Full notes
Full Etherwind update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Balance
- Store
Second Playtest Date
To be transparent about the timing of the next playtest, there is a lot that I want to be fully ready beforehand, and while I've been very hard at work since the end of the first playtest, various factors make it hard to be certain. While I can't make promises about specifics, the expected timeline for the next playtest is currently around Q4 of 2026. Expect a more formal date announcement closer to September.
Addressing Feedback
Another huge thank you to those who gave feedback during the first playtest. There were a lot of great general suggestions, as well as a lot of valuable input on things like:
Tutorial & on-boarding
Controls & movement
Graphics
Visibility & lighting
UI Clarity
Transparency about Etherwind's design
One clear takeaway from the first playtest is that Etherwind’s 2D + 3D movement and platform-heavy map design can take some getting used to. Some players enjoyed the added movement challenge, while others found parts of it confusing or frustrating at first.
Etherwind being a "3D sidescroller" is still a core part of the game’s identity, so the goal is not to remove platforming or simplify the map design entirely. Instead, the focus for the second playtest is to make those systems feel more readable, fair, and approachable, especially for new players.
Platforming is intended to add a layer of skill and mastery beyond combat, but it should not feel like the game is fighting the player. The tutorial area is meant to introduce Etherwind’s unique movement and map layouts in a low-pressure way. During the first playtest, I started addressing this by adding additional fall recovery points throughout the map, making mistakes less punishing and reducing the need for long teleport recovery.
That being said, there were several clear issues that need improvement:
Player and obstacle visibility
Ladder interactions, especially north- and south-facing ladders
Map design readability
Clarity around adjacent platforms, full 3D movement areas, and where the player can safely move
The aim is to strike a balance between keeping platforming meaningful and skill-based, while avoiding moments where difficulty comes from unclear visuals or awkward interactions rather than intentional challenge.
What's in store for the second playtest
The second playtest will revolve heavily around the core concept of Etherwind's progression: rebirthing. As such, the playtest will be open for at least one week (with the possibility of an extension).
Additionally, the second playtest will feature the following:
Expansion into Cinderglen
All classes & base skills available
Fighter
Vitalist
Archer
Rogue
+Wizard
+Reaper
+Blood Mage
Job boards with revolving tasks
Windell's Catacomb Dungeon (procedurally-generated party-play areas with puzzles, bosses, and loot)
Updated & moderately polished graphics
More weapon types and equipment sets
More short quests
All feedback from Playtest 1 addressed, including:
Full movement control remapping (not just arrow keys or WASD)
Improved UI/UX
Better lighting & ambience
Revised player graphics
Auto-loot & other QoL
Better character info & stat readability
Closing
I'm already very excited to share what I've been working on in this second playtest, and I hope to see you all there. While the date isn't set yet, stay tuned for more announcements later!
Source
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