무등산막걸리
14/04/2026
14/04/2026 03:40 PM (+09:00)
302 °C

Are insoles easy?

shanoaSLife
14/04/2026
14/04/2026 06:16 PM (+09:00)
ㅎㄷㄷ 고인물
STOVE82616529
14/04/2026
15/04/2026 08:37 AM (+09:00)
463 °C

1000 Flakes or more:  0

200 Flakes probability (23 successes)

17/23 = 73.9%

17 out of 23 times, 200 flakes appeared.

*ps. Today's capsule draw: (1000 draws) -7500 deficit.

바드냥냥이
15/04/2026
15/04/2026 07:57 PM (+09:00)
ㄷㄷㄷㄷ
설문 이미지
Q. What if the phone screen has a slight crack?
MSBOOM
14/04/2026
15/04/2026 01:04 AM (+09:00)
117 °C

RewardCheck-inBonus🏷️ $0.1 USD Stackable CouponSTOVE Store Check-in
🏷️ 15% Stackable Coupon (Collection)❄️ 1,000 Flakes
🧧 Rare Gift Mystery Box (Locked)Riichi City Check-in
🏷️ Riichi City 5,000 KRW Coupon

CultistYoon
14/04/2026
14/04/2026 07:04 PM (+09:00)
2 °C

⚓ [Windrose] Stove Official Launch Commemorative Event! 🌊

The open-world pirate survival game, awaited by 1.5 million users, Windrose,

 has finally been officially released on Stove!
You can get additional benefits just by using the store,

so don't miss out on the special coupons and prizes prepared!

👇Go to the promotion page 👇

"

A game where the story seeps in on your way to find treasure,

"

Scenario

The story of Windrose begins in a world where fantasy is mixed with the Age of Discovery in 18th-century Europe.

Edward Teach, the Pirate King who leads Blackbeard, made a deal with the devil and threw this sea into chaos.

And his evil influence eventually reached the player....

Action Game

As soon as the short story ended, the tutorial began, and after a few minutes of persistently teaching parrying and dodging, I immediately realized.

"This is an action game."

Today, the topic I want to talk about is 'Action Games'.

What is an action game?

Simply put, it's a game where the player controls and moves the character in real-time. 

And Windrose is a game that cares about the 'feel of action' more than anything else.

I believe the biggest characteristic of an action game is this: never stopping the player's input. 

During combat, the player dodges enemy attacks and runs backward,

then finds an opening to land an attack. This entire process is a continuous series of actions.

How was combat induced?

Windrose has a massive main quest, divided into Chapters 1, 2, and 3, with a long quest line. Furthermore, they plan to continue updating it.

To approach this goal, the game lays out numerous designs. Broadly, there are three types of content: first, action; second, crafting; and third, quests.

However, covering all of them would make the text too long, so today, I will talk about Windrose with just one topic .

"Windrose's Action and Story."

It's rare for action games to lack a story. Why is that?

In many action games, when an NPC explaining the story starts describing an event in a specific area, players tend to get distracted or skip the dialogue. 

And then, curiosity begins to arise. "Why do I have to kill the dragon?" "Why do I have to kill a man I can't kill?"

Earlier, I mentioned that 'the core of an action game is to not stop the player's input,' but the moment the story progresses, the player stops and listens.

Even if the story is skimmed, even a small context from the past story imbues the player with the most precious and valuable essence in an action game.

This is the moment when the player's violent actions are given 'meaning'.

This is where the causality of why the player must cut down this enemy or cross this sea is created.

However, if such explanations are continuously listed, the story quickly becomes boring and didactic. It damages the feel of action and input.

Windrose has created many devices to solve this problem. Today, we will explore what has been solved through 'story'.

Implication through Environment

The method is implication through the environment.

Instead of simply posting a notice or directly conveying through a quest that 'something happened here',

it's a method of placing structures within the space that suggest 'something seems to have happened here'.

Players naturally look around each space to gather resources or with anticipation for quests.

In the process, they guess 'something must have happened here,' and even players who are not usually interested in the story naturally speculate about 'the story of the space'.

And when they reach the end of the space's story, the events the player imagined are verified.

At that moment, the player will be amazed, saddened, or annoyed by the plausibility.

This is Windrose's method of letting the space tell the player about the world. 

But why would the player bother to scan the environment?

No matter how many elements and stories are well-placed in the environment, if the player doesn't pay attention to that space, it's all for nothing.

The cloth tied to a tree, the story of a buried box on the ground – these are all devices that are meaningless if the player 'doesn't look'.

