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Hello Explorers, Our first major update: The First Ascent just arrived! Let's dive on all the new content it brings: WATCH THE OFFICIAL TRAILER NOW:
Hello Explorers, Today's update addresses some of your most requested changes, important concerns and areas for improvement, as well as balancing and many fixes!
{STEAM_CLAN_IMAGE}/43876231/482efafb7e015485c9c0b80c7fc5c5201aeab542.gif Proximity crafting was added! Meaning you now have the ability to craft items in crafting stations using materials stored in chests (can only be used on the Flying Ship) {STEAM_CLAN_IMAGE}/43876231/11bf8a654426f82981f48feadc9574637f3e6591.gif Turning generators on/off with one button from the cockpit was also implemented. {STEAM_CLAN_IMAGE}/43876231/3619a9c79c6b9369234b7df0c2bb1c232b93099b.gif We also added the ability to rotate blocks before placing them, making construction smoother. {STEAM_CLAN_IMAGE}/43876231/4f276f89fb85e38e06ec4d2c0dbb854ddb59c5ad.gif We also decided to improve Waypoint managing system for a better navigation. The Arcanist class has also received some love, with an adjusted skill tree for a better experience.
Proximity crafting - ability to craft items in crafting stations using materials stored in chests (can only be used on the Flying Ship; currently works only with standard crafting stations using recipes)
Turning generators on/off with one button - a button has been added in the Cockpit (default “F”) that allows turning all generators on the Airship on/off
Block rotation - added the ability to rotate blocks before placing them (default “F”). Along with this change, a new version of the half-slab has been added
Waypoint management system - a new waypoint management system has been added and waypoint functionality has been expanded. It is now possible to change icon, color, visibility, and remove waypoints from the list. Management is available via a new tab next to the quest tab
Book of Madness improvements - improved its behavior; enemies should now react better to it and properly fight each other
Skitter now has separate loot for its shell - it can drop items similar to a normal block of that type (e.g. barrel/stone depending on the Skitter type)
Enemies focus range adjustments
Spellbook of Black Hole is now a Unique item
Multiple SFX adjustments (e.g. dust holders, torch holders, refinery, Damaged Steamer)
An option has been added in Gameplay settings to manage chest name visibility (Always Visible / Compass Only / Hidden)
Buff for Unique items - special effects assigned to these items now have improved stats
Unique items upgrade cost adjustments
Changes to Unique item drop rate (increased chance and fixed edge-case issues)
Arcanist buff - the Arcanist skill tree has been rebalanced (changed order, skill buffs, and minor stat adjustments)
Reduced staff upgrade cost
Crystals can now be found in Special Chests
Items can now roll modifiers from the same element (e.g. fire resistance and increased fire damage)
Grimrock can now be found in desert chests (in small amounts)
Reduced required Grimrock to craft Spirit Charging Station
Improved enemy animation replication - situations where client/host saw different enemy actions should no longer occur
The game always blocked multiplayer connection when players had different game versions - a notification has been added to inform about this and avoid confusion
Fixed Flying Ship desynchronization when a player joins the game while it’s tilted
Save backup improvements - the backup system has been improved, which should eliminate issues with save loss (including the recently occurring Airship loss)
Fixed multiple Airship collision issues, including collisions with animals/mobs, specific objects/blocks, and the player - this should significantly reduce situations where the ship clips into islands or gets stuck where it should move normally
Fixed a crash where the game could not process armor with a specific rune in the processing station
Performance improvements - various optimizations have been implemented across the game to improve overall performance (including further improvements to handling large numbers of items dropped on the ground)
Fixed a crash when closing the virtual keyboard in specific cases (gamepad/Steam Deck)
Fixed an issue where the player could not jump while standing on the ship next to a regular block
Fixed a bug where the player could fly above the current limit (2000 blocks)
Selection Outline Opacity should now work correctly again - after the last update this option did not affect outline visibility
Processing station no longer starts processing items if there is no space for resources in the output section
Fixed HP rounding visible in the top bar from the inventory view - it previously showed different HP values than the player HUD
Fixed an issue where Mortivar Lord lost collision with projectiles (arrows/magic projectiles)
Autojump adjustments fixes - it should now work properly when trying to walk on specific fences and through Steamer Gate
Fixed disappearing ship blocks when near the screen edge/behind the player
Fixed mouse sensitivity detection in the Cockpit camera - it now matches the player’s sensitivity settings
