Going Hands-On With Everwind—Wind in the Sails

Going Hands-On With Everwind—Wind in the Sails

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Going Hands-On With Everwind—Wind in the Sails

I’ll admit that my interest in Everwind was somewhat split between genuine curiosity and mild cynicism—I am a critic after all. I’ve lived through the rise and subsequent rule of Minecraft and seen no shortage of imitators go after their planet-sized pie, so every time I see a voxel-based game based around the idea of both mining and crafting, I always roll my eyes a little. 

But there was definitely something different about Everwind that made it look much more ambitious than “just another Minecraft.” Fortunately for me, CGM was invited to sit down with Enjoy Studio S.A. to learn a little about the game, as well as get our own hands-on with it. It’s been a while since I’ve been captivated by a game like this, primarily because it feels as inventive as Minecraft did when it first launched.

Going Hands-On With Everwind—Wind In The Sails

What initially stood out to me was how Everwind feels much more in line with an RPG-oriented experience than one of a survival crafting one. Players aren’t simply dropped into a procedurally generated world, but at the top of a small dungeon that acts as the tutorial area. As they progress down, they’ll learn the basics of combat and crafting, and once they venture out, they’ll start to learn of the overarching objective. 

“And both Enjoy Studios S.A. and Bohemian Interactive are clearly trying to make Everwind a deep and fleshed-out game.”

Unlike more traditional Minecraft-like games that throw you into a world with a lot of ground to cover, Everwind’s world is a vast ocean populated by many small islands, where the goal is to venture upwards—where floating islands and much more valuable materials and loot await. You’d think a world with so much space in between would be dull, but it’s clear the team really thought about this.

During our digital preview, Senior Publishing Producer at Bohemian Interactive, Marcin Olczak said, “So something that was very important for us from the get-go, back when the game was initially being designed, is how to make sure the open world sandbox is not empty when you’re travelling from one POI to another.” He continued, “this was achieved by first having hundreds of different unique points of interest and also varied landscapes. So right now in-game, there are seven biomes, and each biome has three to four sub-varieties of it.” 

Going Hands-On With Everwind—Wind In The Sails

And players can certainly feel the diversity in both the macro and micro sense in all aspects of the game. Starting at the bottom, there’s a sharp contrast between a seemingly endless ocean dotted with small islets to gather resources from—a contrast made even sharper once players take to the skies and are jumping between floating islands in a sea of clouds. And each island always feels like it’s split in half between biomes.

A giant mound of stone will always have a small respite of forest. Or a patch of barren desert will connect to a marsh. And as Olczak said, it helps that these islands are usually highlighted by a unique Point of Interest that players can view and mark with their spyglass, so there’s always some new adventure to go on. And once they find that adventure, the way Everwind plays so differently from a game like Minecraft—despite being heavily inspired by it—really sets it apart. 

“Everwind really looks like it’s shaping up to be something really special.”

Players will combat monsters with unique weapon types, a variety of attack abilities ranging from light and heavy attacks, blocks and parries, as well as magic abilities, giving the gameplay a wider range of engagement for different players and playstyles. As they level up, players will also be able to unlock a range of skills from combat to exploration and engineering. It made for an experience that, while I was playing, felt a lot more like The Elder Scrolls if it were made in Minecraft

Going Hands-On With Everwind—Wind In The Sails

And both Enjoy Studios S.A. and Bohemian Interactive are clearly trying to make Everwind a deep and fleshed-out game. When addressing why the game is launching in Early Access, Olczak said, “we wanted to deliver a game which is going to be in as good of a technical state as possible for an early access game,” going on to say, “We of course are expecting that there’s going to be bugs in a game that has so many systems that are interacting with each other.”

However, the team also wants to make sure they’re adjusting the game and adding content based on player feedback. Olczak stated how a lot of the combat mechanics had been tweaked and reworked based on player feedback from an earlier demo, which led to both enemies and players having more attack and movement options. 

While there are still a few kinks to iron out, Everwind really looks like it’s shaping up to be something really special. It’s taking the foundation laid by Minecraft and building something incredibly unique on top of it. I can’t remember the last time I got so lost in a game like this and have so genuinely wanted to dive back in after playing, and I’m including the game that inspired this. 

Everwind launches in Early Access on March 17th, 2026.

Jordan Biordi
Jordan Biordi

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