Windrose solved this problem very simply.

By linking rewards with the space. When you open the map in this game, treasure chests are linked to each space (icons), and the player fights to enter that space, naturally exploring every nook and cranny to find the hidden chests.

And this chest hunting is not just a supplementary element.

Windrose has RPG growth elements, where you can level up, allocate stats, and unlock skills.

However, the way to gain experience is peculiar. You don't get experience by defeating enemies.

Experience is only given when you clear a quest or collect all rewards in a space.

The problem is, combat in Windrose is surprisingly difficult.

To overcome this difficulty, where enemies have high HP and high attack power, you need to grow your character, and to grow, you need to open chests.

And in that process, the player's eyes naturally sweep over the environmental details.

Even without reading the story, as you search for chests, the story seeps into the player.

Consume the story for action.

The story design philosophy of Windrose, in my opinion,

is not to stop the player for the story, but to consume the story for action.

This is it.

There are no long scenes where NPCs hold you and explain, nor cutscenes that take away your control.

The story is finely scattered throughout the spaces, and it is delivered by seeping in piece by piece as the player moves 'to become stronger'.

Thus, the story becomes fuel that drives the action, rather than an obstacle that stops the flow of action.

Windrose, a game where the story seeps in on your way to find treasure, binds the player to the space with rewards (experience, treasure chests) and consistently maintains a state where their hands don't stop moving in that space.

As a developer who also makes action games, I often ask myself a question.

How can I make the world convincing to the player while keeping their input non-stop?

Windrose's answer to this question is:

Make the story the fuel for action.

It answered.

Conclusion

This game left me with a different final impression than my initial one.

When I first started playing this game, I thought it would be a survival crafting game mixed with action, but I was intrigued by how strong the 'action' philosophy the game advocated was.

Even if the experience I wanted when starting the game was different, I believe the numerous battles with enemies I enjoyed while playing  prove the high completion of the action this game pursued.

It's a great game where you can feel the developer's love for action, connecting all content to the core of action, so I hope you all play it at least once.

I hope you enjoyed reading. This is my first post where I've written a lot about game design, and I'm not sure if everyone had fun.

Game Name 

WindroseGame GenreAction, Crafting, AdventureRelease Date2026.04.14Game Price32,000 KRW

1 / 19
알카서스Badge Icon
15/04/2026
15/04/2026 06:00 PM (+09:00)
657 °C

PLAY THE ANIMATION! Epic Seven

Hello. This is GM Alcasus.

 

To celebrate the special weekend, an ALL Buff Event will be held.

Please check the details below and don't miss the buff event happening this weekend!

 

■ Special Weekend ALL Buff Event Notice

Server

Event Period

Details

Korea/Asia/Japan

4/17 (Fri) 03:00 ~ 4/21 (Tue) 02:59 (KST)

1. Spirit Altar Rune Acquisition 2x UP!

2. Gold Acquisition 30% UP!

3. Hunt Crafting Material Drop Rate 50% UP!

4. Abyss  & Hunt Abyss Difficulty & Rift Gear Drop Rate 20% UP!

5. Catalyst Exchange Point Acquisition Amount 50% UP!

6. Experience Acquisition 30% UP!

Europe

4/17 (Fri) 12:00 ~ 4/21 (Tue) 11:59 (KST)

Global

4/17 (Fri) 19:00 ~ 4/21 (Tue) 18:59 (KST)

※ Please check carefully!

- The buff event will proceed according to each server's reset time.

- The start and end dates for each event may differ, so please check the detailed schedule before participating.

- During the buff event period, Hot Time Package items will be on sale.

- In Abyss difficulty of Hunt, the existing Hunt buff (Crafting Material Drop Rate 50% UP!) will not be applied.

 

<Hot Time Package>

▶ Hot Time Package 1 and 2 products can be purchased once daily during the buff event period.

▶ If you purchase both Hot Time Package 1 and 2 products, the Hot Time Package 3 product will appear in the [Event Package] for 4 hours.

※ Hot Time Packages are products for which the purchase count resets daily.

※ If you meet the additional purchase conditions when the Hot Time Package 3 product becomes available, the purchase count will increase to 2, and the appearance time will reset (4 hours).

 

Thank you.

