Against the Storm cover
Against the Storm screenshot
Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie

Against the Storm

Rainpunk Update (Part 2) available!


Greetings, Viceroys!


Welcome to the world's most predictable weather forecast. Brace yourself, folks, it's going to rain again.

Fortunately, Rainpunk engineers continue to find new ways to leverage the persistent rainstorm to bring innovations. Here's what's new:
  • Revamped Rain Collector
  • New building: Advance Rain Collector
  • Upgradable Geyser Pumps
  • New Glade Events
  • New Forest Mysteries
  • New Cornerstones
  • 5th Species Vote (time-limited!)
  • And more!

Now, grab your trusty umbrellas and join us as we delve into the details of the new features of Rainpunk Update (Part 2).

COMMUNITY VOTE


You have until February 9 to vote for the 5th playable Species. Once you unlock Harpies, a Community Vote button will appear in the bottom right corner of the Main Menu. From there, you can vote for one of the three Species:
  • Frogs,
  • Bats,
  • Foxes.


Community Vote

Important: You can only vote once and can’t change your vote after that. When making the decision, please consider not only the visual appearances (which are subject to change slightly from the concepts) but also their characteristics and different playstyles they can bring to the game.

We will announce the results of the Vote in the next Update notes on February 16 and will work on the winning species for the next several weeks.

DEVELOPER NOTES


In today’s release, we bring you the second part of the recently added Rainpunk system. After the last update, you’ve given us a lot of feedback about Geysers, Blightrot, and the overall theme of rainpunk. We also had a lot of unfinished ideas for it in our backlog (hence the name “Part 1” back then). So as usual, we took your feedback, mixed it into our own plans, and voila - Rainpunk Update Part 2 was born. This time we focused primarily on the Rain Collector, the overall balance, UX improvements, new perks, Glade Events, and Forest Mysteries.

Let's first start with the Rain Collector. Many of you have correctly pointed out that this building was in a weird place after the introduction of the three water types. Even before that, Sparkdew was a niche resource - used only for Crystalized Dew production, some Glade Events, and sometimes as an additional source of Amber. So we decided to simply get rid of it, and make the Rain Collector produce Infused Rainwater instead. The way it works is very similar to a Geyser Pump - workers produce water, which is then stored in the rainwater tank. The type of rainwater is determined by the season.


Geyser Pump upgrades

We hope that this change will not only make the rainpunk system more cohesive but also allow players to make use of Rain engines a lot sooner, even with bad Geyser RNG. At the same time, we added a new building - the Advanced Rain Collector. It works similarly to the normal Rain Collector, but is a lot faster and produces more. It’s unlocked at level 15 and is a normal, draftable blueprint (not essential).


Advanced Rain Collector and Geyser Pump


Advanced Rain Collector panel

Let’s now talk a bit more about Blightrot. The previous update made the game a bit easier overall because Blightrot was no longer something that spawned passively. You could basically never engage with this part of the game if you didn’t use Rain Engines. And while that’s still true to an extent, we also added more external sources of Blightrot - mainly in the form of Glade Events and Forest Mysteries (as well as a Prestige modifier). Now even if you don’t utilize rainpunk technology, you will have to think about the Blightrot threat from time to time.


Corrupted Caravan and Noxious Machinery


Blightrot Cauldron


Withered Tree and Infected Drainage Mole

A big part of this update was also just balance and overall improvements to the Rainpunk system. The most notable examples are:
  • Upgradeable Geyser Pumps - increased tank capacity and Automatons (autonomous rainpunk workers).
  • Big increases in the production output of Geyser Pumps.
  • Buffs to the production speed and double yield chance effects in Rain Engines.
  • Overlay improvements - Geysers visible in the Resource Overlay (B), and water type shown in the Rainpunk Overlay (Tab).
  • Geyser Pump UI improvements.
  • Removable Geysers.
  • And more.

Lastly - we also added 4 new cornerstones (mostly tied to the Rainpunk system), rebalanced the Greenhouse and Clay Pit, rebalanced Pipes and Wildfire Essence, changed how Blightrot footprints work, and fixed a lot of bugs.

Thank you for providing us with feedback and suggestions for the new update. If you’d like to share your ideas for upcoming updates, here are some useful links:

May the storm be gentle on you,
Eremite Games

P.S. We were positively surprised to be nominated for the “Excellence in Design” award at GDC’s Independent Games Festival. As a result, Against the Storm is also nominated for the Audience Award. We’d be grateful if you decided to cast your vote for us!

