
Steam news
Full Steam announcements and update articles for this title.
A little over a year has passed since we launched Dustwind: Resistance in June 2025, opening a whole new chapter for our Dustwind game series. As early as November 2025, we provided players with additional content through the first DLC, Canyon Cross.
Today, we’re taking the next step for Dustwind: Resistance and releasing the campaign DLC Tunnels of Death on Steam (PC), PlayStation 5, and Xbox X|S. Tunnels of Death is set 20 years before the events of the main campaign and puts you in the role of Jake’s father, Harlan, alongside Bob McCoy, Sgt. Perkins and Governor Rodriguez in their prime.
Your squad is trapped in a gang-ridden neighbourhood, and the only escape route leads through the abandoned underground tunnels. But something far worse lurks in their suffocating darkness. Distorted by time and decay, death has taken on new, horrific forms and hunts you through every passageway. Will you find your way out, or will this sadistic labyrinth grind you to dust?
The Tunnels of Death DLC offers an average playtime of four hours, introduces new gameplay mechanics, new mutants and delivers four new missions, as well as a new weapon. Players explore the map whilst fleeing from the threat of death.
The DLC will be released in June 2026 on PC (Steam), Xbox and PlayStation.
Along with the new DLC, an update is being released that includes many new features, adjustments, and improvements for Dustwind: Resistance.
Here is the complete changelog for the update:
Added large bunker door
Mapeditor: added zone editor helper nodes at the zone corners for more convenient resizing
Mapeditor: made the default new zone size bigger Mapeditor: fixed some issues with river editor helper nodes
Mapeditor: added new script trigger: OnDifficultyChanged
Mapeditor: added new script conditions: CheckDifficulty, CheckScriptWasTriggered, CheckEffectState
Mapeditor: added new script response: SetTimerStartValue, CameraZoom
Mapeditor: new zone type: Darkness
Mapeditor: added new ‘Explode on death’ slot in the character template editors inventory, upon death of the character, a shot will be fired with it from/to the characters location
Mapeditor: click selection ignores already selected object so you can select the object hidden inside/under it when needed
Mapeditor: campaign text export no longer includes items not visible in inventory
Wave systems can now perform an optional proximity check when spawning, so if possible, it doesn’t spawn units next to the player
Changed the order of item info view rows so that caliber is just above the ammo image
Made CTG objectives always shown in the corner on official maps for better clarity
Mapeditor: added a 'PlaySound' setting to TogglableEffect instances
Changed the order of item info view rows so that caliber is just above the ammo image
Synchronized always drawn and highlighted HP bar positions
Added safety checks for starting campaigns with no defined locations yet so you don’t get stuck on the loading screen
Skirmish respawns now fully reset characters to their original state, discarding any character stat/perk updates or gained XP
You can no longer attack yourself by clicking the portrait in skill use mode
Taking massive chest vice mid-game now unequips armor
Multiple units can now climb the same ladder at the same time when going in the same direction
New vocals for sewer dwarves with more variations
Friendly-fire damage reduction is only applied to the players units/turrets/vehicles from now on
Slightly reduced AI call for help range
Fixed audio distortions caused by too many instances of the same clip playing nearby on Resistance M02 maps burning shed area
Fixed newly created skirmish characters having the wrong creation point limit
Fixed an upside-down spawn point on the Zenith map
Fixed script on Resistance M08, exit gate no longer triggers reminder radio transmission after the switch was used
Fixed a blocked doorway on map All alone
Fixed script on Resistance M05 so 'talk to trader' goal won't get stuck
Fixed broken animation when switching hands while moving while being encumbered
Fixed edge case where incapacitating squad member at the same time as triggering level change would count them as full dead and remove them from squad
Fixed skill buttons lighting up when no units are selected (all dead)
Fixed edge case where incapacitating squad member at the same time as triggering level change would count them as full dead and remove them from squad
Fixed broken animation when switching hands while moving while being encumbered
Fixed skirmish character editor widgets not changing language on re-opening
Fixed large gates appearing open on PDA map
Fixed some weapons being marked as one handed by mistake
Fixed a bug in roofpopping
Fixed a bug in pathfinding
Fixed getting the exact amount of XP as the level up buffer not triggering a level up
Fixed timers de-activated by script counting as finished
Fixed taking Rabbit perk while dash is on cooldown not reducing the current cooldown time
Fixed AI units not evading when shot at in certain circumstances
Fixed Strayfert rifle holster position being too high
Fixed a bug in the animation system that caused some twitching when the unit had the Duckwalk perk
Fixed door collider positions so there is no gap for line of sight to see through
Fixed getting knocked out then incapacitated in the same frame breaking
Fixed a turret duplication exploit
Fixed EOD Specialist achievement description mentioning 10 traps to disarm in some languages, where it should be 50
Fixed Pyromaniac french achievement description talking about 25 instead of 50 kills
Fixed Plunger Sensei achievement description to correctly say to achieve 50 kills
Fixed throwing nades not updating carried weight
Today we are announcing the release of Tunnels of Death, the second DLC campaign for Dustwind: Resistance.
