

Naturally, you need to find the other two, which requires making a boat and getting there by sea. It won’t take you long for you to find your first tower which fills in one of three icons. You grab items, which leads to you getting new crafting recipes, you hunt local wildlife, and you take in the sights. When you’re thrown into the first of these, you don’t know what to do on the island you find yourself inhabiting. The general structure of Windbound is that the game is broken up into five chapters. The game does a good job of capturing the feeling of being out on the water. Watching the tides rise and fall and seeing hints of life under the water’s surface is continually lovely. The real star of Windbound‘s visuals is the water, though. Kara is rendered in a cartoony, yet artistically-vibrant style, with an expressive face and a tribal sleeve tattoo on her left arm. The game’s overall presentation is excellent and reminiscent of that one game with the blonde guy that no one will ever shut up about. As it’s a rogue-lite, I don’t think many will be too surprised nor disappointed by this information. There’s very little story in the game beyond the opening and closing cutscenes, even if you get snippets of information every now and again. She awakes standing on water and walks through a portal, only to find herself on a strange island.

Windbound begins with our protagonist Kara getting shipwrecked and separated from her tribe. It’s worth a look for people who are drawn to its lovely appearance and the promise of open seas but the game could definitely use some more work. There are certainly things to like about the game but it feels like something that’s a rogue-lite due to there being less unique content available. The biggest of these is that the sailing is as slow as it is tedious. A rogue-lite built around sailing is a great idea.
