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Score8/10

Windrose is the pirate game we've been waiting for since Black Flag. And it delivers.

500,000 copies in 48 hours. 89% positive on Steam. A smash-hit early access. After several days sailing Windrose's seas, we understand exactly why, and we can tell you what still needs fixing.

A

Alexandrosse

·18 avril 2026·12 min read

InsertCoins.press Score

8/10

Verdict

Recommended

Some games you test while wondering why they have so many players. And there are games you launch, play for ten hours straight, and understand by the second hour exactly why 500,000 people bought them in two days.

Windrose is the second kind. Developed by Kraken Express, released in early access on PC on April 14th 2026 at €26.99, the game arrived with a peak of 113,930 concurrent players and 89% positive reviews on Steam. This isn't a hype phenomenon. It's a game that delivers on its promises.

Windrose

Gameplay: the ship first, everything else second

Windrose has one absolute priority and it's clear: the ship.

Not the character, not the story, not even the exploration. The ship. That's where everything happens, and that's where the game is strongest.

Navigation is precise and satisfying. Catching the wind, manoeuvring between reefs, approaching an island at the right angle to land without getting sunk: every crossing demands real attention and rewards mastery. This isn't a video game boat that glides cleanly across a flat sea. It's a vessel with resistance, inertia, personality.

Naval combat follows the same logic. Positioning your cannons, managing the firing angle, deciding when to tack or when to board: sea battles have genuine tension, and bringing down an enemy ship after a long fight delivers a rare satisfaction that few games manage to replicate. Kraken Express said they drew inspiration from Assassin's Creed IV: Black Flag. You can feel it. And that's the best compliment we can give.

Ship customisation runs deep. Hull, sails, cannons, onboard equipment: your vessel evolves with you, visually and mechanically. After ten hours, your ship looks nothing like the one you started with, and that organic progression is one of the best things the game offers.

Windrose naval combat

The world: 90 points of interest to find without being led by the hand

Windrose offers three distinct biomes, around thirty procedurally generated islands and over 90 hand-crafted points of interest. No blinking quest markers. No arrows pointing you to the next box to tick.

The game trusts you to find things. And that trust changes everything about how you experience the exploration.

Spotting an unusual structure on an island from your ship and deciding to dock. Stumbling on a hidden cave while exploring ruins. Crossing paths with an enemy vessel loaded with resources and deciding in real time whether to attempt boarding or keep moving. These unscripted moments are the heart of the experience, and Windrose generates them regularly.

The faction system adds an interesting management layer: your reputation with different world groups influences available merchants, accessible NPCs and certain quests. It's not narratively complex, but it gives texture to the choices you make in the game.

The campaign advertised at 50-70 hours depending on playstyle is realistic. Playing without rushing, exploring and taking detours, you land squarely in that range. For an early access title, that's already a serious content volume.

Since launch: hotfixes and studio responsiveness

Windrose launched on April 14th. Four days later, Kraken Express has already deployed multiple hotfixes.

The main launch pain point was dedicated server connectivity in multiplayer. Connection issues in co-op affected a portion of players, particularly those hosting their own servers. The studio reacted quickly: fixes deployed, active Discord presence, direct dialogue with affected players including seeking professional network support to diagnose the most complex cases.

That's not trivial. Studios that go quiet in the face of launch issues exist. Kraken Express did the opposite. It's a good indication of how the early access period will play out.

The full roadmap hasn't been published yet, but the studio confirmed they want to consolidate first-weeks feedback before communicating on what comes next. New biomes, additional ships, bosses, narrative content: the broad strokes are known, details are coming.

Windrose exploration

What still needs fixing

Windrose isn't perfect, and pretending otherwise would be dishonest.

Land combat is the most obvious flaw. Enemies hit hard, their attacks aren't always clearly readable, and the melee loop lacks the precision and satisfaction found in the best genre references. It's not unplayable, but set against the excellence of the naval gameplay, the comparison is brutal. We fight well at sea. On land, we make do.

Some survival systems remain surface-level. Resource management and crafting work but lack depth over time. For a game that plans another one and a half to two years of early access, this is an identified worksite rather than a definitive problem.

The balancing of certain PvE encounters can feel off depending on equipment level. Unexpected difficulty spikes appear in zones approached too early. Again: early access, currently being calibrated.

Technical: solid for Early Access

For an early access game, Windrose is remarkably stable.

Performance is good on a mid-range setup, transitions between sea and land are smooth with no visible loading screens, and the art direction delivers on its promises. The fantasy Caribbean atmosphere is convincing: warm colours, animated sea, islands with individual visual character. It's not a game that will glue you to your screen with its graphics, but it's coherent, clean and immersive.

The soundtrack follows the same logic: adventure themes that step back when needed, combat music that rises with intensity. Nothing strictly memorable, but honest work that serves the experience without getting in its way.

Co-op for up to 4 players, once the launch connectivity issues were resolved, is an excellent way to play. Dividing roles on the ship, coordinating a boarding action, navigating a storm together: the multiplayer experience is clearly one of the game's strengths, and Kraken Express was right to make it a priority.

Windrose co-op

Verdict

Strengths:

  • exceptional naval gameplay, the Black Flag reference is earned
  • guideless exploration that respects the player's intelligence
  • ship as central identity, organic and satisfying progression
  • co-op for up to 4 players, excellent once the hotfixes landed
  • serious content base for an early access title (50-70h campaign)
  • reactive studio, open dialogue with the community

Weaknesses:

  • land combat clearly below the naval standard
  • survival systems still surface-level over time
  • full roadmap not yet published, some uncertainty about what's coming
  • dedicated server issues at launch, largely resolved

Windrose is the pirate game we've been waiting for ten years, in early access, with fixable flaws and a foundation that doesn't lie: if Kraken Express keeps the pace, the 1.0 release could be exactly what the genre deserved since Black Flag.


Tested on PC, early access — version of April 14th 2026

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