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Everwind

Everwind

Everwind is a novel take on RPG and Sandbox Survival genre in First-Person-Perspective. Embark on the adventure with your friends - Build a base on a flying island-ship, gather resources, craft, loot, and fight while you rise above the clouds to uncover the mysteries of this world!

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Release date: March 17, 2026

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Steam Reviews

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  • Not recommended Posted April 23, 2026 on Steam Repetitive. I tried to get my money’s worth and make my own fun, but most of the systems in the game cancel out other systems. Makes it pointless to engage with most of them. Wouldn’t recommend buying. I have some feedback for the dev though: Rewards: The game is fundamentally unrewarding. Dungeons and POIs especially. You spend 30 minutes clearing a dungeon and get nothing from it. Even worse: dungeons might end early if it doesn’t have enough depth in the island to spawn fully (Suggested fixes in villages and recipes sections). Recipes: Currently you have to equip, then use, then wait for an animation to play, then go into inventory, then equip again, then use again - UGH. There’s like 1000 recipes so this gets tedious to the point where you get annoyed when one even shows up in loot. Why have them be an item at all? Just add them to the players crafting inventory, or have an item which gives you the whole set at once. EG: all forest wood furniture. These would make good rewards at end of dungeon, or a quest, etc. Equipment: most of the game you’ll have half your equipment 2 or 3 tiers behind your current island. There’s no way to remedy this, as getting a recipe for a piece of equipment is entirely random, and as mentioned before, incredibly tedious. There’s no point in upgrading anything, or enchanting anything because the equipment piece is either so far behind that upgrading would do nothing for your stats, or it is so new that you don’t have the items to upgrade it. Villages: useless and unbalanced. Gold is worthless. Give villagers unlimited gold for selling and then rebalance around that. Make gold stack to 999,999 and make it cost 10,000 to upgrade the airship, so you’d have to go to a village and sell stuff to make it happen. It would help clear out inventory, make quests useful, and would help with rewards too. Just finished a dungeon, but didn’t get anything? Well, you found some baubles worth a few 1000, so it’s not all bad, right? Show what an item is worth by default, don’t lock behind talent tree. Progression: Gates for progression are locked behind items that are tedious to farm. 100 mortivar skulls? So I have to go back and grind in the starting areas to get them in a reasonable amount of time? Yeah, no thanks. Make it a wider variety of items. EG: 10 mortivar skulls, 10 archer skulls, 10 raider skulls, etc etc. Combat: there’s only 2 viable builds. Spamming attacks or “parry, hit, parry hit, parry hit”. One way to fix this would be to give out skill points more freely since most of the skills are useless anyway. You only dump points into the tree to get the “expert weapons / armor” or “master weapons / armor” nodes. You miss out on anything fun like the engineering nodes. Lockpicking: It makes keys pointless. Right now you can just spam picks and you can open anything. Get rid of lockpicks and make locked chests way more valuable.
  • Recommended Posted April 1, 2026 on Steam I've been wondering why Everwind hasn't received more reviews since early access launch about two weeks ago. So I've decided to throw my voice in the ring in hopes that it might help other potential players make an informed decision. Everwind at its heart is a survival/crafting sim and with that I think comes some, perhaps unfair, preconceived ideas about what the game should or should not be. It's also an early access title and that carries with it its own connotations. This game isn't minecraft, hytale, valheim, etc and it shouldnt strive to be. As the game sits right now there's a fairly fleshed out skeleton into what I can only assume will be the midgame. Currently you can get up to masterwork armor (steel) with current ship upgrades hinting at resource requirements from yet released zones. So that means there's essentially six current tiers of progression in the game: wood, leather, copper, bronze, iron/bone, steel. Those tiers are stratified through the game via the verticality of the floating islands. The current game loop looks like: gather, explore, upgrade ship, repeat. The game also has a fairly decent amount of biomes for early access. We have timberlands, desert/beach, swamps, jungles, and auburn timberlands, with each biome offering progressive difficulty and more complex POIs to explore. I have a few notes of constructive criticism for the devs: 1.) Please reconsider the current implementation of blueprints. As it stands right now blueprints are RNG. Which I personally think is a good thing. It encourages exploring POIs to find crafting recipes as part of important gear upgrades and/or decorative items. HOWEVER I would like to see the implementation move towards something more inline with V-rising. Where-in you can explore to get recipes, but theres also a crafting element where you can use research materials to manually unlock needed upgrades. It accomplishes the same task of incentivising exploration without forcing players to use a bronze sword for 20 hours until they finally find the iron sword recipe. 