Dustwind: Resistance, which is just under a year old, will thus receive its second expansion in June 2026, following the Canyon Cross DLC. Tunnels of Death is set 20 years before the events of the main campaign and puts you in the role of Jake’s father, Harlan, alongside Bob McCoy, Sgt. Perkins and Governor Rodriguez in their prime. Your squad is trapped in a gang-ridden neighbourhood, and the only escape route leads through the abandoned underground tunnels. But something far worse lurks in their suffocating darkness. Distorted by time and decay, death has taken on new, horrific forms and hunts you through every passageway. Will you find your way out, or will this sadistic labyrinth grind you to dust?The Tunnel of Death DLC offers an average playtime of four hours, introduces new gameplay mechanics, new mutants and delivers four new missions, as well as a new weapon. Players explore the map whilst fleeing from the threat of death. The DLC will be released in June 2026 on PC (Steam), Xbox and PlayStation.
Dustwind The Last Resort and Dustwind Resistance are part of the Steam Spring Sale 2026. You can save big on both games, also with the bundles and the Canyon Cross DLC. Check it out:
We also have a lot more to offer during the Spring Sale! Check it out: https://bit.ly/spring-sale-2026
Today we are releasing a small update for Dustwind: Resistance and the Canyon Cross DLC on Steam. It includes a few minor bug fixes and adds additional languages that were previously missing.
Also we have given all Steam store pages for Dustwind and Dustwind Resistance a comprehensive content update.
All store pages now feature new images and new video material. In particular, the game descriptions have been revised and graphically enhanced.
See the complete changelog for this update:
Added translations to DLC for previously missing languages
Added some new Miscellaneous item models to use for custom items
Tutorial for car inventory now closes the inventory when you press OK, so you can see the seat icons in the next page
Blinded units can no longer do sneak detection
Mapeditor: fixed script tagname ref editor field popup list not adding special tagname for player character in campaigns
Mapeditor: fixed new empty patrol AI behavior breaking the editor
Tutorial no longer draws highlights on currently invisible UI elements
Build widgets are hidden along with the rest of the ingame UI when windows are opened
Fixed dropping items from inventory not updating carry weight statuses until game is unpaused
Fixed updating character stats not updating carry weight statuses
Fixed dead turret gibs blocking access to mines underneath
Fixed unit move action not stopping when statuses change
Fixed reveal zones partially showing sneaking enemy units for cursor and always on HP bar, but not visibly. They should be fully hidden.
Fixed minefield spawning mines off the navmesh
Fixed a bug in door/gate animation state loading
Fixed another bug in user made map preview color space
Fixed ‘Hook on chain’ prop pivot position to prevent it from roofpopping
Check out the game and play a few rounds—we look forward to your feedback! And don't miss out on the latest sales offers here on Steam, where you can save up to 50%!
On Tuesday this week, we successfully released the first DLC for Dustwind Resistance. We would like to thank you for your interest and extensive feedback on the DLC.
