Everwind Interview – Aiming To Deliver More Than Just Building

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PvP, Pets, And Modding on The Horizon!

Story Highlight
  • Everwind will prioritize combat and exploration over building. A customizable airship serves as the player’s mobile base.
  • There is no dynamic seasonal system. Instead, different regions are themed to feel like a specific season, and the game includes dynamic weather.
  • A sandbox mode will be available, giving players access to all resources for building.
  • The game is planned for current-generation consoles. PC Early Access is targeted for the first quarter of 2026.

Everwind might look like it belongs in the same camp as Minecraft or even the now-canceled Hytale, but it’s trying to do its own thing. Instead of just being about building blocky worlds, it puts a big focus on combat, exploration, and flying ships that double as your home and base of operations.

The idea is to make survival feel more exciting, with every island offering new challenges, enemies, and rewards.

We had the chance to chat with Michał Baraniak, CEO at Enjoy Studio S.A., to get a better idea of what makes Everwind different. He talked about everything from the game’s unique combat system and modular world generation to how multiplayer, PvP, and even pets (yes, capybaras) will fit into the mix.

If you’re curious about what this skybound survival game has in store, here’s what he had to say.

Everwind Interview
Everwind’s multiplayer will start with a 4-player mode. Optional PvP, including airship combat
Everwind is shaping up to be a great survival game, but it's clear that comparisons with Minecraft, the now-cancelled Hytale, and even Vintage Story are inevitable. How does Everwind stand out from these games in the same art style and genre?

Michał Baraniak: What sets Everwind apart is, first and foremost, the combat system. We’ve invested a huge amount of time into making combat feel dynamic, impactful, and fun, far beyond what you’d expect from typical voxel survival games.

Additionally, exploration plays a key role. Our floating islands are diverse, filled with different biomes, enemies, and wildlife. Each offering unique challenges and rewards, and, unlike games that focus primarily on building, our emphasizes character progression, base development, and engaging combat.

Players have their own customizable flying ship, which acts as both their mobile base and their primary means of exploration. Building exists in the game, but it’s designed to support your journey, not become the main focus. Helping to expand and upgrade your ship and survive in increasingly dangerous environments.

Will the game have any premium content after launch, including DLCs and in-game items, etc., or are the developers opting to keep everything free once you purchase the game?

Michał Baraniak: The game will most likely include some additional paid content after launch, but it will focus on delivering substantial new content, for example, a large new gameplay area. That said, we also plan to release free DLCs and updates regularly, so players can expect new content with each major patch.

How developed is the procedural generation part of Everwind? For example, will we see rivers running down mountains and naturally mixing into the land?

Michał Baraniak: Our world generation system is very advanced. We can create diverse, naturally looking islands with hills, valleys, cliffs, and an extensive system of underground caves. We put a lot of effort into making sure that the structures generated on the islands look natural and fit well with the terrain. A special feature is our system for generating underground dungeons, which offers players complex and interesting exploration challenges.

On the surface of the islands, there is no liquid water, so there are no lakes or waterfalls. We want to work on this in the future, but at the same time, we are looking for a way to make water behave and look different from other games of this type.

Thanks to the powerful tools of Unreal Engine 5, we have built a highly modular and dynamic procedural generation (PCG) system that fills the world with meaningful content, making each island feel unique, immersive, and worth exploring

Will we have different seasons in Everwind, or will each biome be dedicated to one season, like in Minecraft?

Michał Baraniak: Unfortunately, Everwind doesn’t feature a dynamic seasonal system at this time. However, each biome is designed to reflect a specific theme or a season, so players will still experience a sense of seasonal variety. For example, we have snowy biomes that feel like winter, warm lush islands that resemble summer, and others that evoke an autumn vibe.

Additionally, the game features dynamic weather systems, which further enhance the atmosphere and help reinforce the feeling of different seasons across the world.

Beyond survival mechanics, how much focus is being placed on player creativity? Will players have tools to shape the world in expressive ways (architecture, customization, and storytelling), or is survival the main focus?

Michał Baraniak: For now, players will have access to two game modes. The standard Survival Mode, and a Sandbox Mode designed specifically for creative expression. In Sandbox Mode, players have access to every resource in the game, allowing them to build advanced structures and experiment with items that would normally be hard to obtain in survival.

In the future, after the full release, we’d love to introduce a comprehensive modding editor, giving players the tools to reshape the world, bring their own ideas to life, and share them with others. However, that’s still a long way off. Right now, our focus is on delivering the core experience.

