Разработчик: WastedWaffle
Издатель: Continuity Shrine
Way of the Wind is a grand-strategy monster terrarium: a living feudal map where cities, ogres, heirs, shrines, rot, snow, and rescued characters all visibly grow into long-term consequences — with the immediacy of a toybox instead of the friction of a spreadsheet.
Об игре
GRIMDARK FANTASY WotW depicts a cruel and absurd fictional world. The behavior of its people, monsters, and systems is not presented as acceptable real-world conduct. Civilization is an experiment built atop older experiments. Every generation inherits a world it does not understand. The rituals continue. The archives are incomplete. The gods are still conducting tests. Way of the Wind is a terminal-born grand strategy roguelike about building a feudal Japanese clan inside a living simulation. Begin with a single household. End with a civilization. You'll found cities, raise heirs, command armies, rebuild roads, manage economies, survive ogre raids, uncover hidden systems, and watch Japan continue moving whether you're ready or not. This isn't a puzzle with a correct solution. It's a world that remembers what you've done. Build a Clan Everything begins with people. Raise children, train successors, assign roles, send trusted companions into danger, and decide what your family is willing to sacrifice for survival. Children become commanders. Commanders become rulers. Rulers become stories the world remembers. Lose your clan... ...and the world keeps going without you. Rule a Living Japan Cities aren't static menus. They grow. Trade. Starve. Repair themselves. Fight wars. Raise families. Remember disasters. Every captured city becomes another responsibility. Do you invest in farms? Markets? Roads? Military? Shrines? Spy networks? There is rarely enough time—or money—for everything. Fight Wars, Not Encounters Battles decide more than territory. Winning can secure trade routes, rescue captives, protect families, or keep your economy alive. Losing can reshape an entire campaign. Military decisions ripple through the simulation long after the fighting stops. Ogres Change Everything The ogres aren't simply another enemy faction. They're a persistent pressure on the entire world. Raids, captives, caravans, strange bargains, hidden rituals, and Ogre Shader all grow from the same interconnected simulation. Sometimes they interrupt your plans. Sometimes they become your plans. A World Worth Watching One of my favorite ways to play Way of the Wind is simply... ...watching. Watching caravans move. Watching cities recover from wars. Watching children grow into adults. Watching neighboring clans create problems I never expected. The simulation is meant to surprise me as much as it surprises you. Features Build a feudal Japanese clan across generations. Raise heirs and continue your bloodline. Capture, rebuild, and govern living cities. Manage roads, trade, resources, labor, and military logistics. Command tactical battles with persistent consequences. Experience a world where AI factions expand, trade, marry, and wage war. Survive Ogre raids and uncover hidden systems beneath the simulation. Discover Bratbox (Fiendish), optional voice systems, and other secrets. Explore an intentionally strange ASCII world built around simulation rather than spectacle. ☆ . 。 . : * ☆ : * . 。 . . . . . . . . . . . . . . . . . . . * : ☆ * : . 。 . ☆ BUILT BY ONE PERSON, WITH AI Way of the Wind was designed, directed, tested, and assembled by one developer over six months of intensive daily iteration. AI was used openly throughout development as a tool for implementation, but the game was not generated in a single prompt. It grew through countless cycles of experimentation, testing, failure, revision, and discovery. Building across different AI companies and several generations of rapidly changing models also leaves behind plenty of strange seams to clean up afterward. I hope the project shows that making a game no longer has to begin with a large team, years of technical training, or a perfect plan. With an idea you genuinely care about, a willingness to keep learning, and the tools now available, one person can create something far larger and stranger than they may have thought possible. The result is messy, personal, ambitious, and unmistakably shaped by the person who made it. Way of the Wind is simply my version of what is now possible. . . . please be gentle with the strange little creature . . . ☆ ૮(˶ᵔ ᵕ ᵔ˶)ა ☆