SUMMARY

TradeWinds is a tactical multiplayer experience built around asymmetric objectives, emergent team play, and fast, readable encounters with meaningful choices between escort and ambush. Two teams clash over a moving trade caravan while earning cargo that serves as the core resource and win condition. Guardians attempt to protect the caravan and deliver the cargo, while Raiders try to capture it for themselves.

MODES

TradeWinds offers a variety of modes including Skirmish, Campaign, Arcade, and Training. The primary modes are Skirmish, which are short competitive matches, and Campaign, which are longer and more strategic. Players can also experiment with various variants in Arcade, or sharpen their skills in Training.

Skirmish

4v4, 1 Route

Short competitive matches focused on tactical play.

Campaign

4v4, 3 Routes

Linked routes with dynamic hazards and conditions.

Arcade

Various Variants

Fast-paced experimental modifiers that remix core gameplay.

Aura Farm: All Auras are active for Guardians and Raiders.

Role Reversal: Guardian and Raider Auras are swapped.

Max Modifiers: Auras gain additional bonuses and effects.

Training

4v4, 1 Route

Practice against AI with multiple difficulty settings.

ROUTES

Routes serve as the battlegrounds of TradeWinds, with each one shaping the match scenario. They span a wide range of environments, from Skyreach, a Guardian fortress perched along the Meridian; to Emberfall, a Raider stronghold buried deep within hostile territory; and across the Wasteland, a volatile neutral zone caught between disputed borders.

Skyreach (Guardian)

A fortified sky-bastion built along the highest stable currents of the Meridian. Skyreachs elevated platforms and narrow wind-bridges favor defenders who control vertical space and long sightlines. Once the heart of Guardian engineering, it now stands as their last major stronghold in the upper isles.

Wasteland (Neutral)

A desolate expanse of drifting ruins and unstable wind-pockets left behind after the Meridian collapse. The Wasteland offers little cover and unpredictable currents, forcing both factions into improvisational tactics. Neither side claims it, but both fight fiercely over the salvage buried within its broken routes.

Emberfall (Raider)

A scorched Raider domain carved into volcanic sky-cliffs where molten vents rupture through fractured stone. Emberfalls twisting caverns and explosive terrain reward aggressive ambushes and chaotic skirmishes. Raiders claim the lands violent energy as proof that only the strong deserve the skies.

CARAVANS

Caravans are the primary objective in a match. Guardians escort and defend the convoy along trade routes; Raiders ambush to seize cargo, disable cores, or deny passage. Each caravans health and movement speed determine its value and set the stakes for encounters.

Swift (Fast, Low Health)

Evasive: Chance to knockback Raiders.

Scout Party: Reveal Raiders earlier.

Steady (Vers, Med Health)

Fortify: Increased health.

Trade Winds: Occasional speed burst.

Heavy (Slow, High Health)

Bulwark: Damage reduction at low health.

War Drums: Guardians deal more damage.

AURAS

Auras are beneficial effects provided to Guardians and Raiders by the caravan. These effects provide useful bonuses and encourage objective play. When Guardians are near the caravan, they gain healing based Aura effects; when Raiders are near the caravan, they gain damage based Aura effects.

Guardian

Flourish: Guardians heal for an amount based on recent activity.

Infusion: Flourish has a chance to heal for an amount over time.

Synthesis: Infusion has a chance to spawn a healing sphere.

Raider

Bloodlust: Raiders empower their attacks with bonus damage.

Inexorable: Raiders empower their attacks with bonus healing.

Exhilaration: Raiders gain a temporary movement speed bonus.

SIGILS

Sigils are the combat archetypes of TradeWinds that define player roles, abilities, and playstyle. At the start of a match, and while in the spawn room, players can select which Sigil to embody. Guardians and Raiders each have four unique Sigils, designed to create clear identities and complementary compositions.

Aegis

Role: Tank / Support

Style: Frontline protector focused on shielding allies.

Gale

Role: Mobility / Disruption

Style: Agile skirmisher that controls space and tempo.

Radiant

Role: Support / Utility

Style: Support specialist focused on sustain and utility.

Tempest

Role: Damage / Control

Style: Aggressive caster that controls approach angles.

Blood

Role: Bruiser / Sustain

Style: Relentless bruiser that thrives in extended brawls.

Havoc

Role: Burst Damage

Style: Explosive ambusher built around burst windows.

Shadow

Role: Stealth / Ambush

Style: Stealthy flanker that excels at backline disruption.

