Official game
Play Windwoven
This game is hosted by Steam. Continue to the official page to play or download it.
Wishlist on SteamWhat Is Windwoven?
Windwoven is a cozy pixel-art farming RPG from Candy Bit, published by Anotherindie, slated for 2027 on PC. You inherit a patch of wild land at the edge of a forest town. The loop is the genre classic: clear fields, plant crops by season, mine for ore, fish the river, forage the woods, and spend evenings helping townsfolk with their problems until the town opens up its deeper storylines.
Two things set it apart from the hundred other farming sims on Steam. Monsters caught in the mine can be placed on your farm to work alongside you, replacing part of the chore grind with creature management. And the game arrived under a different name: it was originally announced as Windblown Land, then renamed after a trademark conflict notice, which is why older devlogs and trailers use the old title.
| Field | Detail |
|---|---|
| Genre | Farming / life sim with light RPG and roguelike elements |
| Developer | Candy Bit |
| Publisher | Anotherindie |
| Platform | Windows |
| Release | 2027, exact date not announced |
| Price | Not yet listed |
| Players | Single-player |
| Playtest | Open playtest live now via the Steam page |
| Current build content | Spring season only |
The open playtest is the important line in that table. You can play the spring content right now by requesting access on the Steam page, and everything in this guide is grounded in what that build actually contains.
Getting Into the Playtest
The playtest went live with an announcement on the Steam news feed. Requesting access is instant in most cases:
- Open the Windwoven Steam page and scroll to the Playtest section.
- Click Request Access. Approval has been near-instant since the playtest opened.
- The download appears in your library under the same app.
The build covers spring: crop planting and selling, raising calves, fishing, foraging, the copper mine, tool crafting and upgrades, monster catching, furniture decoration, and the first tier of town resident quests. Save data probably will not carry to the full game, so treat playtest progress as practice rather than a head start.
Getting Started: Your First Spring
Spring is the tutorial season and the playtest's only season, so optimizing it teaches you the full game's rhythm. The days loop is short; energy drains fast in the opening week until you upgrade tools.
Days 1 to 7: Cash Flow First
- Clear only the plots you will plant this week. Wild grass and stones regrow, and clearing the whole farm on day one wastes half your energy bar.
- Plant the starting seeds in the tilled patches nearest your house. Walk time is real time in this game.
- Spend leftover energy foraging the forest edge rather than mining. Spring forage sells well and needs no tools.
- Fish in the evenings when your energy is too low for farming. Fishing drains less and the spring river stock includes a couple of decent earners.
- Sell everything you do not need for crafting. Early cash beats a pretty inventory.
Days 8 to 14: The Mine Opens Your Real Economy
- Head to the mine as soon as you can afford a decent weapon or have upgraded your pickaxe. Copper is the playtest's progression metal.
- One mine trip per week is enough in the first two weeks. Bring food; the deeper floors drain health as well as energy.
- Craft tool upgrades in this order: pickaxe, watering can, axe. The pickaxe pays for itself fastest because ore gates every other upgrade.
- Catch your first mine monster before leaving. Even the weakest catch automates something on your farm.
Days 15 to 28: Systems Stacking
By the third week your farm should have three income layers running: crops, animals, and monster-assisted production. This is where the playtest's loop clicks.
| Priority | Action | Why |
|---|---|---|
| 1 | Buy calves as soon as the shop allows | Animal products out-earn crops per tile by mid-spring |
| 2 | Place caught monsters on farm work stations | Each monster covers one chore type, freeing energy for the mine |
| 3 | Buy furniture for the house | Some resident events require a decorated home |
| 4 | Finish the first tier of resident requests | Unlocks shops and plot progression in the town |
Monster Companions: The System That Changes the Grind
The mine's roguelike element is the monster catching. Certain creatures in the lower floors can be caught and placed on your farm, where they work alongside you.
What the playtest shows:
- Monsters are caught in the mine, not befriended in the wild. Deeper floors hold better workers.
- Each monster covers one chore category. The playtest's roster covers watering, tilling, and collection tasks.
- Placement matters. A watering monster next to your crop fields covers more tiles than one parked in a corner.
- Monsters work on their own schedule. They are helpers, not automation. On festival days or rain, their output matters less, so plan around the weather.
