Dustwind - Now with a SP campaign

The_Proletarian

Sonny, I Watched the Vault Bein' Built!
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Dustwind is a multiplayer isometric post-apoc real-time combat game. I haven't played it yet but it sure does look pretty good. Is it wortwhile?

 
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I've played the tutorial now and it plays really good! Let's hope the campaign is decent. Since they have this great combat engine and all these great systems it would be really cool if they ever managed to do a good story campaign with it like ATOM did.
 
There's a new pacth for Dustwind which adds ten new languages. It also adds some improvements and fixes.

Finally you can play Dustwind in the following languages:

  • English
  • Russian
  • Polish
  • Spanish
  • French
  • Italian
  • Portuguese (Brazilian)
  • German
  • Czech
  • Hungarian
  • Chinese (simplified)


But also, as announced, we have not only added ten new languages for you. We have also fixed some other bugs and made some small improvements. Take the opportunity and play a round!

The fixes and changes can be found in the changelog:

  • Added translations for 10 languages, made minor modifications to the UI to accommodate
  • Added Terrain Palette map editor feature. Pick the terrain textures you want from an extended list of available textures
  • Added Winter tiles, weather and terrain textures
  • Added rain sounds to rain weather FX
  • Added new script triggers: SquadChanged, VehicleEntered, VehicleExited, BuildEvent, GasPickedUp, GasCaptured
  • Added new script conditions: CheckUnitRace, IsUnitInVehicle, IsInventoryEmpty, CheckDoorState
  • Added new script responses: TakePlayerItem, ToggleEffect, StartTrade,OrderUnit_Interact
  • Added outcome filter field to skillused script trigger
  • Added more water tiles and moved them into their own object group
  • Added an MVP display to the post game score screen
  • Added a map warning for missing AI patrol route points
  • Added a dropped item model for mutato
  • Effect objects got upgraded into a togglable entity
  • Improved custom campaign character feature: allowed races can now be selected in campaign settings, and race cost is ignored
  • Improved trigger zone behavior for cars: passengers also trigger enter/exit events individually. Units will now properly get recognized as entering/leaving zones even if they are inside a vehicle
  • Improved UI: self launched custom weapons now show remaining “ammo”
  • Improved map loading performance
  • Improved world map travel, character setup is now restored on the new map
  • Improved save files, character setup is also saved/restored
  • Improved Skirmish UI
  • Improved map editor spawn tab, spawn points are now listed and selectable from the list
  • Improved dialogue topic validation: topics with requirements will be automatically added/removed from active topics after each discussion and on opening the UI.
  • Improved amount dialog window
  • Faster round end respawn when playing offline
  • Portraits were replaced with improved versions
  • Bots are no longer allowed to take titans
  • Sneak balance modified, get detected much slower at max distance, and much faster at close distance
  • Auto-saves moved to level start
  • Made ‘delayed script execution’ an optional script flag, sometimes immediate execution is useful too
  • Nerfed Titan .50cal sniper weapon. less damage, range, more cooldown, aim time
  • Fixed a bunch of bugs in the campaign
  • Fixed dialogue topics not being removed when their conditions are no longer valid
  • Fixed spectator team not working
  • Fixed getting stuck on the loading screen when trying to test a campaign with no locations set up yet
  • Fixed a bug in the terrain smoothing tools that caused the patterns to drift
  • Fixed decoration sub-categories for legs, now you can equip more leg decorations at the same time
  • Fixed some bugs in AI that prevented certain units from attacking the player
  • Fixed trap explosion effect cutting off too early
  • Fixed entities not being reachable in certain cases
  • Fixed pathfinding on Oil tank tiles
  • Fixed some valkyrie animations not looping
  • Fixed corner objectives not filling in fraglimit text
  • Fixed a bug in line of sight checks when both units were moving
  • Fixed a but in line of sight initialization that made enemy units visible at spawn in FFA
  • Fixed getting stuck on slanted ladders
  • Fixed incapacitated units vision not getting properly cleared
  • Fixed hearing range being being too low
  • Fixed a bug in dog animation events
  • Fixed a bug in light-emitter behavior, adjusted default light settings, custom lights may need adjustment in user generated maps


I did play some of the campaign last year I believe and unfortunately it's no masterpiece. However the game ships with a tool that allows for user created campaigns and maps. I sure hope something interesting comes out of this.
 
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So there is a singleplayer campaign now? Was interested in this until I realized it didn't have that. I'd try multiplayer for it but if I'm buying, I'm buying solely for the singleplayer features any multiplayer is a bonus.
 
Yeah there's a single player campaign since last summer. Sort of a rape-and revenge story where the female protagonist takes her vengeance. I only played a few maps and it's not great but serviceable I guess. However the combat is fun when you have a squad and there are custom maps for single player to download from steam workshop, maybe take a look at those?

I only played 3.5 hours according to Steam so don't take my word for anything.
 
A new, free, mini-campaign is in the works according to the two latest updates (1, 2)!