Another update for the main game was released at the same time as the DLC. We are now providing the comprehensive changelog for this update.Please feel free to contact us with any questions or feedback!Added new DLC campaign
Added new weapons
Added new achievements for DLC campaign
Added new UI for selecting between campaigns to start in main menu
Added some new assets
Added bloom camera effect and settings entry for it
Added arrow buttons under ingame character editor portrait to be able to switch between characters faster
Added a backpack icon over the dragged item when hovering the character portraits on the ingame inventory window
Added audio/visual feedback for user input events
Added tesla tower light emitter entity
Added a new default value to the ingame language options list that allows external language configuration (for example steam)
Increased max skill point slots for traps and mechanics skills to 6
Skirmish solo missions now force the XP setting ON
Units will now try to avoid stepping on detected mines
Improved water shaders with configurable transparency effect
Improved missed ground fire calculations for radial damage
Improved situational awareness by not roofpopping unit indicator circles
Improved text readability in settings UI
Changed highlight behavior so dropped items are not shown through walls or draw their name above, as it trivializes exploration
Re-balanced trap detection speed to make the skill more worthwhile
You cannot detect traps well above your skill level at all
With the Bomb whisperer perk you no longer set off mines by stepping on them
Removed Z-offset from environment shader due to causing lighting issues
Mapeditor: user made maps affected by the shader change should raise the terrain by 0.01m in areas where the underground walls and terrain are z-fighting.
Mapeditor: 2 digit precision for painting terrain height
Mapeditor: added new script triggers: GasDropped, ItemDropped, EntityTookDamage, PlayerStatsChanged, BarterStarted
Mapeditor: added new script conditions: CheckEntityTeam, IsWaveFinished, checkUnitAI, checkUnitAIModifier
Mapeditor: added new script responses: ChangeLightProperties, SetWeather, PauseWaveSystem, ChangeUnitAIModifier, AddActiveDialogueTopic, RemoveActiveDialogueTopic
Mapeditor: camera moving script responses can use source/target from script event as targets now
Mapeditor: added a ‘focus camera’ option to StartDialogue script response
Mapeditor: 2 digit size precision for custom entities(switches,containers) that can use a projector
Mapeditor: added an item filter field to SkillUsed script trigger
Mapeditor: save message dialog now shows errors with red text
Mapeditor: renaming an objective/radiotransmission/AI/wavesystem – ID updates all script references to it
Mapeditor: improved face-picker popup window
Mapeditor: added sorting buttons to campaign locations
Removed enforced game over behavior for campaigns when all player units are incapacitated. The old behavior can be replicated by a script with a TeamDied trigger and a Victory response
Redesigned mission/global objective behavior: mission objective states will no longer be transferred across campaign locations or be accessible from other missions. Use global objectives instead.
Made the move/interact control rebindable
Added separate rotate buildable blueprint control
Added the name of the object build built above the blueprint during build mode
Multiple controls can now be bound to the same key, press Esc when binding to clear bindings
Ensured unit bonepiles are on the navmesh so they can be looted
Unit buttons no longer flash when enemies are seen when the unit is selected
Fixed unit buttons blinking when seeing dead turrets
Fixed changing character while the loot UI window is open resetting the containers scroll position
Fixed double clicking on skill/buildable items not starting skill use/build mode with that item selected
Fixed loading screen getting stuck if a campaign tries to open an undefined location
Fixed terrain shadows rendering for transparent areas
Fixed a performance problem caused by attacker AI Follow behavior
Fixed some particle FX collision masks
Fixed some issues with spot light shadows (too much bias / mura)
Fixed killzones not sending object destroyed script events
Fixed filtered out script event debug log still adding an empty line to the log
Fixed mapeditor delete command activating while a textfield is being edited
Fixed broken unit height level indicator icon
Fixed low-range/high intensity light emitters audio range being too small to be audible from distance
Fixed mapeditor keyboard shortcuts activating when a textfield is being edited
Fixed bugs caused by trying to open new dialogue from scripts triggered by another dialogue/topic
Fixed errors caused by trying to daisy-chain radio transmissions via scripts
Fixed a bug in roofpopping leaving units visible while the floor they stand on is hidden
Fixed smoke grenades not working sometimes
Fixed zone based script triggers not ignoring events from unrelated zones, causing them to misfire on round start
Fixed initial zone enter events firing after match start, causing counter triggers with less/LE comparisons to misfire on round start
Fixed dialogue advancing from clicks when ingame menu or it’s children are open
Fixed KO/Incapacitated units still doing sneak detection
Fixed projectiles not being saved/loaded in savegame
Fixed rectangle selection not cancelling itself properly when a UI window is opened
Fixed ammo picker for inactive slot starting a broken reload
Fixed animated halloween tiles not getting animated due to static batching
Fixed workshop preview images uploading darkened
Fixed ragdolls feet getting stuck in the terrain
Fixed gate animation state not saving/loading correctly
Fixed resolution change cancellation reverting the old value in the edited setting
Fixed exiting vehicle with driver not clearing manual driving inputs
Today, we are pleased to announce the release of Canyon Cross, the new DLC for Dustwind: Resistance, on Steam.