Vote for Against the Storm

CHANGELOG


Number of changes: 94
Inspired by community: 61%

Changes marked with ⚡ were inspired by the community.

New content and features


  • ⚡ Revamped the Rain Collector.
    • The Rain Collector can collect Infused Rainwater and has an internal tank. It doesn’t require a geyser to do that.
    • Rainwater is collected based on the season you’re in. Drizzle Water in Drizzle, Clearance Water in Clearance, and Storm Water during the Storm.
  • ⚡ Added 5 new Glade Events tied to Blightrot.
    • Infected Drainage Mole - One of the mythical guardians of the forest - still alive, but plagued by a mysterious disease. The Blightrot has taken over his mind, causing an unstoppable rage. The disease has progressed too far for him to be saved.
    • Noxious Machinery - A damaged and abandoned rainpunk contraption. The area was probably deserted because of a significant explosion risk. The machine's valves emit a distinct Blightrot odor.
    • Blightrot Cauldron - A Rainpunk Cauldron filled with Blightrot-contaminated liquid. A moving, living fluid spreads around.
    • Corrupted Caravan - A large caravan abandoned in the woods, overgrown with Blightrot Cysts. They must have fed on the transported goods... or people.
    • Withered Tree - The once mighty tree has been deformed by the Blightrot living in its root system. The Blightrot poisons the tree's tissues, leading to its long-lasting degradation.
  • ⚡ Added 6 new Forest Mysteries.
    • Blight from the Sky (Storm) - Blightrot seems to grow uncontrollably quickly in this region. Every Storm 2 Blightrot Cysts appear in the settlement (multiplied by the number of years that have passed).
    • Vanishing Water (Storm) - Infused rainwater slowly evaporates. You lose 1 unit of a random type of water for every 2 units of water used in Rain Engines.
    • Blightrot Infection (Storm) - Villagers report feeling sick, especially during the Storm. When a villager leaves or dies, 2 Blightrot Cysts will appear in the settlement.
    • Golden Dust (Drizzle) - Some raindrops seem to have a golden hue. Gain 5 Clearance Water for every 10 Drizzle Water gathered.
    • Saturated Air (Drizzle) - A pleasant, earthy scent is in the air. Gain +1 to Global Resolve for every 50 units of water used in Rain Engines.
    • Heavy Drops (Drizzle) - +3 to Drizzle Water production.
  • ⚡ Added 4 new Cornerstones.
    • Cooking Steam - If you leave rainwater for a while, it will begin to release a pleasant and warm vapor. Food production speed is increased by +10% for every 50 units of Drizzle Water stored.
    • Counterfeit Amber - Apparently, there is a technique for extracting crystals similar to Amber from rainwater. Gain 10 Amber every time you use 100 units of water in Rain Engines. Blightrot Cysts grow 20% quicker when using Rain Engines. (unlocked after reaching level 17)
    • Calming Water - Rainwater seems to soothe the forest. Hostility is reduced by -10 points every time you use 150 units of water in Rain Engines. (unlocked after reaching level 17)
    • Force of Nature - The forest and the everlasting rain are connected somehow. Gain +1 to Storm Water production for every 3 Woodcutters in your settlement.
  • Added a new building - the Advanced Rain Collector.
    • It works in the same way as a regular Rain Collector, but has a larger rainwater tank, higher production speed, and collects more water.
    • The Advanced Rain Collector is unlocked as a normal blueprint after reaching level 15.
  • Added upgrades to Geyser Pumps.
    • Automaton - A rainpunk automaton will permanently occupy one workplace. It doesn't eat, and it doesn't need rest. Its sole purpose is to work. Automatons have no chance of producing double yields.
    • Tank Capacity Increase - Increases tank capacity for the corresponding rainwater type by 50.
    • Second Automaton.
  • Added a new Prestige modifier to the Prestige 2 difficulty.
    • Blight Swarms - Large swarms of Blightrot migrate across the realm. Every third Clearance, 5 Blightrot Cysts will appear in the settlement.
    • This modifier was added in place of the old Prestige 2 modifier that increased Blightrot spawn rates and Hearth Corruption speed.

