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Windblown | What the hell are we doing right now?

Hello Leapers!

We hope you’ve had a lovely summer because… We are all back at the forge to prepare our next update, scheduled for an October release!

We’ve used the last weeks poring over your feedback, watching your runs, and taking detailed notes on what feels great and what could feel even better. Since our last update, you've been incredibly vocal about run pacing, build agency, and those pesky stutters. You've spoken, we’ve listened, and our team has been deep in the forge working on a massive overhaul.

Rebalance the Balancing

A big ask from the community has been for more control over how a build comes together, alongside a smoother difficulty curve. We noticed that the start of your Expeditions could sometimes feel way too OP, while the endgame scaling occasionally missed the mark.

To fix this, we’re moving away **rarities **from bonus levels and **shifting to a multiplier-based system **one. We are also experimenting with special Mythic versions for several non-amplifiable Gifts 👀

Regarding the economy, we are completely restructuring how you spend your hard-earned Cogs and Shells. To give you way more choice, we are currently building six distinct shop types (Gear, Gifts, Heal, Upgrade, Memonite, and a mixed main shop) and developing a brand-new Transmuter item to help you actively boost your gear's rarity. The goal here is pure agency: giving you the exact tools you need to pivot your build when the game throws you a curveball.

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Keep the Momentum

Windblown is all about speed and mayhem, but backtracking ruins that flow. To preserve your momentum, we are making several changes to the biomes procedural generation and are currently testing Fast-Return Teleporters so you can safely explore without tedious or convoluted actions to perform.

Instead of trudging all the way back across an island after clearing a side area, these handy shortcuts will instantly zip you back to the main path. Pair this with our upcoming map improvements (like visible ziplines and clearer shading for unvisited areas), and you'll spend a lot less time wandering, and way more time diving back into the action.

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Medicine for Stressed-CPUs

We know that some of you had lower FPS and more stutters recently. We’ve been looking under the hood to see how we can optimize your experience and boost it to eleven.

Honestly? We’re cleaning up a lot of mistakes from our past selves. We are untangling a ton of spaghetti asset dependencies (Mama mia!), introducing new preloading and caching approaches, and utilizing much smarter culling systems. This means the game is actively ditching empty islands and simplifying how decorations are rendered. The result should be a significantly smoother, faster experience that doesn't hitch. Well, for now it still does… but we are hard at work on it!

A HUD’s Fresh Look

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Cleaner, right? 😊

This is just a taste of what is coming, but we honestly can’t wait to have you jump in and break these systems once they're ready!

Let us know what you think of these new directions, and if you'd like to be more involved with the development, make sure you **join us in the Discord **!

Thank you again for all the feedback, thoughts, and love you share with us! See you near Pietro,

  • Bidju & everyone at MT
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