That is good news since the main campaign is kind of crappy from what I played of it. You started with a single character which isn't fun in a squad based tactical combat game. You should have gotten a squad earlier. And also the world building and story wasn't interesting.

I'm very glad that they keep working on this and that they keep adding content.

According to the form of distribution, this would be a free mini-campaign, integrated into the base game. Later on it can grow into something bigger down the road — fingers crossed, that you'll like it.
 
Next game in the series will be the single-player focused Dustwind: Resistance:



However the team behind it is also working on a new mini-campaign for the original Dustwind called "Two friends".
 
Dustwind Two Friends - Update and FREE DLC for Dustwind
TwoFriends a brand-new short story campaign and update for Dustwind

Today we are excited to announce the release of Two Friends Story Campaign. a free DLC and a major update for Dustwind. (see changelog below)

This content completly free update for all Dustwind players!

What’s in the “Two Friends” Campaign?​

The story of "Two Friends" is set parallel to the events of the original Dustwind campaign ("The Last Resort"). You and your friend Bob live a quiet, boring life as scavengers. One day, you hear the call and decide to embark on a journey to the Heroine's camp and turn your lives around. But to get there, you must solve a few problems first...

The DLC & Update will automatically download as a free update for all owners of Dustwind




Even more good news:
A big-ass, stand-alone spin-off is coming in June 2025. It's called Dustwind: Resistance.
It’ll feature a completely new full-length campaign, major gameplay improvements, and more.
You can already follow it on Steam—or stay tuned on our socials.#

We hope that our Dustwind fans will enjoy Two Friends and that it will sweeten and shorten the waiting time for Dustwind Resistance.