1 / 3
S1746614044254913
21hr ago
16/04/2026 01:11 AM (+09:00)
광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요? 광휘의 정수 버프는 어디갔어요?
STOVE81098075
7hr ago
16/04/2026 03:40 PM (+09:00)
정수이밴트 까지 같이 안하면 여기에 여물 털지 않지...... 왜냐면 정수 이밴트 할때 털어야 되거든
돔돔군
14/04/2026
14/04/2026 08:20 PM (+09:00)
1,073 °C

April 14th:https://stovedb.mycafe24.com/dailyPage.php?date=2026-04-14

You can check detailed information by moving to the page.

Extinct
14/04/2026
15/04/2026 04:28 AM (+09:00)
244 °C

Bags full of BTS merchandise are a hot commodity in the market. On the flip side, BTS Cooking On STOVE is completely free to play.

띠로뤼
15/04/2026
15/04/2026 04:43 PM (+09:00)
Scigant
14/04/2026
15/04/2026 05:05 AM (+09:00)
hi

Forbidden Love

STOVE79058655
14/04/2026
14/04/2026 08:01 PM (+09:00)
155 °C

For reference, I'm an early adopter (but I quit for about a year because I was upset that I didn't get Our Hyung and Tama when there was no pity, and I've been playing consistently since then)
For those who are lazy, I'll give you a one-line summary instead of a three-line summary.
1) If you said you'd give it,  give it to me quickly with good grace.

I really think Epic Seven is doing well since Gwangjin hyung came along,

From the previous Giras event to this Gwanghwi milestone, I wrote this thinking 'Wow, this isn't right;'
Honestly, balance?

Even comparing it to LoL, which is going to the Olympics, balancing is? It's absurd.

It's natural for a company to run by selling this character and that character in a live service game,

After reading many posts, I saw one that said, 'How can new players join without Frieren?'

In the past, Rimuru was actually called one of the 'Seven Deadly Sins,' and Elric was also considered a must-have back then.  
Who uses them now? I think Frieren will be the same later.

The currently hot engraving wheel?

Actually, for those who play Siriena,  it was changed because there was a problem after they quickly used their fodder to go there, but

Looking at the comments, it feels like people who haven't actually been harmed are writing comments just because they see others being harmed~ (This is my personal opinion, and if you disagree, you are right)

But the real problem I think...

They said they'd give at least 10 Moonlight summons, but what the heck... Are you kidding me??

Although I've attached a screenshot, I opened 3 of my own diamond boxes, and it takes about 18 fodder to open one box.

Let's say I have 500 fodder because I've played for a long time, but for new users, do they have 18 fodder to open one, or

Do they have that much energy?

What's more frustrating is that even though I've played for a long time and want to get a character I don't have, I got duplicates in all 3 Moonlight summons.

1) I'm hesitant to use Special Mystics because I'm worried about when it might come out later.

2) I'm worried that if I choose a selection instead of opening a box, the box will be a duplicate later.

Even with the Giras event before, they said they'd give a 5-star, but it took existing users 3 weeks, and they must have heard complaints.

This time too, they said they'd give 10 Moonlight summons (although there's no deadline), and while getting duplicates might be bad luck,  

It takes too long to open the boxes.
Just give them quickly   so that new players can taste Siriena and existing users can get characters they don't have in a collection RPG and raise them.

It's not just at the level of 'Another duplicate? This is annoying...' but rather, let us get 10 first so we can plan the rest...

Epic Seven is truly a game with a good Siriena system. Last time, they said 'Come~ Come~' to give Giras,

and then made us wait 3 weeks to get it. This time too, they said 'We'll give you 10~' and then made us spend a lot of energy.
(Even more so, it takes too long to farm by running one-shot decks for hunts than to spend energy.)

Please make it so that when people come, they can settle in properly...  

파벨사랑
14/04/2026
14/04/2026 10:05 PM (+09:00)
솔직히 지쳐서 나가떨어져서 유입되기 힘들거같아요
무등산막걸리
14/04/2026
14/04/2026 08:16 PM (+09:00)
상자 다 먹으려면 내년까지 해야될듯 
고요한바위
11/04/2025
11/04/2025 11:19 AM (+09:00)
558 °C
CRPG 소드헤이븐. 25년 4분기 스토브 출시예정




아톰 RPG를 만든 아톰 팀에서 얼리엑세스로 출시한 소드 헤이븐이

스토브에서 25년 4분기 출시 예정으로 표시가 되어 있네요.


증기 상점 페이지를 보면 그때에 정식 출시할 예정이랍니다.

정식 출시가 되면 스토브에 발매할 것 같네요.





발더스 게이트 1편을 연상케하는 분위기와 그래픽 감성으로 CRPG팬들의 관심을 모으고 있습니다.