In this DLC, Jake and his friends are once again under threat and must protect themselves and their neighbours in a post-apocalyptic world.
Defeating the Warlord was not enough. A ruthless raider general now threatens your allies’ settlement, Canyon Cross. Lead Jake and his crew into battle once more and remind the invaders why it’s a terrible idea to mess with you. Push your character’s skills even further. Ride into action, guns blazing, in your trusty Scraptrack. Wield new elite weapons. Discover the secrets of a long-abandoned bunker. Reawaken the ancient military satellite and rain fire from above. Sneak. Strike. Protect. Overcome.
With five new missions, five new weapons, and about five hours of gameplay, the Canyon Cross DLC offers real-time tactical gameplay with pause, as well as some lore to discover.
Unfortunately, PlayStation and Xbox players will have to wait a few more weeks, as the console release has been postponed until next year. As a small, independent studio, our resources are limited, and for many of our colleagues, Christmas is just around the corner.
The DLC will be released on 25.11.2025 on Steam.
Author: Andreas Koch
Today, we are celebrating the anniversary of Dustwind. The game series launched in Early Access on November 1, 2017, and is now eight years old. How time flies!
Our Dustwind series has reached several milestones: we have released two complete games, both set in the same universe and highlighting different aspects of the timeline in Dustwind’s world. In addition to the original game from 2017, there are now a number of expansions and campaigns. We are particularly excited about the upcoming release of Canyon Cross, the first DLC for the new Dustwind: Resistance.
But today, we also want to celebrate the countless fans from the community who have made Dustwind what it is today. We look back on several hundred videos on YouTube, TikTok, and other social networks. We celebrate more than 200 maps and installments for Dustwind, which have been published by fans and players in the Steam Workshop. We have counted almost 350 reviews from players, which we are very proud of.
To celebrate the occasion, we have created a YouTube playlist of eight “historic” Dustwind videos:
Dustwind Anniversary Playlist So today, to celebrate this anniversary, we are launching our Dustwind Anniversary Steam Sale from October 29 to November 10, with 90% off Dustwind and 35% off Dustwind: Resistance. Getting started in the Dustwind universe has never been easier or more affordable—the corresponding bundles will also be adjusted to the new prices.
Dustwind on Steam sale:
Dustwind: Resistance on Steam sale:
We are proud and excited to add another milestone to the history of Dustwind this year: the release of the new Canyon Cross DLC for Dustwind: Resistance. The DLC will be available later this year on Steam, PlayStation, and Xbox.
With the gameplay teaser, we are already giving you a first glimpse into the gameplay and the events surrounding the Canyon Cross settlement and what will happen to it.
We are very much looking forward to the upcoming release of Canyon Cross and thus to another step in the Dustwind universe. Last but not least, we would like to thank all Dustwind fans for their long-standing support, for all the videos, for the reviews, and for playing our game!
Today we are shipping a Hotfix Update for Dustwind: Resistance on PC/Steam. The update fix a security issue with the Unity Engine on PC and a minor problem with games userinterface. So the changelog will be pretty short, but meaningful.