Balance


  • ⚡ The Blightrot footprint mechanic was removed from the game. Instead, Blightrot Cysts will now be generated for every X water used in Rain Engines.
    • We decided to do this because the previous system was too convoluted - you needed to keep in mind a recipe’s base footprint, then multiply it by the Blightrot Footprint Rate, and then try to figure out when a cyst might appear.
    • Now, the Rainpunk UI simply shows a progress bar that slowly fills up for every unit of water used. Once it’s full, a cyst will appear, and the bar will reset. Hovering over it will display a tooltip with more detailed calculations.
  • ⚡ The Greenhouse and Clay Pit no longer allow you to install Rain Engines. Instead, they use rainwater directly to produce goods. The Greenhouse uses Drizzle Water, and the Clay Pit requires Clearance Water.
  • ⚡ Rebalanced all Pipe recipes and changed the trading value for Pipes. It’s now a lot cheaper to make them and buy them.
  • The base speed at which Blightrot Cysts and Corruption are generated was increased (to a level similar to the previous Prestige 2 modifier).
  • Removed Sparkdew from the game.
    • Spardew always had a weird place in the game, and even more so after the introduction of the rainpunk system. Now that the Rain Collector produces rainwater, Sparkdew was no longer needed.
    • Crystalized Dew can now be made from Drizzle, Clearance, and Storm Water instead of Sparkdew.
    • Infused Tools can now be made with Drizzle, Clearance, and Storm Water instead of Sparkdew.
    • Amber can now be made with Drizzle, Clearance, and Storm Water instead of Sparkdew.
    • Orders that required Sparkdew and/or a Rain Collector were rebalanced and now require rainwater.
    • Glade Events that required Sparkdew now require a specific type of rainwater instead (rainpunk events, ghosts, haunted ruins, and archaeological sites).
    • Ruins that previously had Sparkdew in them now give Resin or Pipes.
    • The Giant Proto Fungus in the Marshlands now has Insects as a secondary resource instead of Sparkdew.
    • The Overheating Forest Mystery now requires Drizzle Water instead of Sparkdew.
    • Traders no longer buy or sell Sparkdew. Mystery Boxes sold by the Hooded Trickster will also no longer have Sparkdew in them.
  • Slightly lowered the Geyser spawn rate due to rainwater being accessible in Rain Collectors.
  • Increased the number of Pipes required for upgrades in the Archaeologist’s Office and the Mine.
  • Increased the number of Pipes required for solving rainpunk Glade Events.
  • Removed two Forest Mysteries - Fermented Rain and Crimson Rainfall - because they didn’t fit the revamped Rain Collector mechanic.
  • Increased the bonus from the Efficiency perk in Rain Engines from +40% production speed to +50% production speed.
  • Increased the bonus from the Reliability perk in Rain Engines from +20% chance for double yields to +25% chance for double yields.
  • The trader Xiadani Stormfeather is now unlocked after reaching level 16 instead of 15.
  • Added more resource options to Archaeological Discoveries in the Scarlet Orchard.
    • Added the option to use Pipes in the final stage of the event.
    • Added the option to use Drizzle Water in the first stage of the event.
  • Increased the cost of building Small Hearths from 1 to 2 Wildfire Essences. At the same time, the trade value of this resource was lowered by almost half, and the number of Wildfire Essences given to the player at the start of a game was doubled.
  • Increased the number of Wildfire Essences gained from Glade Events and Orders.
  • Increased the chance for Copper Ore from Clay Deposits.
  • Decreased the amount of rainwater required in delivery Orders.
    • Water Delivery - now requires 40/70/100 Drizzle Water.
    • Infused Rainwater - now required 50/75/100 Drizzle and Clearance Water.
  • Decreased the Hostility penalty from the Darkest Shadow effect from 80 to 50.
  • Changed the request from Ghost of a Royal Architect. It now requires having two hubs at the District level (instead of two hubs at different levels).
  • Changed the penalty for failing the Fishmen Lighthouse Glade Event. It now increases working time in Glade Events by 20% but is permanent.

UX/UI improvements


  • ⚡ Added Geysers to the Resource Overlay (B).
  • ⚡ Water icons pointing to nearby Geysers are now automatically shown on the screen when selecting a Geyser in the construction menu (similarly to how nodes are displayed when building camps).
  • ⚡ Rainwater Geysers can now be destroyed.
  • ⚡ Geyser Pumps now show water production times and stars.
  • ⚡ Added water type icons to the Rainpunk Overlay (Tab). If there is no Rain Engine installed, the overlay will only show the water type and a button to install an engine.
  • ⚡ Removed some unnecessary text from geyser tooltips (to make it easier to read and get rid of weird worldbuilding).
  • ⚡ Changed the style of inactive and pressed buttons in the Trade Route panel to make it easier to see if you can afford a deal.
  • Added a new tooltip to one of the resources in the tutorial version of the Ancient Shrine. It now states that it needs to be changed to a different good.

