The Ambitious Voxel RPG Taking Flight
During Gamescom 2025, I saw plenty of ambitious projects — but one particular game held my attention longer than any other: Everwind, developed by Enjoy Studio. At the Bohemia Interactive booth (the game’s publisher), I met Igor Wituła and Łukasz Jagielski, who introduced me to the world of Everwind. My wife joined me too, lured by the capybaras from the trailer — and since Everwind is a co-op game, it’s something we can enjoy together with our kids as a family.
Honestly, this year I raided Bohemia’s booth harder than planned — and walked away with exclusive interviews across almost their entire lineup. If you’re curious how this Czech company supports indie creators and keeps its portfolio so diverse, check out my other features on Cosmo Tales, the family-friendly party game, Silica, the FPS/RTS hybrid, and of course Arma: Reforger, where we discussed the 1.6 update and what lies ahead for mil-sim enthusiasts.

But here, let’s focus on Everwind — a game some have been quick to label a “Minecraft-killer.” I’d avoid that shortcut, though, because this voxel RPG moves in a different direction, at least in its current form. Still, it’s easy to see how it could capture the same audience that thrives on freedom and creativity in survival-crafting worlds. Before we get into airships, modular systems, and floating islands, let’s start with the people behind it — and the story of how Enjoy Studio brought Everwind to life.
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The Story Behind Enjoy Studio
Enjoy Studio is a Polish game developer founded in late 2020 and based in Warsaw. The team numbers only a few dozen people — small enough to keep that close-knit, creative spirit alive, yet experienced enough to aim high. They fit squarely in the indie studio tier, and proudly so.
Their portfolio already includes The Witch of Fern Island and Space Tail: Every Journey Leads Home — the latter currently going through a relaunch. There’s also Spooky Bay, a cozy-looking title already listed on Steam and currently in development.
The project now known as Everwind actually began life as Skyverse. The original vision was the same: a voxel-based, open-world RPG where you pilot flying island-ships, shape your surroundings, and explore cooperatively. The name change came from an unfortunate legal challenge — someone decided to pursue the Skyverse trademark. Rather than sink time and energy into the legal fight, the studio chose to move forward under a new name. Besides, as Michał Baraniak, CEO at Enjoy Studio, said: “The new name represents the world and our vision much better, allowing us to stay fully focused on crafting the best experience possible for our community.” Honestly, I think that’s the best possible outcome.

In May–June 2025, the team launched a Kickstarter campaign for Everwind, aiming for €30,000 and ending with nearly €46,000 from 888 backers. While those extra funds help, the developers see the campaign mainly as a way to invite players into the process and unlock extra features and be part of the development process, not as a lifeline. On Steam, they’ve already crossed 500,000 wishlists, and that number keeps growing.
To help bring this vision to life, Enjoy Studio joined Bohemia Interactive’s incubator program — a clever initiative that supports smaller developers with funding, technical guidance, and marketing help. As I mentioned in another feature, Bohemia’s approach gives indie teams real backing without forcing them into rigid corporate frameworks. The partnership also made Bohemia the official publisher for Everwind.
So now, let’s see what this world has to offer — and whether it will grab your attention the way it did mine.
The World Above the Waves
When Igor Wituła described Everwind’s world, he said, “You use your airship to fly around the world and visit multiple different islands.” The team at Enjoy Studio has built a sandbox RPG that doesn’t tell you where to go — it simply lets you drift in any direction. The world itself is a vast ocean dotted with small islands, but most of the game’s content lies along the vertical axis. “There is no big solid ground,” Igor said. “You wander around the islands in the sky.”
Interestingly, two other titles from my Gamescom 2025 lineup share that same Waterworld-inspired idea — Tides of Tomorrow and The Last Caretaker — but Everwind takes the concept into the clouds.
My first question came instantly: “So no mining?” The answer — a grin and a correction. You can absolutely mine the floating islands. They’re large enough to dig deep tunnels, even uncover entire dungeons, or, if you’re persistent (and slightly mad), destroy the island completely. And here lies one of Everwind’s most defining features: everything in the world is destructible — from chairs to castle walls.

