Early Access

How to Master Windblown's Attack Previews and Shop Overhaul Before 1.0

Windblown's 0.9999999 Update is Motion Twin's last Early Access patch before 1.0 — here's how to use its new attack previews, shop types and teleporters.

Key art for Windblown showing three Leaper characters leaping into action beneath the game's logo
Windblown's 0.9999999 Update is Motion Twin's tenth and final Early Access patch before the roguelite's full release. Image: Motion Twin.

Motion Twin has shipped the 0.9999999 Update for Windblown, and the studio is calling it exactly what it is: the tenth and last Early Access content patch before the roguelite leaves beta for good. That makes this the moment to actually learn the systems the update changes, since every one of them is about to become the baseline for 1.0 rather than a temporary Early Access quirk. Here is what is different, and how to use each change to survive deeper into the Vortex.

A Leaper dodges an enemy strike in mid-combat; the new attack-preview system telegraphs both the timing and location of hits like this one. Image: Motion Twin.
A Leaper dodges an enemy strike in mid-combat; the new attack-preview system telegraphs both the timing and location of hits like this one. Image: Motion Twin.

What the 0.9999999 Update Actually Changes

Per the official patch notes posted to Windblown's Steam news hub, the update's four headline systems are a new enemy attack-warning layer, a six-category shop overhaul, map-based Fast-Return Teleporters, and a pass on performance and controller support. Underneath those are a full rebalance of co-op and Cataclysmic difficulty, 17 new Affixes with a revamped rarity system, new Mythic Gift variants, new floating islands to explore, and two new accessibility-leaning options: auto-combo and adjustable camera distance. Motion Twin says the full 1.0 release, which is planned later this year, will build directly on top of this version rather than replace it, so none of these systems are going away.

Reading Attack Previews Instead of Guessing

The biggest change for anyone who has bounced off Windblown's harder biomes is the new attack-preview system. Enemies now telegraph both the timing and the location of an attack before it lands, extending a warning style that previously only covered a handful of area attacks. In practice, that means watching the ground and the enemy's wind-up animation together: a glowing marker shows where damage is about to land, and a beat later the hit resolves. Motion Twin also retuned a lot of attack timings alongside the preview system specifically so that getting hit reads as a dodge you missed, not a hitbox you couldn't have seen coming.

  • Treat the warning marker as your cue to dash, not the enemy's wind-up animation; the timing was tuned around the marker.
  • If a preview feels like noise in co-op chaos, the accessibility menu lets you dial down or disable it rather than losing the information entirely.
  • Enemy Force Fields now show up on higher difficulties, and the patch notes point out that a well-timed Alterattack cracks them quickly, so save your Alterattack charge for shielded targets instead of burning it on anything that flinches.

Shopping With a Plan and Backtracking Without the Walk

Windblown's shops used to be one mixed pool, which meant a run could go several rooms without seeing the one item type a build actually needed. The 0.9999999 Update splits shops into six dedicated types: Gear, Gifts, Healing, Upgrade, Memonite, and a general store that still carries a bit of everything. The practical upshot is that you can now path toward the specific shop your current build is missing instead of taking whatever the random pool hands you. If your run is Memonite-starved heading into a boss, skip the Gear shop and look for the Memonite-labeled one on the map instead; if you are stacking a specific weapon's Affixes, prioritize Gear and Upgrade shops over Healing unless your health bar says otherwise.

The update pairs that shop overhaul with Fast-Return Teleporters, which solve a long-standing complaint about branching paths that lead somewhere you didn't want to go. Dash into one, open the map, and you can jump back to an earlier point on your route instead of retracing it on foot. That is especially useful when a branch turns out to be a dead-end shop or a side room that doesn't fit your build; rather than eating the backtrack, take the teleporter back to the fork and pick the other path. It also makes exploring the new floating-island areas less risky, since you are no longer committing to a long walk back if an island detour doesn't pay off.

“By now, the game you're playing is as much yours as ours.”Yannick "Bidju" Berthier, Co-Creative Director, Windblown (Motion Twin)
A three-player co-op squad takes on the boss Headbanger, whose starfall phase is among the fights that got a performance boost in this update. Image: Motion Twin.
A three-player co-op squad takes on the boss Headbanger, whose starfall phase is among the fights that got a performance boost in this update. Image: Motion Twin.

New Affixes, Mythic Gifts and the Co-op Rebalance

The patch notes list 17 new Affixes layered onto a revamped rarity system, which changes how aggressively you should be rerolling gear instead of just taking the first upgrade a shop offers. With more Affix variety in the pool, a weapon that looks mediocre at common rarity can become a build's backbone once it rolls into a rarer tier, so it's worth holding onto a promising base item through an Upgrade shop rather than vendoring it early. Motion Twin also added new Mythic Gift variants and brought back the Double Hits effect as what the notes call an Encrypted Memory, while the old Chrono Catch Trinket has been folded into a new Magifish, the Chrono Fish. None of these require a different strategy to find than before; they simply widen the pool, so runs that felt like they were repeating the same handful of builds should start feeling more varied.

Alongside those drops, this update carries a full rebalance of both co-op play and the Cataclysmic difficulty tier. If you parked a three-player run on Cataclysmic before the patch because it felt unfairly tuned around a solo build, it's worth giving it another look now rather than assuming the old difficulty curve still applies. The same goes for co-op scaling in general: enemy health, Alterattack charge rates and the new attack-preview windows were all touched by this patch, so a squad that was struggling with readability in a crowded fight should find enemies easier to parse, if not necessarily easier to kill.

Performance, Controllers and Accessibility Settings Worth Checking

Motion Twin says it went through the game "with a fine-tooth comb" for this patch: duplicate-loaded assets now load once, secondary animations run on a faster system, enemies preload to cut stutter, and several systems got measurably lighter, with the Headbanger boss fight's starfall phase alone gaining roughly 15 frames per second. On the input side, Windblown now supports Steam Input properly, and the Switch Pro Controller works through Steam with an optional Nintendo-style button layout. If you've been playing with a non-Xbox pad and fighting the prompts, it's worth reopening the controller settings after this patch. The new auto-combo toggle and adjustable camera distance are both filed under accessibility options, and either is worth trying once if Windblown's default pacing or default zoom has been working against you rather than for you.

Getting Ready for 1.0

Because this is confirmed as the last Early Access content update, nothing above is a trial run. The six-category shop layout, the attack-preview system, and the rebalanced Cataclysmic difficulty are the version of Windblown that Motion Twin is carrying into its full release. Motion Twin has not shared a specific 1.0 date beyond "later this year," so the best use of the time until then is exactly what the 0.9999999 Update rewards: learning the new shop routing, trusting the attack-preview markers instead of panicking at them, and using Fast-Return Teleporters to scout branches you'd otherwise skip. Players who settle into those habits now will be ahead of the curve whenever Motion Twin confirms the launch window.

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Sam Ito
Written bySam Ito

Sam writes about small studios and the games they ship against the odds, and turns the hardest parts of them into guides that get to the point.

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