Bug fixes


  • ⚡ Fixed a bug with some penalties from unsolved Ghost events not being applied correctly.
  • ⚡ Fixed a bug with 3x2 buildings incorrectly rotating (making it possible to place them partially inside other buildings).
  • ⚡ Fixed a bug with some saves being corrupted when Blightfigters were interacting with houses at the time of saving.
  • ⚡ Fixed a rare bug that caused the game to freeze or crash when exiting.
  • ⚡ Fixed a bug with Orders related to Blightrot being drawn even if players didn’t have Rainpunk unlocked.
  • ⚡ Fixed a bug with some gatherers getting a double negative Resolve effect when the Open Vault Glade Event is being worked on.
  • ⚡ Fixed an issue that caused Trade Routes to still be available when the Trading Post was destroyed.
  • ⚡ Fixed a bug with villagers stopping their current task when their home was destroyed.
  • ⚡ Fixed a bug with Deed progress carrying over between settlements.
  • ⚡ Fixed a bug that caused camps with no workers to lose their warning icon when upgraded to an advanced camp.
  • ⚡ Fixed a bug with housing counters showing incorrect values for species-specific houses.
  • ⚡ Fixed an issue with Living Matter and Fishmen Totem counting towards Dice With Death completion.
  • ⚡ Fixed a bug with the Cosmetic Specialization Cornerstone displaying incorrect values in the progress footer in its tooltip.
  • ⚡ Fixed a bug with Pipes and rainwater not being available to choose from when starting a Training Expedition.
  • ⚡ Fixed an issue with keybinds registering incorrectly after closing and reopening the Recipe Panel.
  • ⚡ Fixed an issue with storage capacity perks being listed in Geyser Pump UI.
  • ⚡ Fixed a bug with the Viceroy’s Survival Guide Cornerstone being listed in Farms’ UI.
  • ⚡ Fixed an incorrect frame around the Mesmerizing Light effect.
  • ⚡ Fixed a bug with big numbers in the species HUD not scaling properly.
  • ⚡ Fixed a bug with the Recipe Popup displaying the wrong key on the Reset button if keybinds were changed.
  • ⚡ Fixed a bug with completed Deeds not being possible to untrack.
  • ⚡ Fixed a bug with the “allow all ingredients” option not working on the Blight Post.
  • ⚡ Fixed a bug that caused the game to automatically unpause after closing the feedback window.
  • ⚡ Fixed a missing sound effect in the Trade Route window.
  • ⚡ Updated two outdated Encyclopedia entries - about the Hearth and Farming.
  • ⚡ Updated a few loading tips with incorrect and outdated information.
  • ⚡ Fixed an issue with missing capitalization in some Order objectives.
  • ⚡ Removed some unnecessary text indentations in a few Encyclopedia entries.
  • ⚡ Fixed a typo in the Simplified Chinese description of the Better Packaging perk.
  • Fixed a bug with the wrong sound effect being played when a villager death notification appeared.
  • Fixed an issue with the high Resolve sound effect being too loud in some biomes.
  • Fixed a rare bug with the Big Shelter being offered as a blueprint choice before unlocking in by completing the corresponding Deed.
  • Improved multiple lines and names in the Russian, Traditional Chinese, and Japanese versions of the game.

Other


  • ⚡ Improved the game’s overall performance in settlement mode, especially in towns with a lot of farms and crops.
  • ⚡ Added three new music tracks to the game (Drizzle and Storm, Cursed Royal Woodlands). Additionally, some existing tracks were shuffled around to make the music in the Cursed Royal Woodlands more unique and fitting.
  • Added a sound effect when buying upgrades in the Mine, Geyser Pump, and Archaeologist’s Office.
  • Tweaked the volume levels of Glade Event sound effects.
  • Tweaked the volume levels of multiple UI sound effects (button clicks, HUD selections, alerts).
  • Tweaked the volume levels of some ambient sound effects (like rain during the Drizzle).
  • Tweaked the volume levels of ambient sound effects inside certain buildings (Geyser Pump, Druid’s Hut).
  • Added an in-game vote for the next playable species to the main menu (available after unlocking Harpies).

COMMUNITY CORNER


There’s a lot to share, so we once again folded the section for your reading convenience:

[expand type="showmore"]
Let’s kick off with the amazing cooking skills of u/DontKillTheWarCrier who decided to have a three-course meal consisting of some of our favorite snacks:


Jerky, Pickled Goods, and Herb Biscuits by u/DontKillTheWarCrier (Source: Reddit)

And now, some memes:


Tired of pretending by Isseus (Source: Discord)


Feels by Alienspacekappa (Source: Discord)


Knowledge by Yinyang107 (Source: Discord)


Primadonna chickens when Storm by Fizek (Source: Discord)


Forest by Isseus (Source: Discord)


Chill Beavers by Isseus (Source: Discord)


UNO by Yinyang107 (Source: Discord)

For more memes, head to Discord and Reddit. We once again wish you a great time with the new Update and hope that it will all make more sense now!


