A downloadable game for Windows

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The changelog for the newest build can be found at the bottom of this description text.

Wind Carrier is an anthropomorphic, adventure RPG set in a realm in which each of your steps may have a massive, unintentional impact on the future of the world.

As you advance, you will learn the secrets of transference; transferring your consciousness forward or backward in time to another being, another host for your power. As a Wind Carrier, your character never really dies, but rather slumbers; seeing all of their power into a newer Wind Carrier when the time is right. You will be able to see the effects of your choices as each iteration brings the world forward a hundred years. You will watch civilizations rise and fall, wars start and end. And if you so choose, you may return to your previous state and right some wrong that you believed was perpetrated, but be wary. Changing the past can have unfathomable effects on the future... and the only choice that can be undone is inaction.

Wind Carrier's minute to minute game-play is set around a combo-based melee combat system, a magic system using cards of multitudes of types to summon beasts and magical effects alike, and directing the advancement of your civilization along with those that you meet along the way.

The game has been in development for a year and a half now, and we have made massive strides. It currently in Alpha phase of development. Our projected time-frame for this project of this scale is around three or four years at the current pace.


If you have questions, concerns, opinions, or bugs which you wish/need to share with us, you can e-mail us at cloudsofglassgames@gmail.com.


Changelog, Alpha 0.1.7

-All buildings which offer no stats now have their description prefaced with "Decoration"

-Resource gain and mana crystal gain widgets now spawn in a normalized widget akin to the item pickup widget

-Retextured the grass for a final time (credits the wife)

-In the process of finalizing the civ stats icons (credits the wife)

-Added a new class of random encounters which have a lower spawn rate than average random encounters

-Random merchants now all have certain types of items that they sell that others do not

-Reworked random merchant logic to make creating new merchants quicker

-Only one of any given merchant will spawn now

-Upgraded the capabilites of the quest system to allow more complex quests to be created

-Updated the fern texture

-Updated the pine tree branch texture

-Added dynamic moss to the stone texture


Player/Civ Updates:

-The player can no longer spirit walk in dreams

-Lowered the delay between the last attack and the combo reset for melee attacks from 3 seconds to 2 seconds

-Spirit Walk
     -Updated the mats and post process volume so the spirit orbs are actually visible
     -Each orb now increases health healed by between 10% and 20%, up from a flat 10%
     -Each orb lasts longer now
     -Spirit Walk now ends when the player collects 100% health and mana
     -Spirit Walk can now be ended with Escape and Backspace as well as 1

-Health and mana regen rates are now tripled outside of combat and when not dreaming

-Added a bit of screenshake/hit stun when the player is hit

-Added the Fan weapon class
     -Medium range
     -Heavy combos provide refresh-able buffs 
          -In order:
          -Armor Up
          -Regen
          -Atk Up
     -Buff effects scale on the player's damage and MDM or MCM stats, depending which is higher


Item Updates:

-Added A Twisted Spire
     -Unique
     -Spear
     -Has a chance to spawn Rockdancer's akin to the spell card, Rockdancer's Drop, every time the player attacks in melee

-Added Consielle Skull material
     -Drops from Vulpine Shamans and Sundrinkers

-Added The Gilded Ostaar head item
     -Greatly increases all production rates
     -Greatly increases population rate

-Added A Trickster's Hide
     -Unique
     -Dream reward

-Added Primitive Fan

-Added S'Hae Tyhpoon

-Added Crystalline Macuahuitl

-Added Bundles for each resource to the sales list of all bots
     -Each costs 50 mc
     -Contains a random amount of the stated resource 
     -The amount scales based on the player's resource bonus stats

-Added the Miiriöyrä Väärääte accessory
     -Unique


Card Updates:

-Added Effluvia Gel
     -Dream reward
     -Massive explosion
     -Damage to everything
     -Negative influence when cast

-Added Condemnation
     -Upgrades from Effluvia Gel
     -Damage to everything
     -Large negative influence when cast

-Added Ancienct Stump
     -Earth
     -Tier 2
     -A simple wall until it takes enough fire or air damage; turning into an inferno or a heavy, blunt object respectively

-Added Crystalline Mountain
     -Tier 3
     -Upgrades from Crystalline fountain
     -A stack of three fountains, each of which fire faster than the original and at different angles, covering a large area with crystalline shards

-Added Iron Herald card
     -Tier 3
     -Provides the same benefits as Iron Eye, but none of the drawbacks

-Added the Upheaval of Stone card
     -Tier 2
     -Upgrades from Crack
     -after a delay, does large amounts of earth damage and either knocks enemies up or stuns them


Enemy Updates:

-Enemies stunned when about the health threshold are no longer able to be finished

-Added Väälhäiliilhiöynd
     -Syyenä
     -Lit. Pebble Collector
     -Heals self with piles of stones which its other abilities spawn
     -Gains armor as it heals
     -Bleeds with melee after it gains enough armor
     -Nature alignment