The update has started roll out to Steam. Please update the game accordingly.Changelog (Revision 11805):bugfix for PC controls failing due to error on startup on high DPI displays
Upgrade to Unity 2022.3.62f2 for security update
Wishlist Now:
We are pleased to announce the first DLC for Dustwind: Resistance. It will feature new missions, new guns, a bit of lore, and a lot of fun.
Check out the teaser video, and stay tuned for more!
Contents: Defeating the Warlord was not enough. A ruthless raider general threatens your allies’ settlement, Canyon Cross. Lead Jake and his crew into battle once more and remind the invaders why it's a terrible idea to mess with you. Push your character's skills even further. Ride into action guns-blazing in your trusty Scraptrack. Discover new elite weapons. Reawaken the ancient defense system and rain fire from above. Sneak. Strike. Protect. Overcome.
In addition to new maps and landscapes, the DLC offers five new weapons, five new missions, and approximately 5 hours of gameplay (based on average play). Like the main game, Canyon Cross will be available on PC (Steam), PlayStation 5, and Xbox X|S. The Canyon Cross DLC will be released in fall 2025.
Another update for Dustwind: Resistance is in the starting blocks today.
It's been just under three weeks since the last update. The update will be available at different times throughout the day, depending on the platform. Please update your game and feel free to send us your feedback on the new update.
In addition to fixing a few minor bugs and adding some new features, the update also includes preparations for future content, which we will announce shortly.
Here you can find the complete changelog for the update:Mapeditor: improved color picker window Added new script responses: CameraShowRoute, Added new custom destructible entity Added new industrial object tiles Added more color variations for shipping container and car wreck tiles Improved vehicle exit action Fixed a minor memory leak Fixed objective list and portrait blinded ribbons popping up for 1 frame after load The update will be available over the course of the day. Please update accordingly!How quickly time flies. It's been just under three weeks since we released the first update for Dustwind. Today, the second update for Dustwind: Resistance is ready to go.
We are very pleased with the extensive feedback on the game that we have received from our community through various channels. As always, we have processed this feedback and incorporated many things into the new update. Of course, we have also added the complete changelog with all changes here at the end of the article for you.
And of course, we would like to take this opportunity to point out our Dustwind YouTube channel. There you will find many new short videos, as well as our first Let's Play with Developers.
Here is a small example:
We hope you enjoy the videos!
Here is the promised complete changelog for the update:
Improved UI text readability
Added hotkeys for loot prev/next
Added setting for dialogue text animation
Gave adult Jake 1 melee accuracy point to start with
Added "Does not stack" to trading expert descriptions
Improved dialogue system: takes of missing talker entities specified by tagname will be skipped, so optional takes can be added for specific recruits, so they can chime in if present
Tweaked normal map strengths to make things look less flat
MapEditor improvement: added a filter field to popup bestiary
MapEditor: reverted maximum possible squad size to 6 and adjusted ingame UI to make space
Improved example campaign with cutscene features demonstrated
Added new script triggers: ZoneEnterOrExitEvent, ConsumableUsed, CountDroppedItemsInZone, CountVehiclesInZone
Added new script conditions: CheckTimeOfDay, CountDroppedItemsInZone, CountVehiclesInZone
Added new script responses: KnockOutUnit, OrderUnit_Kick, Set_TimeOfDay, PassTime, TransferInventory
Added optional persistent time of day setting and worldmap travel time for user made campaigns
Added new doors, a guard tower tile, an alternate wiremesh fence tileset, spotlight pole and candles light sources
Reverted ‘Skip leg day’ vice penalty value to -25kg to match the description text, and make it a viable choice early game
Fixed visible arrows on sneaking hostile archers
Fixed how doorUseAction handles notifying the script engine
Fixed clicking on your car interrupting ongoing repair action
Fixed clipping crates on Mission 8
Fixed scripting issue on Mission 9 talk to trader objective
Fixed some bugs in location change mechanics and how they handle vehicles
Fixed driver/gunner labels background image being cut off
Fixed ingame menu getting stuck when returning to map editor from worldmap screen
Fixed all inventory scrollbars sharing the same position in script editors in mapeditor
Fixed a bug in the line of sight system that left far away units stuck as seen, preventing sneaking
Fixed blinded and concussed stat penalties not setting and clearing properly
Fixed dogs not being able to reach containers on tables
PS5: Fixed savegame creation duration increasing the more saves are present
Consoles: Fixed spamming A/X breaking cutscenes with dialogue
Fixed loot next/prev input playing sound when there is one or less containers nearby
Fixed saveload window not blocking input while saving process is running in the background
PS5: Fixed rendering artifacts on wall writings
You can find the corresponding update on your respective platforms. Please update your games accordingly and note that there may be slight time differences between Steam, PlayStation, and Xbox.