Too afraid to ask by u/alucardu (Source: Reddit)
[/expand]
Have a great weekend and see you in two weeks!

PREVIOUS UPDATES


https://store.steampowered.com/news/app/1336490/view/3640631489831270819
https://store.steampowered.com/news/app/1336490/view/3650762049192609142
https://store.steampowered.com/news/app/1336490/view/3650762049141623983
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Update Preview (Rainpunk Part 2)

Greetings, Viceroys!


Tune in today (February 1) at 4:00 pm UTC to our Twitch channel for the preview of the second part of the Rainpunk Update. We’ll talk you through the changes to the Rain Collector, its new Advanced version, and the updated Water balance. We’ll deal with the new Glade Events, present the Geyser Pump Upgrades, and shed some light on the upcoming Species Vote.

FOLLOW US ON TWITCH


Corrupted Caravan and Noxious Machinery

Prepare for the Update


The Rainpunk Update (Part 2) is scheduled to be released tomorrow - February 2 - sometime between 2:00 pm UTC and 4:00 pm UTC. If this is your first Update, please make sure you’re ready for it and finish your current settlement. Otherwise, it will be force-finished but you will be reimbursed with Citadel Resources. Check our FAQ for more details.

May the storm be gentle on you,
Eremite Games


Previous Updates


https://store.steampowered.com/news/app/1336490/view/3640631489831270819
https://store.steampowered.com/news/app/1336490/view/3650762049192609142
https://store.steampowered.com/news/app/1336490/view/3650762049141623983

Experimental Update (Rain Collectors, Pump Upgrades)



Greetings, Viceroys!


You can now try the upcoming changes of the Rainpunk Update (Part 2) on the Experimental Branch. The Update comes with Geyser Pump Upgrades, revamped Rain Collector, and more.

Please bear in mind that this is an early version of the upcoming Update. The balance may feel off and you might experience technical issues. We will continue to iterate it but we also want to incorporate your feedback early.

What did we change?


We revamped the Rain Collector which now produces three types of rainwater (different during each season): Drizzle Water, Clearance Water, and Storm Water. We also added a new building blueprint: the Advanced Rain Harvester.


Advanced Rain Harvester

Water Pumps are now upgradeable:
  • Level 1 (Automaton) - A rainpunk automaton will permanently occupy one workplace. It doesn't eat, and it doesn't need rest. Its sole purpose is to work. Automatons have no chance of producing double yields.
  • Level 2 (Tank Capacity Increase) - Increases the global Rainwater tank capacity.
  • Level 3 (2nd Automaton)


Geyser Pump Upgrades

We made changes to Greenhouse and Clay Pit recipes. The Greenhouse now uses Drizzle Water to produce Mushrooms and Herbs, while the Clay Pit needs Clearance Water to produce Clay and Reeds. We removed Rain Engines from both of these buildings.

The Blightrot generation system should now be easier to understand and control. We removed the Blightrot Footprint from Recipes. Based on our observations, it was hardly ever taken into account when making decisions and therefore didn't fulfill its role.

Blightrot is now generated as a result of Water usage (and not goods production). There is a single conversion factor to calculate how many Water units are turned into Cysts: the Blightrot Progress bar. The Blightrot Progress bar in each building grows whenever a single unit of Water is used by their Rain Engine. When the Blightrot Progress bar is fully filled, it will reset and spawn a Blightrot cyst. You can track the progress of each Cyst in every workshop.

We made general changes to the Pipes and Water balance. Sparkdew was completely removed from the game. Recipes, Orders, Effects, and Events now use rainwater (or other resources) instead.

Lastly, we replaced the Prestige 2 Modifier with a new one:
  • Blight Swarm - Large swarms of Blightrot Cysts migrate across the realm. Every third Clearance, Blightrot Cysts will appear in the settlement.

We will share a more specific changelog next week, with the Rainpunk Update (Part 2).

How to test it?


In order to test the new mechanic, you need to:
  • Play on at least the Veteran difficulty level (or even better: on a higher one on which you're usually playing),
  • Fully unlock meta (with meta.addAll command),
  • Play on the Experimental Branch (click here to learn how to switch to the Experimental Branch),
  • Preferably in the English language, as it has updated texts.