The strategic shift: in most farming sims you budget energy across chores. In Windwoven you budget monsters across chores and keep energy for what they cannot do. A farm with two good catches runs itself through the morning, and your day starts at the mine entrance instead of the watering can.
Mining and Tool Progression
The copper mine is the playtest's content wall and its engine. Floors get darker, monsters get meaner, and copper veins cluster on specific floors.
- Ladder placement is consistent: check the map corners first when a floor loads. Exits spawn near walls more often than not.
- Fight only what blocks the path. Early pickaxe swings are worth more than early sword swings.
- The elevator unlocks at set depths. Reach the next checkpoint before spending ore on anything cosmetic.
- Tool upgrades need copper bars, smelted in the furnace outside your house. Keep one stack of ore for smelting and sell the overflow.
The watering can upgrade is the quality-of-life keystone. Watered tiles stay watered through the next day in spring, so a bigger can means fewer refill trips, which means longer mine days.
Town Residents and Friendship
The forest town is small in the playtest but the relationship systems are already in place. The Steam page promises friendship, romance, marriage, and seasonal festivals in the full game, and the spring build has the foundation: daily requests, gift-giving, and cutscene events once friendship thresholds hit.
Practical friendship habits:
- Check the notice board every morning. Posted requests are the cheapest friendship points in the game.
- One gift per resident per week is the efficient pace. Everyone has liked items; observing their dialogue reveals them faster than a wiki will during a playtest.
- Help requests chain. The first tier of resident quests unlocks shop stock and a couple of farm facilities, so doing them early is straight progression, not just socializing.
What the Name Change Means for New Players
The game was originally announced as Windblown Land. A legal notice over potential trademark conflict with the Motion Twin game Windblown prompted the rename to Windwoven. Development was unaffected, and the developer confirmed wishlists carried over automatically.
For you this matters in exactly one way: search results and video content split across both names. Older devlog episodes and the earliest trailers are filed under Windblown Land, so if you want the full development history, search both titles.
Playtest Versus Full Game
The full release adds summer, autumn, and winter, the multi-branching villager storylines, romance and marriage, festivals, and whatever the roguelike element grows into. The playtest is spring only and resets eventually, so everything you build is temporary.
What carries over is knowledge: the crop economics, the mine's floor patterns, and the monster placement logic all teach the full game's systems. Wishlisting on Steam is the way to catch the 2027 launch, and the developer's Discord is the fastest channel for playtest updates and feedback collection.
Tips and Tricks: Common Beginner Mistakes
| Mistake | Why it hurts | The fix |
|---|---|---|
| Clearing the whole farm on day one | Wastes two energy bars on regrowing mess | Clear only this week's planting plots |
| Ignoring the mine until week three | Tool upgrades gate everything | One mine trip per week from day 8 |
| Selling all ore immediately | Copper bars gate tool crafting | Keep a smelting stack, sell overflow only |
| Skipping monster catching | Chore automation is the game's core twist | Catch one monster per mine trip minimum |
| Gifting residents daily | Diminishing returns, wasted items | One liked gift per resident per week |
| Playing past the energy wall without upgrades | Slow days, frustration | Upgrade pickaxe first, then watering can |
FAQ
Is the playtest free? Yes. Request access on the Steam page and it appears in your library.
Will playtest saves carry to the full game? Almost certainly not. The build is a seasonal slice and the developer has not promised save migration. Play to learn, not to bank progress.
When does Windwoven release? 2027, no exact date yet. The Steam page and Discord are the announcement channels.
Is it like Stardew Valley? The skeleton is familiar: farm, mine, fish, befriend. The monster-worker system and the town's interwoven questlines are the differentiators. Movement and pacing are closer to the gentler end of the genre.
Why did it change name? Trademark conflict with Windblown, Motion Twin's roguelite. The developer renamed it Windwoven after receiving a legal notice. Same game, same team, new title.
Is there combat? Light combat in the mine, roguelike-flavored. The store page lists roguelike elements among its systems, and mine monsters are the catchable part of that. Outside the mine, the game is combat-free.
Controller support? Partial. Mouse and keyboard is the primary setup in the playtest.










