
Game intel
Everwind
Everwind is a novel take on RPG and Sandbox Survival genre in First-Person-Perspective. Embark on the adventure with your friends - Build a base on a flying is…
Everwind’s limited-time Steam Next Fest demo caught my eye for one reason: airships as a true, customizable home base in a survival RPG. We’ve seen a flood of survival sandboxes over the last decade, but giving your base wings changes the loop in ways that could actually matter. With Bohemia Interactive publishing through its Incubator program and Enjoy Studio building the game, the pitch is “voxel RPG survival meets vertical exploration” – and 500,000 wishlists suggest the hook is landing. The catch? Early Access isn’t planned until 2026, so this demo is a first date, not a wedding.
The demo isn’t just a walking tour. You’ll trial weapons and armor against standard mobs and a “challenging boss fight.” That last bit is key: most survival demos stop at “hit tree, craft axe.” A boss encounter signals they want combat to carry its weight alongside resource chores. The question I’ll be asking: does combat feel deliberate (think Valheim’s readable patterns) or spammy? If the boss actually tests builds and positioning, that’s a good sign for long-term progression.
On the survival side, you’re cooking meals, repairing gear, and smelting in a furnace. Nothing revolutionary there, but the devil is in the friction. If repairs are punishing or food buffs are shallow, that loop turns into busywork fast. The “Character Development” angle — unlocking skill trees and playstyles — will need to tie cleanly into combat and traversal. A skill that changes how your airship handles in storms? That’s interesting. A 2% crit node? Snooze.
The headline feature remains the airship. You can fly and customize your vessel — pitched as “the beating heart” of adventure. If this functions like a true mobile base, Everwind could dodge the genre’s usual sunk-cost issue where moving to a new region feels like leaving your progress behind. I’m hoping for tangible module choices (engines vs. cargo vs. defense), meaningful trade-offs in fuel or handling, and emergent moments like spotting a rare island layout and bailing out to snag it before a storm rolls in. Games have flirted with the concept — Worlds Adrift’s skyships, Voidtrain’s rolling base, even Last Oasis’s walkers — but few made the hub feel systemic and personal rather than a glorified menu on wings.

Exploration spans procedurally generated islands with unique structures. That’s the promise, anyway. Procedural generation is both a blessing and a curse — you can crank out content, but players smell repetition fast. The demo will need to show variety in verticality, hazards, and rewards, not just palette-swapped rocks. A single memorable landmark or puzzle per island can turn “another blob” into “I’m telling my squad about this one.”
Co-op supports up to four players. Good call. Small-team survival tends to keep griefing and server bloat in check, and it fits a game with tighter, authored islands. I want to see how party roles shake out: can someone truly specialize in piloting and ship management while others scout and fight, or is everyone doing the same chores? If roles emerge naturally, that’s replayability gold.
Bohemia Interactive publishing an indie survival title isn’t random. Between DayZ’s unforgiving sandbox and Ylands’ voxel tinkering, they’ve lived both sides of the survival craze. Everwind comes through Bohemia Incubator, which historically shepherds promising prototypes rather than shipping them out the door tomorrow. That’s why the 2026 Early Access target doesn’t shock me — this is a long glide path.

The 500,000 wishlists figure is big, but a reality check: wishlists aren’t sales, and they can evaporate if the first playable beats aren’t sticky. Next Fest is the perfect pressure cooker because players jump between dozens of demos in a weekend. If Everwind’s combat feels mushy or the airship is mostly cosmetic, the buzz fades. If the boss fight lands, the ship feels like home, and the islands surprise you twice an hour, those wishlists convert.
I also like that the demo includes a boss. Baked-in difficulty and encounter design suggest the team isn’t relying solely on grind to pad playtime — a trap many survival games fall into. Still, I’m curious about technical performance. Voxel worlds can scale well, but physics-heavy airships and co-op netcode are tricky bedfellows. Worlds Adrift died on the altar of server complexity; Everwind’s four-player cap is a pragmatic hedge, and frankly, probably the right call.
If you’re survival-curious and burned out on chopping trees next to yet another static shack, this is worth a download. Go in looking for three things: whether the airship genuinely changes how you approach the world, whether combat has readable depth beyond spamming swings, and whether the procedural islands deliver more than randomized clutter. Bring a couple of friends to push the co-op systems — can you divide duties or are you tripping over each other?

Manage expectations on longevity: this is a Next Fest demo, not a stealth launch. Progress probably won’t carry over, and the roadmap points to 2026 for Early Access with more biomes, enemies, and adventures. If the bones are good, that wait will feel like anticipation instead of vapor. If not, you’ve spent an evening finding out for yourself rather than reading promises.
Everwind’s demo sells a compelling loop: build and upgrade a flying home, hop between handcrafted-feeling procedural islands, and fight something tougher than a boar. The idea is strong and the pedigree makes sense, but the 2026 timeline demands patience. Try the demo, kick the engines, and see if the airship feels like more than a backdrop — that’s the make-or-break.
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