What are we interested in?


If you decide to play the Experimental Update, please share your thoughts with us!

Primarily, we are interested in answers to the following questions:
  • How do the new Blightrot, Rainpunk, & Prestige changes affect your runs?
  • How do the changes to the Rain Collector affect your playstyle after a few runs?
  • Is there anything new that makes the mechanic feel worse (especially more repetitive) or better (especially more diverse)?
  • Have you experienced any significant change in the difficulty?

We are grateful for all your invaluable help so far and can’t wait to hear what you think about the new changes!

May the storm be gentle on you,
Eremite Games

PREVIOUS UPDATES


https://store.steampowered.com/news/app/1336490/view/3640631489831270819
https://store.steampowered.com/news/app/1336490/view/3650762049192609142
https://store.steampowered.com/news/app/1336490/view/3650762049141623983
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Hotfix 0.42.3 (Orders Rewards, Farm Range)

Greetings, Viceroys!


We just released a tiny hotfix that deals with two issues:
  • Added the missing First Dawn Headquarters Level 10 Upgrade with Farm Range +1 and Bonus Yields +1%.
  • Fixed an issue with the Order's reward tooltip not disappearing after hovering over the Complete checkbox on HUD.

This hotfix will not force-finish your current settlement. Have fun! ːreputation_atsː

May the storm be gentle on you,
Eremite Games

Hotfix 0.42.2 (Upgrades, Looming Darkness)

Greetings, Viceroys!


Thanks to your swift and accurate reports, we were able to track down some bugs that slipped our attention in yesterday's update and just released a hotfix that deals with them:
  • Fixed a bug with two Citadel Upgrades giving blueprints instead of Embarkation Bonuses for the Plantation and Herb Garden.
  • Fixed a bug with some games lacking the Looming Darkness Storm effect.
  • Fixed a bug with the Clay Pit and Greenhouse not spawning Blightrot Cysts.
  • Fixed a bug with the Gate and Ancient Arch decorations giving incorrect decoration scores.
  • Fixed a bug with an incorrect reward in one of the Dim Square Citadel Upgrades (it changed the value of Amber instead of decreasing merchandise prices).
  • Added the water type icon to the Greenhouse and Clay Pit tooltips.
  • Fixed an issue with fast reassignment of workers breaking the settlement save.
  • Fixed an issue with the experimental branch automatically unlocking all content on new saves.
  • Fixed an issue with some resource icons having visual glitches at their borders.
  • Fixed a bug with Orders focused on delivering rainwater being offered to players who haven't yet unlocked the mechanic.
  • Fixed a bug with the Order reward tooltip staying on screen of the requirements are no longer met.
  • Players can now select 4 Trade Routes in the Training Expedition panel.


Important: Unfortunately, this time, the hotfix had to force-finish your current settlements. This does not happen usually and we're deeply sorry for it :(

A big thank you to all of you who already played the new update and shared your thoughts and impressions with us. We appreciate all that you do to support the game.

Please keep the feedback coming! The conversations about the new update are happening here:

We wish you lots of fun with the game!

May the storm be gentle on you,
Eremite Games

PREVIOUS UPDATES


https://store.steampowered.com/news/app/1336490/view/3640631489831270819
https://store.steampowered.com/news/app/1336490/view/3650762049192609142
https://store.steampowered.com/news/app/1336490/view/3650762049141623983
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Rainpunk Update (Part 1) out now!



Greetings, Viceroys!


We're back to occupy your screenspace with news about Against the Storm's brand-new update. Here’s what have in store for you today:
  • Rainpunk Technology
  • Revamped Blightrot system
  • 7 new Upgrades
  • 9 new Orders
  • 2 new Forest Mysteries
  • And more!

Now, let’s dive in!

P.S. You can follow us on your preferred social media to stay up to date with all things Against the Storm.

Follow Against the Storm

DEVELOPER NOTES


Today’s update is an exciting one! Not because of the new content, or because we added a brand-new gameplay mechanic and revamped the entire Blightrot system. No, nothing like that! It’s because we finally let you build gates on roads!


The most anticipated feature is here!

But in all seriousness, let's first talk about the new gameplay mechanic. From the beginning of this project, we envisioned a world where the rain never stops and is both dangerous and beneficial at the same time. And while we nailed the first part of this statement, there was always something missing when it came to showing the power of the rain itself. Very early on we came up with so-called Rainpunk technology - a concept similar to steampunk but machines would be powered by the unique magical properties of the rain itself. We tried to hint at it in multiple places in the game, but it was never really something players could interact with. Well, at least until today.

