EGW-NewsProject Windless — Ancient Fantasy War On PS5
Project Windless — Ancient Fantasy War On PS5
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Project Windless — Ancient Fantasy War On PS5

Project Windless is heading to PlayStation 5 as an open-world action RPG set in the universe of the Korean novel series The Bird That Drinks Tears. Krafton Montréal Studio unveiled the project during February’s State of Play, presenting the first trailer and confirming development for PS5 and PS5 Pro.

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Project Windless Release Date & Platform

Project Windless does not currently have a release date. No platforms beyond PlayStation 5 and PlayStation 5 Pro have been confirmed.

The game draws from The Bird That Drinks Tears, a South Korean high fantasy series known for its four distinct races: humans, the reptilian Nhaga, the Tokkebi, and the bird-like Rekon. Rather than retell the novels’ main storyline, the development team chose to set the game roughly 1,500 years before the books’ events. The story focuses on the origins of a central figure known as the Hero King and depicts a fractured land on the brink of political transformation.

Patrik Méthé, studio head and creative director at Krafton Montréal Studio and a former director on Ubisoft’s Far Cry series, leads the project. In a PlayStation blog post, Méthé explained the team’s decision to explore an earlier era in the timeline instead of adapting the novels directly.

“Instead of adapting the story you might know, we decided to go way back in time.”

— Patrik Méthé

Development Of Project Windless: Gameplay, Setting, Combat & Others

The studio places players in the role of a Rekon, a nomadic warrior race described as humanoid birds with significant physical strength and imposing stature. The protagonist’s name has not yet been disclosed. The Rekon are characterized by speed, reach, and a strong physical presence, traits the team says align with the game’s focus on large-scale combat. They are also portrayed as solitary figures with defined personal beliefs and vulnerabilities, including a cultural fear of water.

Combat stands at the center of Project Windless. The design emphasizes one-versus-many encounters, where players confront dozens or even hundreds of enemies in a single battle. According to the studio, these enemy groups are not static crowds. They move across the battlefield, flank, and respond dynamically to player actions. The system aims to create shifting scenarios that require quick tactical decisions rather than scripted sequences.

Project Windless — Ancient Fantasy War On PS5 1

Footage shown in the reveal trailer includes large formations of enemies advancing across open terrain and towering creatures that dominate sections of the battlefield. The camera frames the Rekon protagonist cutting through groups of foes with sweeping attacks, while other sequences show open landscapes with mountains and ruins stretching into the distance.

The open world is structured with minimal direct guidance. The team describes it as a space that encourages exploration without heavy-handed direction. Players can wander into hidden storylines, align with factions, or prepare for large-scale conflicts. The world rarely enforces a single path forward. I see a clear intention to let players define their role through action rather than instruction.

Project Windless — Ancient Fantasy War On PS5 2

A developer diary video released shortly after the announcement provides additional context but introduces no new major gameplay systems. It confirms that the central figure is the Hero King and frames the narrative as an origin story set long before the novel’s main events.

The project’s visual identity leans into its unusual protagonist. Promotional images show a muscular, bird-like warrior standing against wide mountain backdrops, holding oversized weapons. The Rekon’s silhouette sets it apart from more conventional human leads in action RPGs. I do note how the character’s scale and design reinforce the game’s focus on mass combat rather than intimate duels.

Project Windless — Ancient Fantasy War On PS5 3

Industry observers have compared the combat concept to large-scale action titles that emphasize clearing waves of enemies, while others have pointed to cinematic third-person combat games as reference points. Krafton has not formally aligned the project with any specific franchise model, though the scale and camera work in the trailer suggest a hybrid of crowd-focused action and character-driven storytelling.

Krafton Montréal Studio has been working on the project quietly for several years. The reveal marks the first official look at the game, with the team indicating that further updates will follow in the coming months. For now, the focus remains on introducing the setting, protagonist, and core combat philosophy.

Project Windless — Ancient Fantasy War On PS5 4

Generative AI Uses In Project Windless

Shortly after the reveal, questions surfaced regarding the potential use of generative AI in development. Some viewers speculated that certain trailer elements might have involved automated content generation. According to Eurogamer, Krafton addressed these concerns directly.

“Krafton's studios operate with a high degree of creative independence, enabling each team to select the tools and methods that best suit their projects.”

— Krafton spokesperson

“For Project Windless, the Montreal team is taking a traditional, craftsmanship-driven approach to single-player development. The team primarily uses AI internally during exploratory phases to support iteration and efficiency rather than as a central, player-facing feature of the game.

Project Windless uses traditional game AI systems to drive NPC behaviour and bring the world and its characters to life beyond combat. These systems govern how characters react, move, and behave in the environment. We are not using generative AI for content creation or narrative elements.”

— Krafton spokesperson

The statement clarifies that AI tools may assist internal workflows but are not responsible for narrative design or player-facing content. Non-player character behavior relies on conventional game AI systems to control movement, reactions, and environmental interaction.

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Back to Beyond Good & Evil 2, another hyped game with animalised characters, recently saw its creative director, Fawzi Mesmar, address the project’s status following a company-wide restructuring at Ubisoft. The reorganization led to cancellations, studio closures, and proposed job losses at the company’s Paris headquarters, yet Beyond Good & Evil 2 remains in development despite years of limited public updates.

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