Complete Changelog​

  • Added new Two Friends mini-campaign
  • Unity Engine upgrade
  • (PC) MapEditor improvement: Added death detail fields to scene units spawning with 0 hp
  • (PC) MapEditor improvement: Added tileset swapping feature to multi-selection view
  • (PC) MapEditor improvement: Increased light emitter max intensity
  • (PC) MapEditor improvement: dropping a weapon into a hand slot automatically adds 1 mag worth of default ammo
  • (PC) MapEditor improvement: search box in objects tab looks inside the sub-categories now
  • (PC) MapEditor improvement: fixed the ladder warning being a bit too strict
  • (PC) MapEditor improvement: setup page layout was improved
  • (PC) MapEditor improvement: zones can be individually hidden in zones tab
  • (PC) MapEditor improvement: resizing terrain tries to preserve existing data
  • (PC) MapEditor improvement: script popup lists have been sorted into categories
  • (PC) MapEditor improvement: added map warning for vehicles colliding with scenery
  • (PC) MapEditor improvement: added map warning for script tagname reference validation
  • (PC) MapEditor improvement: added map warning for overlapping light sources
  • (PC) MapEditor improvement: better snapToGrid behavior for multi-object selections
  • (PC) MapEditor improvement: thicker translate gadget
  • (PC) MapEditor improvement: river path editor nodes
  • (PC) MapEditor improvement: better inventory slot editor view, with item names shown
  • (PC) MapEditor improvement: shortcuts have been remapped so you can pan the camera with WASD and reach common shortcuts nearby
  • (PC) MapEditor improvement: placing units now has team/AI settings to streamline the workflow
  • (PC) MapEditor improvement: unit instance appearance override/randomize buttons behavior improved, player-color is no longer affected
  • (PC) MapEditor improvement: item race restrictions are now editable
  • (PC) MapEditor improvement: inventory UI feedback for item validation
  • (PC) MapEditor improvement: fixed single object placement height adjustment not working
  • (PC) MapEditor improvement: faces can also be selected from a popup list by clicking on it
  • (PC) MapEditor improvement: popup tagname selectors restore original value on cancel
  • (PC) Added new script responses: ToggleZone, AddItem
  • (PC) Added ‘custom container’ special entity
  • (PC) Added ‘Fade to darkness’ special entity
  • Added sounds to togglable effects
  • Added barbed-wire fence tile
  • Added team-zone entrance indicator entities to Territory Killswitch maps
  • Added CameraHightLocker-zone feature and added it to some maps to prevent the camera violently falling into deep pits
  • Opening dialogue no longer changes the camera zoom and rotation
  • Tweaked isometric-camera settings so you can still hear footsteps when fully zoomed out
  • Enabled saving/loading in editor-playtest mode
  • Limited the frequency of the objective update sound to once per stack
  • Changed the level up notification to only trigger above a minimum of 500 unspent points
  • Scene units with 0 health will never swap into bone-piles
  • Skirmish UI: UGC solo missions filter now also lists co-op maps
  • Light emitter can now re-color their particle FX
  • Replaced old see-through effect with a more performant in-house solution
  • Improved general performance
  • Improved map loading times
  • Improved the dialogue window UX
  • Improved PDA Map UI, added mouse pan/zoom
  • Improved AddRandomItem script response, it can now target multiple entities sharing a tagname
  • Improved ToggleDoor script response, it can now change the open and locked state of the door individually as needed
  • Improved water sound positioning
  • Improved general spatial audio
  • Improved UX: ingame portrait can be clicked on in skill use mode to target self
  • Improved UI: ingame skill item slot images enlarged and centered correctly
  • Improved UI: dialogue topic preview tooltip no longer blocks the dialogue text when not wanted
  • Improved dialogue system: undefined 'other' talker can be used as narrator
  • Improved highlighting, names of dead units will appear gray
  • Attempted to fix the player storage sometimes failing to save its contents
  • Fixed cursor not re-appearing at its last position after rotating objects with right mouse button
  • Fixed DamageZone dealing damage during map-loading
  • Fixed overlay-textures not being applied to invisible units
  • Fixed spamming dialogue topics or closing the UI too soon not firing script events
  • Fixed a bug breaking saving during active waves under certain conditions
  • Fixed OrderUnit_Interact script response not working
  • Fixed missing headers on ingame character editor window
  • Fixed main campaign player characters hair not matching artwork
  • Fixed TeleportUnit script response not working correctly
  • Fixed issues caused by the ‘isRecruitMaster’ flag being exposed outside of campaign missions
  • Fixed the mission briefing text window
  • Fixed some towers and ladders in campaign base 3
  • Fixed removing inventory override flag on units in the map editor clearing the inventory
  • Fixed ‘campfire’ light-entity ignoring flicker settings
  • Fixed the invisible seasonal tiles in the MapEditor
  • Fixed friendly NPC units following the player running in front of you
  • Fixed missed arrows floating mid-air
  • Fixed safe-bet perk activating on non-aimed shots
  • Fixed explosive weapons always hitting target
  • Fixed the ingame chat textbox spazzing out
  • Fixed tactical pause gadgets not working outside of solomissions
  • Fixed a pathfinding bug when units get interrupted in the middle of navigating a crouch-hole
  • Fixed script trigger ‘AllTargetsDead’ not reacting to objects being destroyed
  • Fixed custom texts glowing at night
  • Fixed AI retreat behaviors being indecisive
  • Fixed destroyed versions of colored bunker roof blueprint sets
  • Fixed decoration list in character editor not re-validating itself after switching back from armory
  • Fixed pushkick getting stuck if you use a skill while holding the pushkick button
  • Fixed turrets being able to see outside their firing cone
  • Fixed incorrect perk name being shown in map editor
  • Fixed ammo usage yellow bar segment not working correctly
  • Fixed map selector UI producing error when removing WIP filter on page 2+
  • Fixed car gun ammo picker not closing with Esc key
  • Fixed spazzy movement when heal skill is approaching incapacitated unit
  • Fixed ingame hand slot displaying the wrong firemode name when the mode-switch is pending
  • Fixed custom switches not finding reach points
  • Fixed bow playing release anim on equip
  • Fixed mistake in script debug log for CTF events
  • Fixed a bug when radio transmissions overlap
  • Fixed wrong animation clip used for Bow Kick Windup
  • Fixed a bug in loading active traps from save
  • Fixed issues with static batching not working correctly
  • Fixed a bug in snow footsteps
  • Fixed some issues in DestroyEntity script response
  • Fixed a bug in script triggers not executing all responses if RemoveFromSquad or TeleportUnit fails to find a match
  • Fixed a bug in loading the discussed topic list
  • Fixed light entity state network synchronization
  • Fixed SwitchLight script response not triggering particle effects
  • Fixed ambient sounds trying to play during map loading
  • Fixed wrong kick animation when a bow is equipped
  • Fixed team filter field missing for TimerEnded trigger in editor
  • Fixed a problem with moving objects not getting roofpopped sometimes
  • Fixed a bug in AI defendzone behavior
  • Fixed a bug in campaign text export function of mapeditor
  • Fixed missed and force-fired bazooka shots always hitting spot-on
  • Fixed issue with map editor grid placement pattern being repetitive, changed to random
  • Fixed updating attack speed stat not affecting weapons until re-equipping
  • Fixed idle animations being unintentionally time synchronized on all entities
  • Fixed units added to squad by script not getting incapacitated after loading
  • Fixed knockout time not being added from crits when already knocked out/down
  • Fixed crossed wires in mapeditor selection filter toggles
  • Fixed wrong type in map serialization for poisonHealRate
  • Fixed incapacitated unit finally dying not raising script events
  • Fixed ammo picker highlight getting stuck
  • Fixed buying items not working when you have the exact amount of cash
  • Fixed bad defaults for AddRandomItem script
  • Fixed infinite loop in AddRandomItem script on old default settings
  • Fixed critical error handling bug in map load routine
  • Fixed IsEntityInZone script condition only searching for units with the specified TagName
  • Fixed changing map while a unit is incapacitated, this no longer removes them from the squad
  • Fixed bad vehicle exit positions
  • Fixed built barricades not loading properly from save file
  • Fixed roofpopping performance bug behind walls underground
  • Fixed river flowrate not being saved to map file
  • Fixed turret weapons being visible after loading a save
  • Fixed perk list duplicating each time the ingame character window is opened
 
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