <em>Hades 2<\/em> earlier this year for this exact reason. Everything in me wanted to keep pressing forward, but whenever I saw placeholder art or read the game balance changelog, I felt this nagging feeling that I should save my stamina for when the game is \u201ccomplete.\u201d Roguelike dread is inevitable for me, and so I\u2019ve found it best to wait out a game until at least 1.0, if not later.<\/p>\n<p class=\"has-text-align-none\">Or so I thought.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/12\/windblown-uses-friendship-to-get-around-roguelike-dread-1.jpg\" alt=\"A Windblown screenshot shows players surrounding an enemy and attacking it simultaneously, with lots of streaks indicating attacks\" title=\"A Windblown screenshot shows players surrounding an enemy and attacking it simultaneously, with lots of streaks indicating attacks\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Motion Twin\" \/><\/p>\n<p class=\"has-text-align-none\"><em>Windblown <\/em>can be a great single-player experience, but as the game\u2019s marketing will readily tell you, that is definitely not the point of <em>Windblown<\/em>. The point is two-to-three-player co-op. The point is tackling the game\u2019s sky-high challenge with a friend or two. The point is to lose time <em>together<\/em>. So once more to my fellow roguelike uninstallers, I am here to say to you:<\/p>\n<p class=\"has-text-align-none\">No, seriously \u2014 <em>Windblown<\/em>, get on it, it\u2019s great.<\/p>\n<p class=\"has-text-align-none\">Here\u2019s the thing: <em>Windblown<\/em> is not the first multiplayer roguelike. Not by a long shot. Somewhere out there, a <em>Risk of Rain 2<\/em> player is pulling their hair out reading this, which, if you are, please stop. I see you, and I honor you. Even <em>The Binding of Isaac<\/em>, after all these years, just added online co-op. I\u2019m not here to claim that <em>Windblown<\/em> is the first, nor even the best, multiplayer roguelike. What I am here to claim is that it was <em>my<\/em> first multiplayer roguelike, and because of that, it came with a revelation: The answer to roguelike dread is other people.<\/p>\n<p class=\"has-text-align-none\">Usually, playing a roguelike, I begin asking myself questions like \u201cHas this become a waste of my time?\u201d or \u201cAre there other games I\u2019d rather be playing right now?\u201d More generally, I might start to feel that creeping sensation that I\u2019m spending too much time on a single thing. Indeed, I do get a bit of that feeling when playing <em>Windblown<\/em> as a single-player game. It\u2019s a roguelike, after all, and I\u2019ve already laid out my personal mental hurdles when it comes to the genre. Any loop, no matter how pleasant, eventually gives way to the feeling that I want out of it. Unless, it turns out, I\u2019m not the only one in the loop.<\/p>\n<p class=\"has-text-align-none\">I won\u2019t extol the joys of multiplayer gaming to an audience well versed in such things, but I will say this: It was comical to me how quickly and how completely my worrying over \u201closing time\u201d or feeling addicted to a roguelike dissipated when it was something I was sharing with a close friend. Instantly, I no longer cared whether this early build would feel incomplete compared to 1.0. All I cared about was chatting about our workdays and strategizing over who picked up what item when. Suddenly the time I spent on the game felt less like a personal indulgence and more like an interpersonal investment. What did we care if the game changed tomorrow? The time spent together would be worthwhile no matter how many digits came after the pre-release version number. The game was a social vehicle as much as it was a random number generator, and it was all the richer for it.<\/p>\n<p class=\"has-text-align-none\">For me, playing <em>Windblown<\/em> was a good reminder to me to open up my gaming experiences to other people. The world can sometimes feel lonely and punishing, and so can roguelikes. But when you travel the path with other people, success feels more within reach. Or if not success, then at least a valiant effort that you can laugh about together. Even failure feels better when someone else is there to pick you back up again.<\/p>\n<p class=\"has-text-align-none\">Even as a rampant roguelike uninstaller, I have not yet deleted <em>Windblown<\/em>. In fact, I don\u2019t feel compelled to in the least. Instead, I\u2019m looking forward to the next update and checking it out with a friend, seeing what new obstacles we might overcome together. Absent in my experience is dread, replaced with a sense of shared possibility. <\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n<p class=\"has-text-align-none\">Windblown<em> was released Oct. 24 in early access on Windows PC. The game was played using a download code purchased by the author. Vox Media has affiliate partnerships. These do not influence editorial content, though Vox Media may earn commissions for products purchased via affiliate links. You can find\u00a0<a href=\"https:\/\/www.polygon.com\/pages\/ethics-statement\">additional information about Polygon\u2019s ethics policy here<\/a>.<\/em><\/p>\n<p class=\"has-text-align-none\">\n<p><a href=\"https:\/\/www.polygon.com\/impressions\/494888\/windblown-multiplayer-roguelike-impressions\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I have a confession: I\u2019m a rampant roguelike uninstaller. Almost invariably, I reach a point with games like Balatro, Dead Cells, or Hades when, watching my playtime balloon, I feel the need to remove the temptation to play the game. Roguelikes, almost by definition, pursue an addictive structure that reviewers often describe as the \u201cone more run\u201d feeling, wherein the player feels compelled to begin the loop again (and again, and \u2014 you get it). Another common phrase you\u2019ll hear tossed around is the idea that you \u201clost time\u201d to a game, as though the game has tricked you into giving it more of your life than you were consciously willing to give. For me, this kind of compulsive play leads to something I\u2019ve started&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/windblown-uses-friendship-to-get-around-roguelike-dread\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1066440,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1066439","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>\u200b\u200b\u200b\u200bWindblown uses friendship to get around roguelike dread | Arcader News<\/title>\n<meta name=\"description\" content=\"I have a confession: I\u2019m a rampant roguelike uninstaller. 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