We look forward to your feedback!
Today we are pleased to present the third round of our Dustwind Resistance video collection. But let’s start with a video of our own: Today we present you the trailer for the Map Editor.
The Map Editor is included in the PC version of Dustwind Resistance and invites you to build and tinker. You can use it to create simple maps or entire campaigns. Thanks to the integration into the Steam Workshop, you can share your maps with other players. Without further ado, here is the trailer for the map editor:
But without further ado, on to our video collection:
And last but not least, we would like to draw your attention to our Dustwind TikTok Channel, where you can find fresh gameplay and funny videos about Dustwind Resistance every day: https://www.tiktok.com/@dustwind_game
We look forward to the coming weeks and months with Dustwind Resistance – stay tuned, watch, play and build maps!
Almost three weeks ago, we celebrated the release of the game Dustwind: Resistance. Since the release, we have fixed current problems in the game with two quick updates.
Today we are releasing the first major update for Dustwind: Resistance. We have listened to your feedback and implemented improvements in the game. We've also included some improvements in the update to fix issues in the game. You can find the full list of changes here in the article. We have also published a complete change log.
We are happy if you are actively playing Dustwind: Resistance and of course you are welcome to send us feedback in the relevant forums, social media or Discord. We actively follow the feedback and you will usually get direct answers from us. Being active is therefore worthwhile and helps us and all players.
The corresponding update is available for download on the Steam, PS5 and Xbox X|S platforms. Please note that there may be time overlaps and the update may not be available on all platforms at the same time.
We would also like to draw your attention to our new TikTok channel, where we present new, short gameplay clips every day. You can find the channel here: https://www.tiktok.com/@dustwind_game - we look forward to hopefully many new followers.
Changelog for the update:
MapEditor improvement: waves now show exact counts of entities spawned for all difficulties
MapEditor improvement: sorting by name or value for item lists
Fixed melee attacks not being silent
Improved stealth system with detection direction indicators
Gave units better peripheral vision when sneak-detecting
Increased rocket launcher splash radius
Buffed shotguns
Buffed dash skill
AI improvements
Improved timers with higher precision
Improved roofpopping during cutscenes
Fixed waves not saving/loading correctly and not counting the units already on the map
Fixed Mission 8 cave entrance terrain hole looking covered on low quality settings
Fixed grenades counting towards Stomper achievement
Empty dead bodies will now despawn after closing inventory
Fixed reload getting stuck when changing car seat
Fixed fire nades dealing damage during cutscenes
Increased gap between buttons on save list UI to decrease misclick occurrences
Fixed issues in scripts that caused the ending cutscene to break if Jake was incapacitated when it started
Fixed fire nades not saving/loading correctly
Fixed sun lighting up underground objects
Removed unnecessary template map files from demo build that were causing cloud synch errors(does not fix it retroactively)
Added auto-reload after shooting
Improved vehicle tutorial by highlighting relevant UI buttons
Added a checkpoint to Mission 1 after the radio call with Dad
Added a checkpoint to Mission 2 after defense waves are finished
Fixed radio transmissions not filling the {PLAYERNAME} special tag
Fixed a memory leak in MapEditor
Fixed window-light entity having 0 strength when facing away from the sun
Fixed v-synch and framerate limit settings not being applied on startup
Vehicles now handle reclaimable items(arrows) like units do, and put them in the vehicle inventory
Fixed how current resolution is loaded and applied
Fixed Deep Encounter solo mission being unfinishable due to barricades lacking proper default interaction implementation
Fixed some memory leaks
Fixed mapeditor ctrl + select not highlighting objects correctly
Fixed crouch skill button lighting up when only the dog is selected
PS5: Fixed issue with frozen loading screens
PS5+Xbox: Fixed issue with game not launching correctly when system is set to some unsupported languages, will now always launch in english by default
Over the last few days, we have seen a number of feedback from our players who are experiencing issues with solving a specific missions.