Venom

Role: DoT / Debuff

Style: Damage-over-time specialist that punishes clustering.

SHATTERED MERIDIAN

The world was bound by the Meridian - a vast network of floating trade routes powered by ancient wind-cores. These cores stabilized the skies, allowing caravans to travel safely and civilizations to flourish. Stability was shattered when a catastrophic surge in the central wind-core network triggered cascading failures, plunging trade lanes into chaos and igniting territorial disputes.

BIRTH OF GUARDIANS

The Guardians emerged as protectors of the remaining wind-cores, dedicating themselves to restoring the Meridian and rebuilding the world. Organized by veteran skywrights and captains, the Guardians developed escort tactics, emergency stabilization techniques, and a network of safe harbors that let convoys move where chaos once reigned.

RISE OF RAIDERS

The Raiders rose from the sky-wastes, forged from survivors who believed the world could not be restored - only conquered. They turned salvage into weaponry and ambush into craft, favoring speed and improvisation. Charismatic warlords and clan captains trade in daring and spoils, recruiting those who prefer taking fate by force.

ETERNAL STRUGGLE

Now, every caravan becomes a battleground. Guardians fight to deliver cargo that could help rebuild; Raiders fight to seize it and forge the future in their own image. Control of a single convoy can reshape trade routes and redraw the map of influence.

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Caravan Route Instability Intensifies

Reports from the Shattered Meridian indicate that several Guardian caravans have encountered unpredictable wind-core fluctuations along the eastern trade routes. These disturbances have forced multiple convoys to reroute, creating new opportunities for Raider ambushes. While Guardian engineers insist the instability is temporary, Raider warbands have already begun exploiting the weakened corridors, escalating tensions across the sky-islands.

Patch Brings Balance Adjustments

The latest development patch introduces significant tuning to both Guardian and Raider aura mechanics, improving clarity and reducing extreme burst scenarios. Caravan AI has also been refined to better navigate tight sky-lanes and avoid terrain hazards. The team notes that this update lays the groundwork for the upcoming Ranked Season prototype, which will introduce new scoring metrics and improved matchmaking logic.

Route Prototype Internal Testing

A new sky-island cluster, codenamed Emberfall, has entered internal testing. Early reports describe a volatile environment shaped by ancient volcanic vents and narrow aerial choke points. Emberfall is believed to be a former Raider stronghold abandoned after a catastrophic wind-core collapse. The route emphasizes vertical engagements and high-risk flanking, offering a fresh tactical layer for both factions.

Guardian Vanguard Trials Announced

The Guardian Council has formally announced the Vanguard Trials, a series of elite combat simulations designed to identify the next generation of caravan protectors. Participants will face escalating waves of Raider tactics, environmental hazards, and escort challenges. Successful squads will earn unique banners and early access to experimental caravan configurations.

Raiders Unveil New Flagship Skiff

Rumors from the outer sky-wastes speak of a newly forged Raider flagship skiff, bristling with improvised artillery and reinforced hull plating. Nicknamed the "Stormbrand", this vessel is said to specialize in high-speed caravan interceptions, striking trade routes before Guardians can fully mobilize. Sightings remain unconfirmed, but Guardian scouts have been ordered to treat all large Raider silhouettes as high-priority threats.

Research Yields Unstable Prototype

A coalition of independent sky-island researchers has revealed an unstable wind-core prototype capable of briefly overcharging caravan engines. While the technology promises unprecedented speed, early tests have resulted in dangerous feedback surges and localized route distortions. Both Guardians and Raiders are rumored to be seeking control of the prototype, hoping to turn its volatile power to their advantage.

Guardians Cargo
0
Caravan Integrity
100%
Raiders Cargo
0
Segment A
Cargo Pool: 33
WASD (Move)
MOUSE (Aim)
CLICK (Shoot)

Team Cargo Eff%
Skirmish
Campaign
Arcade
Training
Select Mode
Select Team
Guardians
Mercenary
Raiders
Swift
Speed: Fast
Health: Low
Steady
Speed: Medium
Health: Medium
Heavy
Speed: Slow
Health: High
Select Caravan
Aegis
Tank / Support
Gale
Mobility / Disruption
Radiant
Support / Utility
Tempest
Damage / Control
Select Sigil
Blood
Bruiser / Sustain
Havoc
Burst Damage
Shadow
Stealth / Ambush
Venom
DoT / Debuff
Select Sigil
3