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Into the WindNewsNew gameplay trailer - Gamescom wrap up and some Q&A
Community

New gameplay trailer - Gamescom wrap up and some Q&A

Into the Wind · published 3 Sep 2026, 18:12 UTC

All newsPlayers around this dateRead on Steam

New gameplay trailer!

What could be a better welcome back from vacation than seeing all your reactions to the new gameplay trailer that we released during Future Games Show - Gamescom Edition last week:

So far the trailer has been seen around 900k (!?) times, and wishlists are climbing over 125k+ as we speak. Thank you all so, so much <3

The whole dev team (all 10 of us) gathered in our office in Malmö to watch the trailer go live together, and we are both moved and even more motivated than ever to make the game now after all the new hype and kind words.

Some common questions

Some of the questions that have been voiced about the game after the trailer went live:

  • Can you opt out of combat?
    Yeah, pretty much! Pirates do spawn in the world, but they won't attack you unless you carry cargo they want to steal, or if you shoot them. You can flee from them without engaging in the fight, and if you take a path around them you can avoid them. We want the game to be fun for those who want to dive deep into combat, but also for those who rather mostly avoid it.

  • Why do you call it cozy when you can fight?
    Into the Wind is a cozy adventure, like in Breath of the Wild or Stardew Valley (which also contain combat). If you think Ghibli movies are cozy, then you understand what we are aiming for.

  • Why no protective gear?
    We thought it looked more fun without. The game plays out in a fictional ~1920s, and protective gear was... Not great. Nor always present. Might be we can add some customizables that have a more protective look!

  • How does the motorcycle handle?
    It's an arcadey motorcycle which is both fun and intuitive to pick up and drive (and fly). We have built a physics based model, but it is NOT a simulator, and it won't look or behave like one. It will still have weight and great game feel that we are super proud of. You have two modes of turning: Normal and a player controlled sliding to take curves just right. Ground surface, slopes etc. matters to the driving. And yes, you can do the Akira-slide.

  • What kind of upgrades will there be?
    A bunch of different upgrades! Hundreds to be more precise. You can unlock motor tuning points, new parts with distinct feel to them (wings, wheels, boost module, and weapons), and passive stat bonuses (per part usually). You will also have add-ons that have distinct rules to them (like a speed boost from sliding, or lift from colliding with sheep etc.), that can be swapped in and out and combined in different ways.

  • Does the game have an end? What if I want to run more deliveries?
    The game has a story that has an ending, but you are free to continue doing deliveries that will spawn even after the main events are passed. There is also a large amount of things to upgrade or purchase and decorate with, so there should be plenty of things to do even when the main story has come to an end.

  • Is the cargo physical or not? No bottles flew out of that crate when you did the loop?
    Cargo is physical in the sense that they can fly off the bike etc. You can strap them in for extra protection, but the straps looked ugly still so we hid them for the trailer.

  • Can cargo take damage and break?
    Cargo can take damage! Damaged cargo can still be delivered, but the recipient won't be as happy for that.

  • What happens when you crash?
    If you crash hard, you fly off the bike and hit the ground, losing some energy. Most likely your cargo will fly off the bike too. You won't die and have to reload the game. Damage acts on an energy bar (that can be refilled with some coffee!), and if you reach 0, you faint and the time progresses to the next day and you get back at it from there.

  • How easy / difficult will driving and flying be?
    Depends on how challenging you want it to be! You will start slow, and have ample time to learn the ropes, and with the right upgrades you can lean into supportive parts and stat bonuses that make it easier to drive and fly. With other upgrades, you can reach higher power levels (faster speed, faster controls etc.) at the expense that it requires more skill to control. It's up to you to engage with what makes you enjoy the game, and there is depth there for those who want it.

  • Is the game coming to consoles?
    Eventually it would be great to release Into the Wind to consoles too! But for now, it's Steam only until further notice.

  • Can you decorate or customize Ermes (the motorcycle)?
    You will be able to customize Ermes with different color schemes, paint jobs and stickers, and the parts have different looks.

  • Will there ever be a multiplayer mode for the game?
    There are currently no plans for multiplayer. We are building a single player game.

  • Did you just kill that poor pirate?
    Pirates don't really die, they end up back at the hotel, cursing the day you took them down, secretly admiring you more and more the more you kick their asses.

Playtest specific questions

We are hard at work building up to proper playtests but being just 10 devs that make everything in-house, makes it a bit hard to predict how far we can get in a set amount of time. When tests begin depends on how fast we get to the point where testing is both useful for us and hopefully a lot of fun for you!Here are some specific questions we have seen regarding the playtests:

  • When will the playtest start? Has it already started?
    The tests have not started, and we don't know exactly yet when they will start. We need to focus on getting the game ready for testing first, and we are doing all that we can to get there as fast as possible.

  • What do I do to get into the playtest?
    You sign up here on the Steam page. That's enough! Optional extra is to join our Discord, as it will be the best place to talk with other playtesters when we get going.

  • How will I know when the playtest starts, and how will I know I am in it? You will get an invite here on Steam. There are A LOT of you who have signed up (more than 40k people at the time of speaking), so you are not guaranteed a spot as a playtester when we start inviting people. We are super grateful so many of you want to help!

  • Is there more than one playtest?
    We will most probably have several tests, and let in more and more players over time, to make sure the game gets ready for release.

  • Where will you communicate about the playtest?
    We will update you both here and on our Discord as soon as we are ready to start testing and will at that point send out invites through the Steam playtest tool. Feedback and discussions during the playtest will be held on our Discord in certain testing channels playtesters get access to.

More from Into the Wind

Other announcements

All news
Community18 Jun 2026Sign up for playtest! 50k+ wishlists!?50.000+ wishlists! Thank you all so much, we couldn’t be happier for all the interest you have shown for Into the Wind <3 It’s been a lot of fun to finally be able to talk about the game after having chipped away at it for so long in silence, and being greeted this way has been truly heartwarming! Playtests If you can't wait until launch, sign up for the upcoming playtest here on the Steam page…