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The new roguelike from the Dead Cells devs looks like an incredible co-op Hades where the dodge is intentionally overpowered

Dead Cells is officially finished after seven years of support, and based on what I've seen of it so far, developer Motion Twin's next game may quickly take its place in the hearts of many fans and join the ranks of the best roguelikes. Windblown is an isometric action roguelike with support for up to three-player co-op, it's hitting PC early access later this year, and it looks like a compelling mix of modern genre staples and Dead Cells DNA.

Motion Twin released a new trailer for Windblown earlier today, and GamesRadar+ sat in on an extended hands-off showcase beforehand. The trailer hits the same high notes as the reveal, but in a little more depth: a colorful world, cute playable characters with a bestial, fishy theme, melee and bullet hell combat, and a die-respawn-die gameplay loop. Defend the Vortex from the nefarious Sentinels, and build the best character you possibly can. Windblown is more sprawling than Dead Cells but shares its single-minded focus on action. It's also a heck of a lot faster, which is saying something. 

What really jumps out to me is how proudly Windblown glues things together with a lightning-fast dodge, as designer Yannick Berthier explained in a presentation. Sweeping enemy attacks and intense boss combos vanish in your flurry of i-frames, and your fittingly named Leaper scales lengthy chains of fantastical floating islands as easily as you or I might walk up stairs. "Dashing is part of the combat, it's part of the exploration, it’s part of everything," Berthier says. "It's a really free way to move. You don't really have to think about how to do stuff, it’s just about ‘where do I want to go.'"

Dead Cells is obviously the primary reference here, but I can't help but see the likes of Hades in the presentation of Windblown's combination of melee and ranged combat, cooldown-based support items called Trinkets, and its mix of draftable stat and gear upgrades. In the preview I saw, alternating between ranged kunai – with a familiar embed

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