클래스 제한이 없는 RPG 시스템이라는 것을 보면 D&D룰이 아닌 독자적인 룰로 개발이 되고 있는 것 같습니다.


몬스터를 창으로 찔러 높이 뛰기 넘듯이 하는 스킬도 있어 입체적인 전투가 가능한 것 같습니다.

개발진이 발더스 게이트만이 아니라 아이스 윈드 데일도 참고했다고 하니 전투 연출에도 꽤 공을 들인 것 같습니다.


과거 CRPG는 근접 전투, 원거리 투척 및 화살, 마법과 공격 포션(상태 이상 가스) 등 단순한 액션과 마법을 강조했는데 이 게임은 아크로바틱한 액션 스킬이 있더군요.





컨텐츠 및 유지 보수 업데이트가  매달 꾸준히 이뤄지고 있습니다. 3월 15일에 업데이트를 했었네요.

아톰 RPG를 완성해낸 경험이 있는만큼 개발이 순조롭게 이뤄지리라 생각합니다.


아래 스크린샷을 보시면 업데이트 내역도 있지만 한글을 지원한다는 것을 아실 수 있을 겁니다.

유니티 AI 번역으로 완성된 유저 한글 패치가 공개 되었었는데 그것을 적용한 것인지?

한글을 공식 지원한다고 표시가 되었네요.


이전 소개 글 바로가기: https://page.onstove.com/indie/global/view/10640051





요즘 AI 번역 수준이 좋아져서 이대로 올해 말에 스토브에 출시 되어도 게임에 지장은 없을 것 같습니다.

현재로서는 증기에도 한글 지원이 되는터라 스토브에서 구입할만한 매력이 좀 떨어진달까요.


하지만 스토브에는 각종 쿠폰 신공이 가능하니 정식 출시 때까지 기다렸다가 스토브에서 좋은 할인가에 사실 수 있을 겁니다.

아직 0.4 버전이라 채워야할 컨텐츠가 한참 남았으니 잠시 잊고 계시는 것이 좋을 수도 있습니다.

쿠폰을 쟁여놔야 할 이유가 하나 더 늘었네요.





발더스 게이트 1은 저의 최애 게임이기도 합니다.

5번 정도 엔딩을 봤고 그로 인해 같은 장르인 아이스 윈드 데일과 플레인 스케이프 토먼트까지 하게 만들었던 게임이었죠.

장대한 탐험과 동료 육성과 장비 및 마법 세팅, 선택 가능한 대화, 평판 시스템으로 살아 움직이며 상호작용하는 세계.





수많은 집과 주점과 여관, 비밀 요새를 드나들며 장대한 스토리 속에서 펼쳐지는 애욕과 원한 관계(선택지에 의핸 변하는).

그리고 마침내 모습을 드러내는 어둠의 세력과 대결하는  종합적인 경험은 다른 장르에서 결코 맛보지 못했었습니다.

그러나 발더스 게이트 2편은 또 너무 어렵고 방대해져서 부담스러워 그만둔 기억이 있습니다.


하지만 소드 헤이븐은 딱 발더스 게이트 1편의 분량을 가지고 있는 듯 보입니다.

발더스 게이트 1편 느낌에 그래픽만 향상된 게임이 나와주길 항상 바래왔는데 소드헤이븐이 딱 등장! 

제가 소드헤이븐을 기다리는 이유입니다.


이번 글은 여기까지 입니다. 다가오는 주말 휴식과 행복으로 충만하시길~





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위스키캣
14/04/2025
14/04/2025 09:33 AM (-NaN:NaN)


리즈의리즈시절
12/04/2025
12/04/2025 12:30 PM (+09:00)

발더게 1 경험자 ㄷㄷ

고요한바위
12/04/2025
12/04/2025 01:18 PM (+09:00)
Author

예전에는 cd 4~5장 정도를 갈아끼우면서 했던 기억이 있네요 ㅎㅎ

게임 잡지 부록으로 발더스 1을 줬었더랬죠.


촉촉한감자칩
11/04/2025
11/04/2025 07:15 PM (+09:00)

CRPG는 진짜 한번 빠지면 시간을 잊어버릴 정도로 중독적이던데,

평가도 좋다고 하니, 스토브 정발에 기대를 걸어봅니다! ㅎㅎㅎ


호수씌
11/04/2025
11/04/2025 03:16 PM (+09:00)


Chim
11/04/2025
11/04/2025 12:39 PM (+09:00)