-Dragonbone Shaman
     -Now has a chance to drop the Witch's Crown head item

-Added the Crystalline Mushroom
     -Spawns swarms of smaller, projectile spawning mushrooms
     -Drops large amounts of stone and mana crystals upon death

-Added The Iron Herald unique enemy
     -Leonen
     -Stronger and more durable than a normal Iron Head
     -Drops the unique card Iron Herald on death


Building Updates:

-Added Totem of Li'Kuntuu
     -Vulpine crafting
     -Large amounts of pop rate


Dream Updates:

-Added An Alchemical Armament
     -Vulpine aligned
     -Vulp influence 50+ required for it to spawn
     -Negative influence
     -Short

-Added A Dancer's Descent
     -Dynamic (Saurian Rockdancer)
     -Saurian aligned
     -Platformer

-Added The Gilded Ostaar
     -Vulpine aligned
     -Spawned by a random encounter with Fate

-Added A Trickster's Trove
     -Dynamic (Vulpine Trickster)
     -A veritable mana mine to those that are observant; something more akin to a deathtrap to those who are unwary
     -Has a chance to drop a large number of items from the burlap sacks scattered around

-Added A Lot of Water
     -Leonen
     -Spawned by the quest of the same name


Quest Updates:

-Added A Lot of Water
     -Leonen
     -Requires Feeding Ardor to be completed

-Added The Iron Herald
     -Leonen
     -Requires Feeding Ardor to be completed


Bug Fixes:

-Fixed a bug where the mouse clicker icon wouldn't show up above the hand widget when adding cards to an empty deck
-Fixed a bug where enemies stunned outside of low health conditions regained health when becoming unstunned
-Fixed a couple bugs with the stat comparison widget in the equipment screen
-Fixed a bug with quest spawning on load
-Fixed a bug where at the end of A Few Leaves, the quest giver didn't actually take the leaves
-Fixed a few bugs in the quest log


Download

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Click download now to get access to the following files:

Wind Carrier; 0.1.7.7z 478 MB

Development log

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Comments

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found this bug in the map. Can I be a tester?

Thanks for finding that. I always appreciate when someone finds one of those. There are still far too many. >.>

But, we're always looking for more testers. Right now, we're looking for testers mostly to find bugs that we are unaware of and to test the newest content as it comes out to: find bugs, provide opinions, and help with balancing. 

Balancing and opinions are the two biggest areas that we're looking into right now for play testers. 

If this interests you, you can send an email to me at cloudsofglassgames@gmail.com or respond here with your email address so we can get everything set up and working.

You are welcome, I will send an Email instead. I don't want random people Emailing me. I want to give you an heads up that I have dysgraphia. It's a writing learning disability, so my grammar will be crap. LOL

Good thing I have grammarly for the spelling, and small grammar.

(2 edits)

when i download it the file doesn't work

edit: ok i got the game working it's not that bad but the optimization needs a little work.

edit again: it seems it doesn't want to load me in the world anymore i may have broken it

Optimization is something that we've been trying to get right for a while now, kinda of an ongoing battle to make it all work.

Our play-tester has been saying that he has been having problems occasionally with loading as well. Out of curiosity, are you running a 32 or 64 bit version of Windows?  

hey thanks for responding to my comment. i'm running on the 64 bit i think.

Hmm. I wondered because I'm fairly sure that it was something to do with distance fields that were causing crashes on our play-tester's computer as his is a 32 bit. I just yesterday actually got rid of the distance fields themselves in the name of optimization. It makes creating bodies of water more time consuming, but it is what it is. 

Did the game crash at all? Or just fail to load?

I've also been experiencing random load failure, even when working in engine. It keeps outputting an infinite loop, but the crash logs don't actually point me to anything; just to an 'unknown function.' I've got some ideas as to what it could be, but I've yet to actually pin down the source.

Anyway, enough rambling from me. :p

the game never crashed ( yet ) it just fails to load and then i get this weird broken map camera where i'm halfway thru the ground. recently i found some weird thing where this little menu shows up and locks the screen but i can't get rid off it. (i can't get a good pic of the loading screen freeze.)

I had found that bug too and I think I already fixed it, or I have decreased the frequency it occurs, at least. I'm not 100% what was causing it, but it hasn't happened to me since I played with the code for the player's home. And I'm not 100% sure, but it seems that I have fixed the loading issues on my end as well. 

I intend to throw a hot-fix up later today/early tomorrow since those two bugs in particular are pretty nasty, game-ruining experiences. 

I appreciate the help, by the way. If I could ask, how is the actual gameplay so far? Is it fun? Are there any areas that definitely need improving?

I like to think it's fun, I enjoy as does our play-tester, but we've both been playing it for years now through hundreds of iterations, so our vision could just be tinted. :/