Story-wise, there’s no fixed route to follow. The game offers a loose narrative and progression path, but freedom is absolute. You can build, explore, or simply float until the horizon becomes your next goal. Each island is procedurally generated, featuring unique biomes, resources, and remnants of civilizations. “The world is separated into three altitudes,” Igor explained. “The higher the player goes, the difficulty increases — but so do the rewards.” It’s a self-balancing progression system disguised as adventure, letting exploration naturally regulate your pace.
Everwind supports both solo and co-op play, with up to four players sharing a world. Dedicated servers are planned, but the current co-op setup likely works like Palworld or Nightingale: one player hosts the world while others join as guests — and when the host leaves, the realm closes for everyone.
When I first saw the trailer, I imagined the appeal — a modular ship drifting between clouds, the hum of engines under soft voxel sunlight, capybaras wandering below on a tropical island. But is your airship a predefined blueprint, or are you the engineer and architect? Is it a moving base, or just a way to travel? Let’s keep our exploration.
Engineering the Impossible
The answer came quickly — and with the kind of enthusiasm only engineers get when talking about their favorite toys. In Everwind, your airship isn’t just transportation; it’s your base, your workshop, and, for many players, a self-built monument to patience. “The flying airship is the main form of transport between islands,” Igor Wituła said, “but it’s also your flying home. You can build your base, place crafting stations, and do whatever you want.”
Everything starts with a basic cockpit — a steering wheel that gives you control of the ship. From there, players add modules: balloons for lift, engines for speed, and generators to keep everything powered. Each element connects through an energy grid made of pipes. “We have a modular system for that,” Igor explained. “You have to connect every mechanism to another, so they just work together. We use pipes to transfer the energy.”

It’s not a physics simulator — at least not yet. When I asked if the ship would tilt or collapse if someone attached all the balloons on one side, Igor laughed. “There are no physics and weight systems right now,” he admitted. Łukasz Jagielski jumped in to clarify that while there isn’t a full physics/weight simulation, adding more blocks effectively makes flying harder — so you’ll need more balloons and more power. It’s a trade-off that favors creativity over complexity, allowing players to focus on design rather than debugging aerodynamics. And you can trust me on this one — as someone who’s spent dozens of hours fighting with hovercrafts and all kinds of flying contraptions in TerraTech, this is the kind of system most players will want to stay simple and a little bit arcade-ish.
Naturally, I pushed it further: what happens if you crash into an island? “If you hit an island, the ship stops,” Igor said. “You lose speed and have to find another path. There’s no destruction system yet, but we’re planning to add one — maybe if you crash at high speed, you’ll lose some blocks.” It’s one of those answers that tells you exactly where their priorities are: keeping things playable first, then layering realism later.
That philosophy runs deep through Everwind’s construction system. Players can edit every single block of the ship, rebuild it mid-flight, or turn it into something entirely unexpected — a floating house (wonder how long until someone recreates a Movie Up tribute, hehe), a mobile workshop, even a small village in the clouds. “You can destroy every block in there and build anything you want,” Igor said.
The modular design also sets the stage for deeper engineering later on. Łukasz hinted that they’re already experimenting with systems that might need power — refiners, crafting stations, maybe even light automation. When I joked about it being Redstone in the sky, he smiled: “Something like that.” For now, though, engines and pipes are limited to the ship itself, so keep your expectations accordingly. Still, if the launch succeeds, I’m pretty sure the team will be looking closely at that kind of “Redstone engineering” — pardon my Minecraft jargon.
It’s a clever middle ground — mechanical enough to feel satisfying, yet intuitive enough that families, streamers, and creative builders won’t bounce off. In the end, Everwind doesn’t just give you a ship; it gives you the sky as raw material.
Between Creativity and Craftsmanship
Speaking of materials, my wife — a fan of all kinds of cozy interior arrangements, be it Animal Crossing or Critter Cafe — immediately pointed out the fine-looking, functional furniture scattered around the demo. And yes, there are no half-slab workarounds or sign-and-stair contraptions to fake a chair; here, a chair is an object on its own.
When I mentioned that, Łukasz Jagielski explained that most objects are fully usable, not just visual props. Many pieces of furniture act as part of the crafting system or have a functional role — lights can be turned on, beds are used as respawn points, and crafting tables actually serve their purpose. Igor Wituła said the goal is for interiors to feel alive, not just like staged screenshots.
It’s a subtle but important distinction. Many sandbox games give players tools to build massive structures but little reason to inhabit them. Everwind seems to go the other way — smaller spaces that feel alive, filled with crafted furniture, lights, and everyday items that give meaning to the player’s floating home.

