Where Winds Meet’s next big update lets you build your own vehicles

The wuxia RPG is expanding its already deep construction tools with drivable machines that plug into the existing home base systems.

By Pallav Pathak 3 min read
Where Winds Meet’s next big update lets you build your own vehicles
Source: NetEase

Where Winds Meet is extending its surprisingly complex building suite with a new focus: constructible vehicles that tie into the game’s existing home base and open‑world systems.

The global PC release on November 14 already leans hard into construction, from freeform houses to full economic hubs. The vehicle layer builds on that foundation rather than sitting off to the side as a separate minigame.


How building works in Where Winds Meet today

Construction currently comes in two main flavors: ad‑hoc structures placed in the open world and a more elaborate home base mode that unlocks later.

Mode Access What you can do
Individual building Available at global launch Place foundations, walls, roofs, furniture almost anywhere in the world
Home base building Planned to roll out months after launch Develop a dedicated plot with facilities, workers, farms, and production chains

Players enter construction mode with F4, then hit B to open a catalog of placeable parts. Many components start locked; you unlock them by purchasing blueprints with in‑game currency and gathering resources like stone and lumber in the overworld.

A blueprint system sits on top of the raw placement tools. You can:

  • Lay out a full structure inside a “Cradle Blueprint” area, even if you don’t yet own the materials.
  • Save that design, share it, and re‑instantiate it elsewhere.
  • Use an Auto Completion function that consumes whatever resources you’ve farmed to physically build the ghosted design.

There are also premade diagrams for players who prefer a template, including low‑level inns, multi‑story houses, towers, mazes, bridges, and simple four‑rafter homes.

Source: NetEase

Home base systems and why vehicles matter

The late‑game home base mode turns building into a management sim. Instead of just decorating, you’re assembling an economy on a private plot of land.

Facility Role
Ink (inn) Primary income source; staffed by chefs and waiters serving dishes
Pottery Workshop Produces bowls, cups, and other goods needed for other lines
Wine-making facility Turns ingredients into sellable wine using pottery output
Homes / Oox home Provides beds; NPCs can’t work without assigned rest slots
Farm plots Grow crops manually or via auto‑plots run by assigned workers

You recruit NPCs out in the world, assign them to roles like hunting, mining, farming, cooking, or serving, and then watch a production line unfold. Facilities tick over in real time, and your layout decisions are directly tied to “glory” — a score that levels up the home base and unlocks more slots and cosmetic rewards.

Vehicles slot cleanly into this loop. They give players a new type of constructible object that can move goods, workers, or the player character itself between key points in the base and the wider map. Because the construction tools already support complex blueprints and shared designs, the same framework can support intricate carts, ships, or other mobile structures built out of modular parts.


How vehicle building fits into existing tools

Vehicle construction uses the same F4 build menu and blueprint concepts that already power houses and facilities. The difference is that instead of only static foundations and walls, players can now combine functional components such as platforms, frames, and attachment points into mobile rigs.

The current building system already demonstrates enough flexibility for players to assemble unconventional structures — Chinese players have used it to recreate things as large and unlikely as an aircraft carrier. Vehicles are essentially a formalization of that creativity, wiring movement and physics into designs that previously had to stay rooted in place.

Because home bases and the open world share the same construction rules, vehicles built in one context can interact with the other. A cart designed on a personal plot can, for example, be used to traverse farm plots more quickly or serve as a moving extension of an inn, while open‑world builds can be turned into mobile hubs that operate near dungeon entrances or popular gathering spots.


Release timing and what players can expect

Where Winds Meet’s global launch on November 14 brings the core individual building toolkit and sets the stage for everything else. The more elaborate home base systems are slated for a later patch, described in‑game as arriving roughly seven to eight months after release.

Vehicle building is part of that second wave, arriving alongside the empty‑plot version of home bases that replaces an earlier, more constrained layout tied to a fixed story location. That shift makes room for larger, cleaner designs and gives mobile structures actual space to move and matter.

For players who were already treating Where Winds Meet like a city builder inside an action RPG, the ability to design and deploy vehicles is a natural escalation — one that should make the game’s hybrid of wuxia storytelling and sandbox systems even more flexible.