2.) Please PLEASE buff magic I BEGGGG. As it sits right now the resources needed to recharge magical items are limited to either farming butterflys (extremely slow and inefficient) or farming crystals from jungle POIs. Which would be fine if I wasnt stuck using a fire staff that does 12 damage per hit on enemies that have 600 health and can two shot me from full health, even with masterwork armor. Currently, imo, bow/arrows are the best in class DPS with the multishot ability allowing a player to easily output 100 damage in one shot with an iron/steel bow. Nothing in the magic arsenal really compares. 3.) I'm sure this will come with future updates but expand the block palletes. If you look at forum posts of players ships they all look like brown blobs because the wood textures all have the same hue. It would be nice to have more color variation all around. 4.) Piggybacking off of 3 it would be nice to also be able to build an island base, perhaps with a teleporter. This would lead to base building, which I think would be a nice change of pace from exploring on our ship, open more opportunities for decorative recipes, and break out the stagnation that comes from solely building ships. Overall I'm excited to watch and participate in the growth of Everwind. I think it has the potential to become an industry leader alongside other heavy hitters like Hytale and Valheim.
  • Recommended Posted March 18, 2026 on Steam No coop for me, no friends, but based on my single player exp the game is pretty much what you're expect from stuff like Minecraft and Hytale, WITH dungeons and more mobs to kill and instead of a stagnant base, its your floating airship that acts as both your ride and your base. I honestly feel it's more than what Hytale offers because there's more looting, gear drops, mobs to fight, and exploration. For me Hytale and Minecraft both bored me to death because it's just a world, you build, and progress through tiers of resources and that's pretty much the game. Everwind, for being EA launch first day is more interesting and fun than Hytale, least for me. I can't wait to see what things will get patched and added as of what it is right now it's already pretty amazing. Now I've wasted enough time on this review simply so I can help the devs out with a positive review, now leave me alone! I need to rev up my airship and score some more loot from the zillions of islands and move up higher in the sky for the next tiered ones. Loot goblins dream. 4/18/26 As of now tons of patches, fixes, etc based on community feedback. Tethering isn't a thing now, just an option to choose range or to turn off entirely, also next big patch will bring a few QoL things that was missing and much needed, like block rotation and crafting from chests. All looking good. Full steam ahead and above.
  • Recommended Posted March 17, 2026 on Steam This game is basically what my teenager brain dreamed of when I played minecraft for the first time 15 years ago
  • Not recommended Posted April 15, 2026 on Steam Not yet... I feel like I'm missing something but I find the game pretty bland and boring after a few hours. The traveling from island to island gets old pretty quickly and then it becomes atedious time padder. The biomes are really small and not that interesting. Most of the stuff you find is boring crafting materials. The enemies aren't all that diverse and the weapons and gear is uninspired. I have been forcing myself to spend more time with it since I can't refund anymore but the game loop is shaaaaalllooww. I just don't get the overapll praise right now.
  • Recommended Posted March 19, 2026 on Steam I jumped into this with no idea what was going on, so let me run down the pros and cons so far; PROS: Airships! - Your entire game is centered around being able to fly around on an airship. Its completely customizable. You'll see a lot of people complaining that its slow or something, but thats because they haven't built a ship properly. More parts like engines and balloons, will increase speeds. Balloons increase lift speed, engines increase thrust. Combat - I was surprised how well the combat feels. Its a hack-and-slash feel like Minecraft or an ARPG. Building - In true voxel fashion, you can build. When I say build, you can BUILD. I've been making ridiculous stuff, both on my boat and on islands. Loot - A BIG POINT I WASN'T EXPECTING - This game has a full character sheet, complete with equipment. Once you start seeing some pieces drop off mobs, you'll notice theres some randomized aspects to them, meaning you can actually focus and customize builds, get resists, and build like a real RPG character instead of a janky minecraft-ish way. CONS: This game is HUGE - You're gonna see that you can travel miles in this game. Miles and miles and miles and miles... Be prepared to travel like you're doing a roadtrip with your family across the entire US, plus Canada. Combat Balance - You'll run up on a lot of easy monsters, but then out of no where some crazy thing that can one-shot you will show up. Plan accordingly. ====Overall Review==== This game is a solid choice for anyone who likes crafting ARPGs. The foundation is solid, the game already has a roadmap, its in full swing and only going up. I highly recommend playing this, both solo and giving it a shot with friends. Just remember, the game JUST came out in early access at the time of this review, so bare in mind that you'll find little bugs and such around. Be patient, it will be worth it.