The same logic applies to the rest of the building system. You can reshape the ship mid-flight, carve new rooms, or expand into an entire flying fortress. And when you land on an island, all of those building rules stay consistent — the same materials, tools, and blueprints apply. It keeps the player’s creative language unified, whether they’re crafting a chair or a castle.
Beyond furniture, there are crafting stations, generators, cooking tables, and a surprisingly robust set of materials to experiment with — wood, stone, metal, crystal, and more. I could probably spend a separate article just on that system alone, but what matters most is how cohesive it all feels.
In Everwind, creativity isn’t limited to the skies; it continues inside every cabin, corridor, and cozy corner you decide to make your own.
Beyond the Clouds: Everwind’s Living World
Interestingly, the world feels handmade and not scripted — despite being procedurally generated. Igor Wituła described it as “a living environment rather than a static map.” That means changing light, weather (for now just a visual feature without direct gameplay impact), and life moving naturally around you. Islands shift through day and night cycles, wildlife roams freely, and some biomes even react to player actions. Speaking of biomes — there will be ten in total, each populated with its own types of enemies.
The game is built on Unreal Engine, which naturally comes bundled with all sorts of physics systems we discussed earlier. It’s more a matter of time and priorities before the team decides to expand further in that direction. The lighting and shadows already look neat, even without full ray tracing. In my opinion, the visuals are fantastic as they are — no need to cripple the frame rate with heavy lumen effects. Keep it light!
Speaking of frames, you’ll need them — Everwind is an action RPG, and its combat feels sharp and reactive. Timing matters when you swing, block, or parry. The animations and collisions look… well, juicy. The hits have weight, the reactions feel right, and even watching the gameplay footage, you can almost feel the strikes. Outstanding work!

Currently, the game offers only a first-person view, but the team is aware of the demand for a third-person camera — something many content creators might appreciate for their narrated playthroughs.
Łukasz Jagielski mentioned that they want the world to feel “peaceful by default” — not as a difficulty mode, but as a design choice. “The idea is that you can play for half an hour and feel relaxed,” he said. “If someone wants to just fly around and take screenshots, that’s fine too.” The same applies to the world’s inhabitants: villages and factions start out friendly by default. And yes, there will be an equivalent of creative mode for those who just want to tinker with flying castles or craft cozy interiors.
During the demo, my wife asked the most important question of the day: “Can you pet the capybaras?” Łukasz Jagielski laughed. “Not yet, but maybe in the future — they’re friendly for now.” Igor Wituła nodded, adding, “Who knows, maybe one day.” For the record, they’re already adorable enough just wandering around, so I’ll take that as a soft yes.
Flying Forward
During our talk, we focused mostly on Everwind’s design philosophy and worldbuilding, but the demo itself revealed a full spectrum of gameplay systems waiting to be explored. There are talent trees, skill progression, a wide weapon arsenal, elemental damage types, cooking, potion brewing, ship customization, farming, fishing, and even dedicated crafting stations for armor and tools. The world also includes enemy factions, dungeons, and random events that dynamically scale difficulty based on altitude. And yes — mounts, sailing ships, and other means of travel are on the list too.

I didn’t go into all of these in detail here — not because they’re unimportant, but because Everwind already feels like one of those games where you could spend hours just uncovering systems piece by piece. It’s a proper sandbox survival RPG, dense with things to learn, craft, and tweak — and that density is what makes it so promising.
When I pressed the developers about a few of these upcoming features — physics, advanced automation, player housing systems — both Igor Wituła and Łukasz Jagielski smiled knowingly. They didn’t overpromise, but it’s clear they already have a long roadmap ahead. I’d bet the project backlog is massive, but that’s fine; what matters is that they know exactly which systems belong in the foundation and which ones can come later.
That awareness gives confidence. The team isn’t rushing to cram everything in at once, but layering systems carefully — ensuring Everwind grows steadily into the kind of open-world RPG that rewards creativity and time investment. And definitely not at the pace of releasing a new type of chicken twice a year — no offense, Mojang.
It’s easy to see Everwind as a love letter to Valheim, Teardown, and Stardew Valley, but it’s more than a collage of references. It has a clear voice of its own — a world that feels alive, confident, and full of room to expand.

At the time of writing, Everwind is planned for release on PC via Steam Early Access Q1 2026, with no console versions yet announced. Pricing hasn’t been finalized, though judging by the Kickstarter tiers, something around $29.99 seems likely — a fair tag for a game where you can easily sink hundreds of hours exploring the skies, building, and tinkering with your flying fortress.
Everwind has so much going on that I could probably keep chatting with the devs for hours. Instead, I’ll just suggest you experience it yourself: the free demo is available on Steam from October 13 to 20 and yes, co-op included!
Take a stick, slap a sharp stone on it, and go chop some voxels — be it a pine tree or a skeleton’s skull.

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