The new system we’re introducing today is the aforementioned Rainpunk Technology. Thanks to it, you will be able to install advanced Rain Engines in your production buildings to make work easier for your villagers and boost their efficiency. This advanced machinery has to be powered somehow of course, and that’s where a new resource type comes in - Infused Rainwater.


Storm Water Geyser


Geyser Pump on Storm Water Geyser

Now onto the second big feature of this update - the Blightrot revamp. As you might already guessed, it is tied to the new Rainpunk mechanic. Blightrot is no longer generated passively with every production cycle and is instead spawned when using Rain Engines in production buildings. The more you boost production, the higher the Blightrot Footprint of your recipes, and the quicker cysts will start appearing. It is also important to note that from now on, Blightrot won’t stop at 3 cysts per building. If the maximum is reached, the parasite will start infecting other nearby structures (houses and service buildings included).


Smelter (uses Storm Water) with installed Rainpunk Engines

The main reason why we decided to change the Blightrot system was your feedback - in which you correctly pointed out how static, unchanging, and tax-like the Blightrot was. Boiled down to its most basic component, it was a tax on fuel and workforce charged for every good produced. There was hardly any choice or strategy involved and it stuck out compared to other systems. So we decided to make it an opt-in mechanic instead, where you can have more control over it (and where Blightrot is a consequence, not a tax). This also opens up more design opportunities for us in the future, in the form of two-way interactions between systems (for example glade events that spawn Blightrot, etc.).

At this point, we’d like to once again thank all the players on the Experimental Branch, who tried these new changes way before they were ready to be released on the main branch. Your feedback was extremely useful and eye-opening.

Now you might be asking - why is this update called “Part 1”? That’s because we still have some content we’d like to add to support the new Blightrot and Rainpunk systems, plus we anticipate some additional UI/UX work and balancing in the coming two weeks. The main things we’re looking at here are the Rain Collector, Clay Pit, and Greenhouse. We want to take some additional time to find a proper place for them in the new balance (plus, we fear Sparkdew might now be confused with Rainwater).

Last but not least - this update also brings some other less impactful changes, like improved UX in the Training Expeditions panel, a lot of bug fixes, a level cap increase to 17, and new Citadel Upgrades.
Thank you for providing us with feedback and suggestions for the new update. If you’d like to share your ideas for upcoming updates, here are some useful links:

May the storm be gentle on you,
Eremite Games

CHANGELOG


Number of changes: 84
Inspired by community: 51

Changes marked with ⚡ were inspired by the community.