Once players have mastered the survival basics, what's the long-term hook? Is it exploration, building mastery, narrative-driven quests, or something entirely unique?

Michał Baraniak: For players who have already mastered the survival basics, the main motivation becomes exploring new islands and dungeons, where they can find notes and environmental clues that gradually reveal the background and history of the world of Everwind.

It is divided into vertical layers we call Altitude levels, and progressing through them allows players to access new biomes, tougher enemies, and more hidden pieces of lore. There are no cutscenes or direct dialogue, but instead, the story is told subtly through scattered notes, ruins, and exploration-based discovery.

This approach keeps the focus on gameplay, while still offering a sense of mystery and long-term curiosity for those who enjoy piecing together the world’s past on their own terms.

The game is confirmed to have multiplayer elements. But will it have PvP? I understand it is too early to talk about how exactly it will shape up, but I want to know how you would like to see it ideally in the game.

Michał Baraniak: Yes, Everwind will include a PvP option, but it will ultimately depend on the player or server owner. At launch, we’ll offer a peer-to-peer multiplayer mode for up to 4 players, where one player hosts the session.

During Early Access, we plan to introduce dedicated server support, which will allow for more players in a single world. This willopen up more possibilities for PvP and interactions between multiple airships in one game.

We’ll share more details with the community once the time is right. As mentioned earlier, our current focus is delivering the core version of the game.

Everwind features beautiful sky islands and airships, but what sort of challenges will we face across our vast voyages? Can we expect moments like having to navigate through dragons or facing tough weather like tornadoes during flight? And going on from the last question, imagine airship vs. airship PvP or even NPC pirates.

Michał Baraniak: Everwind will feature PvP in the form of ship vs. ship combat, but this will only become available after dedicated servers are introduced. It will allow the server to handle all calculations directly. As for in-flight moments, we’re not ruling out the addition of flying creatures or smaller floating islands with enemies (such as pirates who shoot at you).

However, this is still a plan we aim to implement during Early Access, as we continue developing the game together with the community.

Will Everwind encourage multiple playthroughs, or is the vision more about a single, long-lived world where players can continually evolve their character and builds?

Michał Baraniak: Everwind is designed as a long-term, evolving experience where players can continuously develop their characters, refine their builds, and shape their journey over time. Rather than encouraging multiple playthroughs in the traditional sense, our focus is on creating a persistent world that grows with the player, offering new challenges, biomes, and systems as development progresses, particularly during Early Access.

That said, players who enjoy starting fresh won’t be left out. Thanks to our procedural generation system, each world reset results in a completely new configuration of floating islands, enemy encounters, and environmental conditions. This ensures that no two playthroughs will ever feel the same, making replayability a natural part of the experience.

During Early Access, players will likely need to reset their world with each major update in order to access new content. However, we plan to allow players to continue playing on older versions of the game if they prefer to stick with their current progression.

Will we have pets or NPC companions to accompany us during gameplay?

Michał Baraniak: Yes, but they will be added during Early Access. There will be various animals, including capybaras!

Is Everwind targeting console platforms for launch? And can you share a potential release window for Everwind?

Michał Baraniak: Yes, Everwind is planned for current-gen consoles. We’re aiming to launch Early Access on PC in Q1 2026. As for the full release… who knows? It’ll happen when both we and our community feel the game is truly ready.

Will Everwind have similar wiring and power mechanics to Minecraft's redstone to allow for advanced builds?

Michał Baraniak: Everwind features a completely different approach. Instead of traditional wiring systems, we use steam-based mechanics. With our custom steam generators, players will be able to create complex machinery comparable to systems seen in similar sandbox games. The depth and complexity of these mechanics will expand over the course of Early Access. For now, their primary function is to power and operate your airship.

Everwind looks like it’s going to offer a survival experience that really stands out. Between the focus on combat, the endless sky islands to explore, and the promise of airship battles down the road, it feels like there’s a lot here for players to sink their teeth into.

And with features like sandbox mode, pets, and modding planned for the future, the game seems built to keep evolving as the community plays it.

Big thanks to Michał Baraniak, CEO at Enjoy Studio S.A., for taking the time to chat with us about the game. Everwind is packed with ambition, but let’s be honest, the real star of the show might just end up being the capybaras.

If you’ve ever wanted a chill survival buddy that just vibes while you’re fighting sky pirates, this might be your moment. Keep an eye on Everwind; the islands look promising, and so do the capybaras.

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