A downloadable game for Windows

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A physics-based storm chasing simulator set in the Brazilian Cerrado. Drive, read the dual-pol radar, and decide if the storm is worth the risk. The tornado might drop... or it might fizzle out completely. Built from scratch by a father-and-son team.

Interactive Meteorological Study // Vol. 04

CHASING WINDS

Science, Storms, and the Brazilian Cerrado

Authors' Foreword

Hey everyone!

I'm gabrielf, and this is _ben. We’re a father-and-son team working on a game we'd actually like to play ourselves.

If you’ve ever stood outside watching the horizon turn that weird, eerie shade of green right before a heavy storm, you already know the vibe of this game. We’re building it with deep inspiration from our own backyard: the Brazilian Cerrado, the ridges of Chapada dos Veadeiros, the red soil, the golden grass, and those enormous skies that change personality every few minutes.

It’s not a 1:1 recreation. It’s our little love letter to that landscape, wrapped in a rigorous physics simulation.

"You drive. You watch the sky. You read the radar. You decide where to go. The tornado might drop... or it might fizzle out completely."

FIG. 1 — FIELD FOOTAGE & GAMEPLAY OVERVIEW

EXPEDITION OPEN: FREE DEMO FOR WINDOWS

Scroll to Download and grab chasing-winds-demo-win-64.zip. It's an early build — things will break, occasionally spectacularly. Tell us what you think in the comments.

I. The Science of the Storm (v0.4.0)

At its heart, Chasing Winds is about the anticipation. The quiet before the storm. The long drive. Looking at the horizon and wondering if you're in exactly the right place... or about to make a terrible decision.

We are currently transitioning into our v0.4.0 milestone, elevating the game from a procedural generator to a physics-based numerical solver. For the weather nerds out there, here is what is actually running under the hood:

  • Real Thermodynamics: CAPE and CIN are integrated from a generated vertical profile, with a parcel that lifts through the LCL using real fluid mechanics equations.
  • Simulated Radar: Reflectivity, Doppler velocity, and dual-pol products (ZDR, CC, KDP). Hook echoes and debris signatures are detected from the actual fields the game is simulating, not painted overlays.
  • Deterministic Chaos: We are isolating entropy. The storms you chase respond to the Butterfly Effect based on atmospheric conditions and the Lorenz attractor.
In-game radar and dashboard
FIG. 2 — AMBIENCE: VEADEIROS' MESAS.

II. A World That Keeps Moving

We're building a living ecosystem where the environment isn't just decoration around the player.

Dynamic Seasons & Time: A 24-minute day/night cycle runs alongside seasons that shift over weeks of play. Dry months turn the world golden-brown, wet months bring back the green, and ipês bloom in yellow, purple, and white.

Living Missions & Sandbox: Take on contracts from researchers, press, and locals with choices that stick. Or simply boot up Sandbox Mode, pick a dirt road, and stare at the sky for an hour.

LAN Multiplayer: We already have a working prototype running host-authoritative weather. It's rough around the edges, but two players surviving inside the same supercell already works.

Driving through the Cerrado
FIG. 3 — VOLUMETRIC STORM RENDERING. The engine calculates lighting, density, and rain curtains in real-time.

III. Built From Scratch (Made for Modders)

Here’s a fun behind-the-scenes detail: Chasing Winds isn't running on Unity or Unreal. We built our own custom 3D engine from scratch (TypeScript + WebGPU).

Building our own tech gives us absolute control over the volumetric raymarching of the clouds, the physics, and the weather simulation. But there's another reason:

We want Chasing Winds to become a massive playground for the modding community.

After launch, our goal is to release our internal tools — a custom map editor, our physically-accurate tornado simulator, and eventually, the engine itself for people who enjoy tinkering with code as much as we do.

Supercell formation
FIG. 4 — THE CERRADO EXPEDITION. Dirt roads, changing seasons, and realistic suspension physics.

IV. Field Notes: Demo vs. Full Game

Chasing Winds is in active development. Here is exactly what each version contains right now:

PARAMETERS PUBLIC DEMO FULL GAME (In Dev)
Vehicles 2 standard models Full garage & upgrades
Tornadogenesis F0 – F2, all morphologies F0 up to F5 limits
Science & Career Radar & thermal camera Drones, workshop, sounding, medals
Missions Deliveries, warnings, TV-van Story chains, probes, damage surveys
Multiplayer 2 players (Direct IP/LAN) Up to 8 players
► EXPAND FULL TECHNICAL FEATURE LIST

World and Driving: Open world with highways, dirt roads, lakes, and bridges. Deep vehicle physics: inertia, hand-brake drifts, body roll, suspension. Visible damage by region. Cockpit with working dashboard, wipers, and mirrors. NPC traffic reacts to storms.

Storms: Volumetric clouds that form and dissipate. Tornado types: cone, rope, wedge, stovepipe, multi-vortex. Rain, hail, dust, flying debris. Damage to houses, trees, power lines. Realistic intracloud lightning.

Science: In-car terminal (Reflectivity, Velocity, CC, ZDR, KDP). Science mode with wind fields, pressure streamlines, synthetic soundings, and data export.

Tech: Custom WebGPU engine. Graphics profiles from Low to Ultra.


Support the Expedition

If you enjoy Chasing Winds — or simply like supporting independent developers trying to build ambitious tech — any donation means the world to us.

It helps us commission new assets, refine the engine, or just buy a little more coffee. Or maybe some new toys for our 7 dogs. (We code better when they're busy playing with something!). Thank you for believing in our project.

This page is brand new. Please talk to us in the comments! Share feedback, report bugs, talk weather tech, or tell us what felt completely wrong. We’re listening.

— gabrielf & _ben

ANCIENT WINDS LABS // DEVELOPMENT TEAM


ADDENDUM: OFF-THE-RECORD FIELD PHOTOS

(Okay, I have zero self-control when it comes to surprises...)

► VIEW CLASSIFIED DAMAGE REPORTS
Ground damage
REPORT 01: Severe ground scouring. The simulation leaves permanent damage everywhere. Including the dirt itself.
Town destruction
REPORT 02: Structural failure in residential zone. Not even the streetlights escape the wind field.
Tornado at night
REPORT 03: Night intercept. Note the ruptured power cables sparking near the vortex base.
Updated 9 hours ago
Published 5 days ago
StatusIn development
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
AuthorAncient Winds Labs
GenreSimulation, Adventure, Survival
Made withBlender
Tags3D, Driving, Sandbox, storm, storm-chasers, storm-chasing, tornado
Average sessionA few minutes
LanguagesEnglish, Spanish; Latin America, French, Hindi, Japanese, Korean, Portuguese (Brazil), Russian, Chinese
InputsKeyboard, Mouse
AccessibilitySubtitles, Configurable controls
MultiplayerLocal multiplayer
Player count1 - 8
LinksReddit, YouTube
ContentNo generative AI was used

Purchase

Buy Now$7.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $7.99 USD. You will get access to the following files:

chasing-winds-win-64.zip 621 MB
Version 0.33.1

Download demo

Download
chasing-winds-demo-win-64.zip 582 MB
Version 0.33.1

Development log