Hey everyone!
We're gabrielf and _ben. Father and son. We live in Goiás, a few hours from the Chapada dos Veadeiros, and we've been building this in the gaps — evenings, weekends, whenever the house goes quiet.
A father, a son, and a very big sky.
_ben
The first tester, producer, designer and inspiration. A teenager who is completely obsessed with meteorology and games. If something isn't fun for him, it isn't done.
gabrielf
Writes the code, the shaders and the weather models, and has spent the last few months learning WebGPU by getting it wrong first and then getting it right.
Chasing Winds is a storm chasing game set in a fictional world inspired by the Brazilian Cerrado — the ridges, the golden grass, the red soil, the sky that turns green before a storm.
You drive. You watch the sky. You read the radar. You decide where to go.
The tornado might drop... or it might fizzle out.
The game is about the wait, not the payoff.
The game runs on its own engine. No Unity, no Unreal, no three.js. WebGPU, TypeScript, and a lot of careful measuring.
We don't have a publisher and we're not chasing photorealism — the sky is where we put the work, because the sky is what the game is about.
Everything is logged. Every optimization, every bug, every decision. It's not glamorous, but it means we know where the game is at any given moment.
There's always a secret to discover.
For press, feedback, or anything else: ancientwindslabs@gmail.com
Chasing Winds is currently in development. A demo is already available on itch.io.
— gabrielf and _ben
Ancient Winds Labs