Fixed Special Chest behavior after being placed by the player - it should no longer glow or play SFX after reloading the game (Special Chests placed before the update need to be replaced to work properly)
Small glider fixes (issues with glider visibility after spamming it, glider hiding when client joins in P2P)
Removed possibility to drop recipes for locked weapons
Invert Camera option now works properly in Cockpit view
Wooden Engine preview before placing is now properly rotated
Villagers and Merchants now have correct stats in the Compendium
Small localization fixes - grammar and logic fixes in texts (mainly translations)
Bloater Larva no longer has issues climbing blocks
Stay tuned, as we'll be sharing more news with you soon! Onward to the skies! {STEAM_CLAN_IMAGE}/43876231/ce77e7cd3ee292365e451d9a8150102fd0e7003b.gif Or in any other of our social media platforms: {STEAM_CLAN_IMAGE}/43876231/44d5a74e58d839814a55454f07ac1095494e3630.png{STEAM_CLAN_IMAGE}/43876231/68804cd7fd8c2c833b7137fa6223ab6ab6cc1f1b.png{STEAM_CLAN_IMAGE}/43876231/f1517aaa4a744d96ebafbeceb2ad308d17f50045.png{STEAM_CLAN_IMAGE}/43876231/6f1e00eba82ac96dca6b1042fcb39f67221c8ea0.png{STEAM_CLAN_IMAGE}/43876231/001f0058364b966439681e1b6a9c75844dc9a247.png{STEAM_CLAN_IMAGE}/43876231/6da8145b9709c35644f3689b59472c091261fa29.png{STEAM_CLAN_IMAGE}/43876231/41a3d460fcb9dac8a387351ef117f86ab8770ada.png
Hello Explorers! A new hotfix is coming your way, that will address some of the most pressing issues that were reported since our early access launch. In addition, based directly on your feedback that we've gathered from Discord and Steam we've adjusted the tether distance in co-op. This distance can be adjusted at all times. The host will find the option to adjust it in the 'gameplay" tab, in the game options. Additionally, we added an Auto Jump option in Controls settings aimed at making your exploration a bit smoother.
Added a new tethering range option in Gameplay settings (default: 500; can be increased to 1000 / 1500 / 2000 / Unlimited). (experimental)
Added a system that grants a missing recipe of a given tier when picking up from a Recipe Stand.
Extended Death Orb duration to 30 minutes.
Wooden blocks can now be used as fuel in generators.
Butterflies now drop at least 1 green dust.
Added a new recipe: Magic Liquid - making alchemy more accessible. It can be unlocked after discovering Alchemy Station or Magic Liquid item for the first time. On old saves it will only unlock if the player haven't discovered Magic Liquid and Alchemy Station yet. Next patch will apply the adjustments to older saves.
Removed ability to obtain steamer objects by destroying blocks beneath them.
Changes to ship upgrades – balance adjustments to speed between tiers.
Balanced stamina usage for Tier 1 Fire and Electric staffs.
Reduced prices of some unique equipment and weapons.
Minor improvements to enemy AI.
Merchant inventory now refreshes immediately after selling items.
Added chance for green dust to spawn in urns/vases.
Reduced excessive recipe spawns in Tier 1 forest chests.
Removed Forged Blade recipe from low-level drops.
Added Runalit requirement in Rune Crafting.
Fixed an issue where Mortivar Lord wasn’t using his special attack.
Added Auto Jump option in Controls settings.
Improved Island Core UI (more visible upgrade buttons).
Updated Skill Tree UI (better visibility + improved Engineer info).
Improved Steam Deck – PC settings transfer.
Improved animation replication across multiple flying ships.
Improved multiplayer island visibility when a player is in the cockpit.
Merchant inventory refreshes instantly after selling items.
Extended Death Orb duration (also QoL-oriented).
XESS update.
Fixed post-processing issues causing FPS drops on Ultra settings (especially high resolution Borderless mode).
Fixed item transfer on the toolbar causing items to disappear.
Fixed animals/mobs not moving after spawning.
Fixed Death Orb marker not visible in multiplayer.
Fixed exploit with Harvest modifier.
Fixed exploit where processing stations restored used items and discharged magic weapons.
Fixed durability upgrade incorrectly increasing tool wear.
Fixed softlock when opening chat with hidden HUD.
Fixed crash when hovering over specific item popups.
Added missing block textures.
Added missing gate icons.
Removed ability to obtain blocks from locked chests (balance adjustment included).
Fixed exploit with repair kits in processing stations.
Fixed engine sounds becoming louder after loading a save.
Fixed first-person walking sound.
Fixed DLC helmet properly hiding hair.
Fixed German ON/OFF translations being reversed.
Fixed accelerated crafting after rebuilding crafting stations.
Fixed rotten chests spawning empty.
Various localization fixes.
Fixed Citizen Chestplate pickup sprite.
Fixed boots spawning with gravity-increasing modifier.
Fixed bottle placement snapping.
Added sound effects to Stone Pillar.
Changed sound effects for vases and urns.
Stay tuned… and onwards to the skies! 🚀 Or in any other of our social media platforms:
Hello Explorers, The moment we’ve all been waiting for has finally arrived!