Today we are responding to player concerns and issues with another hotfix. The Missions has been completely adjusted.
DEFENSE BALANCE FIX The number of enemies spawned during defense missions now scales SIGNIFICANTLY depending on the chosen difficulty setting.
If you were stuck on one of the defense missions, give it another go—you should be able to beat it now. Just make sure your chosen difficulty is indeed the right one for you overall. Have fun & let us know how it goes!
We want to assure you: the highest difficulty is still the same as before. So, it’s still a challenge even for veterans and skilled players.
The update process will start around 8pm CEST and will start with Steam. The Xbox and the PlayStation will follow during the night.
We will continue to follow your feedback very closely in the coming days and weeks and make further changes to the balancing if necessary.
So let us know how it went for you!
We have been listening carefully to the forums, social media and bug reports since the release and have identified and directly solved some issues.
We will be releasing a hotfix update shortly that will fix the “autosave in tutorial” issue, among others, and will also include some other improvements.
Fixed auto-pause breaking the tutorial
Enabled Leveling-up tutorial page
Thank you for your help, your reports and your continued support for Dustwind: Resistance. We will continue to work on improving the game to provide you with an even better experience.
We are proud and excited to release Dustwind: Resistance on Steam, Playstation 5 and Xbox X|S today. More than eight years after the first release of Dustwind, the sequel Resistance is now in the starting blocks. Dustwind: Resistance is a real-time tactics game with pause functionality, set in a harsh post-apocalyptic world. Players command a squad of warriors and a loyal dog named Diesel to fight back against a ruthless raider army. Using a mix of combat tools and skills—including stealth, traps, heavy weapons, turrets, or a massive armored car—players complete high-stakes missions to defend their home and secure their people’s freedom. The game introduces a brand-new campaign and refined single-player focus within the Dustwind universe, featuring updated gameplay mechanics, new and rebalanced weapons, character system enhancements, and a streamlined user interface. Environments are more varied, and quality-of-life improvements help deliver a smoother and more engaging experience.
At the heart of the story is Jake, a farmer turned fighter, seeking justice and survival after raiders destroy his peaceful life. Backed by his squad, he must reclaim his homeland by any means necessary. In addition, a user-friendly map editor allows players to create and share their own missions via Steam Workshop, expanding the world of Dustwind with endless player-driven possibilities.
Platforms:
Steam:
Playstation: https://store.playstation.com/de-at/concept/10014598
Xbox X|S: https://www.xbox.com/de-de/games/store/dustwind-resistance/9nc3c9zx5b7w
Socials & Website
Facebook: https://www.facebook.com/dustwind.game
Instagram: https://www.instagram.com/dustwind_game/
Twitter/X: https://x.com/dustwind_game
Youtube:
Website: www.dustwind.com
Discord: https://discord.gg/SrAEhdgK
We are very excited for you to start playing our new game today and hope for lots of feedback from our fans and players!
And last but not least, we would like to congratulate the Dustwind team here at Z-Software Studio on the release!
The release of Dustwind: Resistance is just around the corner. We are pleased to be able to post two more trailers for the game today.
On the one hand, we are showing the essential abilities of all squad mates in the squad trailer. Meet your squad!
In addition, the new gameplay trailer is now available. Take a look and get some advantages before you go into battle for survival!
It starts on Wednesday, June 18, 2025 - Will you survive?
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Dustwind: Resistance, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Dustwind: Resistance statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.