Depending on your region, the release time is as follows: We’re incredibly excited for you to finally experience everything we’ve been building over the past few years. This is just the beginning of the journey, and we can’t wait to see you explore the world of Everwind. Your feedback will be essential in helping us shape and improve the game. If you have suggestions or run into any issues, don’t hesitate to reach out to us on Discord or through our social channels. Stay tuned… and onwards to the skies! 🚀 {STEAM_CLAN_IMAGE}/43876231/1bcd830dcd1919ae9cb38c44f50d220e3733f356.gif Or in any other of our social media platforms: {STEAM_CLAN_IMAGE}/43876231/538d881c0059b861b1a5d251b66c63a43e692f1a.png {STEAM_CLAN_IMAGE}/43876231/c36d42a71510d3d27457589f340593036f9afd3f.png {STEAM_CLAN_IMAGE}/43876231/58be1d06887ecc24bd871c7b552d2da7a31633db.png {STEAM_CLAN_IMAGE}/43876231/578e4f00b9ee589e086eb730f80a09a13c7889fc.png {STEAM_CLAN_IMAGE}/43876231/a3a6164ad5f75a79d0b5e34e0bf8162761088017.png {STEAM_CLAN_IMAGE}/43876231/6caf8d259bf13856239d7cf9e87229e9b0443f39.png {STEAM_CLAN_IMAGE}/43876231/66eb9d88a5862fce84e62524da36a237b358215a.png {STEAM_CLAN_IMAGE}/43876231/23a012f55746fa2567045ac8311830c3d0a03d55.png
Hey Explorers, The skies are almost ready for your arrival. Everwind launches into Early Access on March 17, 2026! 🌤️ As the release date approaches and in the spirit of transparency, we want to share more details about pricing, the available editions, and what you’ll find inside the special Capybara Edition.
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• Everwind Standard Edition — $24.99 USD • Everwind Capybara Edition — $49.99 USD To celebrate the launch and to welcome the first wave of explorers, both editions will receive a 10% launch discount available until 31.03.2026. ________________________________________
When Everwind launches in Early Access, players will be able to choose between two editions: • Everwind Standard Edition • Everwind Capybara Edition Both editions grant full access to the Early Access version of Everwind, but the Capybara Edition comes with a collection of cozy cosmetic bonuses for explorers who want a little extra charm on their journey. ________________________________________
Last but not least, we wanted to share a small token of appreciation for being part of the journey so early, while helping us shape our game. We would like to gift everyone joining the adventure during early access a special armor set. You will be able to claim it on the 17th of march as the game launches. ___________________________ Stay Connected Follow us on our social channels so you don’t miss any updates, reveals, or dev news. Or in any other of our social media platforms:
Early Access for Everwind is fast approaching, and we’re lifting the curtain on what’s coming. From a more dynamic world and ocean exploration to new bosses, combat upgrades, and NPC villages, Devlog #5 gives a deeper look at how Everwind is evolving before it launches into the skies.
Early Access is coming very soon for Everwind. While we’re not quite ready to share a release date, we didn’t want to stay quiet while the world continues to grow. Our latest Devlog #5 is now live on YouTube, breaking down the biggest changes and new features heading your way.
👉 Watch the full Devlog here:
We’ve taken Everwind’s procedural generation to the next level. Islands are now more varied, layered, and rewarding to explore, with unique silhouettes, hidden paths, and distinct biomes. Additionally; 2 new biomes were reworked:
Jungles are dense and vertical, hiding ancient Grimverd ruins, towering trees, deep canyons, and deadly wildlife like Spinejaws.
Rotten Islands tell a darker story; industrial decay, toxic zones, abandoned machinery, and deep steamer mines waiting to be uncovered.
The seas of Everwind are becoming just as exciting as the skies. Our generator now supports partially submerged islands, especially striking in desert biomes with oasis-like pockets of life.
Expect to discover:
NPC settlements
Shipwrecks
Lighthouses
Stories hidden beneath the waves
Everwind is first-person at heart, but we’re experimenting with an optional third-person mode. It’s still early and a bit rough; but your Early Access feedback will help shape whether it becomes a permanent feature.
Danger is rising across the islands. New bosses like the Wraith Lord and a massive Golem are on the way, alongside new enemies including Spinejaws, Skitters, and Toads. Combat improvements include:
Smoother weapon animations
Parrying for weapons and shields
New weapons, armor sets, and rare unique gear
NPC villages are officially coming to Everwind! Traders, guards, and evolving NPC AI will bring more RPG depth to the world. Trading systems are already in place and will be fine-tuned with Early Access player feedback. On top of that, we’re actively reworking:
The combat system
Spellcasting abilities
Quality-of-life improvements across the board
Join us at the end of February during IGN Fan Fest, where we’ll reveal all the final details about Everwind’s Early Access launch. Early Access is closer than ever and we can’t wait to build Everwind together with you. 👉 Wishlist Everwind on Steam and stay tuned. Onwards to the skies! 🚀 Or in any other of our social media platforms:
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Everwind, 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 Everwind 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.
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