New content and features


  • ⚡ Introduced a brand new system into the game - Rainpunk Technology.
    • The Rainpunk Technology system allows you to install Rain Engines in production buildings and boost productivity using Infused Rainwater.
    • To install a Rain Engine, go to the Rainpunk tab in the building UI. You will need a new resource type to pay for it - Pipes. Pipes can be made from metal.
    • Once installed, you will see that a Rain Engine has two modules - the primary and secondary engine. The first one can increase productivity, the second one influences working conditions.
    • You can freely control the Rain Engines power levels using the knobs on the two modules. The primary engine has 3 levels (increasing production speed and double yield chances), and the secondary one has only 2 (both increasing worker Resolve).
    • To power Rain Engines, you will need a steady supply of Infused Rainwater. It can be extracted from Geysers found in glades.
    • To extract Infused Rainwater from geysers, you need to build a Geyser Pump on top of it.
    • Geysers have an unlimited supply of water, but each Geyser Pump can only hold a limited amount of water in its tank. Workers in the Geyser Pump will gradually fill it up and try to keep it at the maximum level at all times if possible.
    • Infused Rainwater is automatically transported to buildings with a Rain Engine installed (there’s no need for a worker to carry it). The speed at which it’s used up depends on the level of power the Rain Engine is operating at.
    • There are three types of water - Drizzle Water (green), Clearance Water (yellow), and Storm Water (blue). Each type is used to power different types of production buildings. One geyser has only one type of water in it.
    • Drizzle Water is used to boost food production buildings, Clearance Water is used to boost crafting-oriented buildings, and Storm Water is used to boost industrial buildings.
    • On higher difficulty levels (above Pioneer) using Rain Engines will cause Blightrot to spawn. The more water is used, the higher the footprint of all recipes.
  • ⚡ Revamped the Blightrot system.
    • Blightrot will no longer generate passively with every production cycle. Its main source is now the Rainpunk Technology system. The more Rain Engines are used, the quicker Blightrot accumulates in the settlement.
    • Blightrot can also be present in a settlement without the use of Rainpunk. These systems are not inseparable, and Blightrot can come from other sources as well - perks, Forest Mysteries, glade events, etc. There aren’t a lot of these in the game right now, but we will add more in the future.
    • Passive Blightrot effects are gone - cysts no longer add any bonuses.
    • Workshops fully infected with Blightrot (3 cysts) will now slowly spread it to nearby buildings. Houses and service buildings can now also be infected.
    • Buildings infected with Blightrot can now be removed. If you remove a building with Blightrot Cysts, the cysts will simply move to another nearby host.
    • Added a new panel to the HUD with a global summary of Corruption levels. Clicking this UI element will open the Blight Post panel.
    • Blightrot can now also be generated during the Storm.
    • The Blightrot tab in the building panels was removed. After the changes introduced to the system, it didn’t really serve a purpose.
    • Other rules of the Blightrot system are unchanged - Blightrot still activates during the Storm, it corrupts the Ancient Hearth, and cysts need to be burned by Blightfighters. The way the Blight Post and Hydrants work is mostly the same.
  • ⚡ Two gate decorations (Gate and Ancient Arch) can now be placed on roads. Their size has been changed to 3x1, and the middle part has no collider.
  • Increased the maximum player level to 17. Reaching level 17 requires 1200 experience points and unlocks 3 Cornerstones. The rewards will be expanded upon in the future when more content is added.
  • Added 7 new upgrades to the Smoldering City. Some were added to the end of the upgrade tree, and others were mixed between existing upgrade levels (so some old upgrades were pushed further up the tree, even as far as level 16 and 17).
    • Dim Square Level 7 - Pack of Provisions Embark Bonus and Trader Arrival Time reduction.
    • Brass Forge Level 2 - Guaranteed Planks on embark and global productions speed bonus.
    • Obsidian Archive Level 6 - Rainpunk system unlock and Impatience reduction.
    • Monastery of the Vigilant Flame Level 5 - Guaranteed Fabric when embarking and increased burning duration in the Ancient Hearth.
    • First Dawn Company Headquarters Level 1 - additional villagers as an embark bonus and more chances for bonus yields.
    • First Dawn Company Headquarters Level 3 - Guaranteed Bricks when embarking and more chances for bonus yields.
    • Vanguard Spire Level 9 - Wine Delivery and Cosmetics Delivery as embark bonuses, and an additional node charge increase.
  • Added 9 new Orders tied to the new Rainpunk Technology system.
    • Beginner Engineer - build Geyser Pumps.
    • Water Delivery - delivery Drizzle Water.
    • Rainpunk Engineer - use any type of water.
    • Engines of Progress - install Rain Engines.
    • Power of the Clearance - use Clearance Water.
    • Power of the Storm - use Storm Water.
    • Power of the Drizzle - use Drizzle Water.
    • Rainpunk Enthusiast - use all three types of water.
    • Infused Rainwater - deliver two types of water.
  • Added 2 new Forest Mysteries.
    • Hot Springs - Rainwater Geysers produce pleasant heat in their vicinity. Geyser Pump Operators get +10 to Resolve.
    • Natural Filtration - Using Rain Engines causes a lot less Blightrot contamination due to the natural filtration processes of surrounding vegetation. The Blightrot Footprint Rate in all Rain Engines is reduced by 50%.
  • Added 1 new Cornerstone.
    • Driving Water - Water is not only used to power engines. Woodcutting speed is increased by +10% for every 150 units of water used in Rain Engines.

Balance


  • ⚡ Removed the Small Distillery Cornerstone from biomes without Resin in trees.
  • ⚡ Removed Sinister Blight and Dire Blight modifiers from Training Expeditions. Blightrot can already be adjusted in the Training Expedition UI, so these effects are redundant.
  • Reshuffled some recipes in production buildings
    • Added the Pipes recipe (tier 0) to the Crude Workstation.
    • Added the Pipes recipe to the Toolshop (tier 2), removed the Waterskins recipe.
    • Added the Pipes recipe to the Smelter (tier 2), removed the Crystalized Dew recipe.
  • Rebalanced Blightrot footprints for all recipes in the game (so they can be scaled based on the Rain Engine level).
  • All rainpunk-themed glade events that require goods to be solved can now also be completed using Pipes.
  • Removed Crystalized Dew as a possible ingredient from rainpunk-themed glade events.
  • Increased production times across the board to compensate for the big bonus from Rain Engines and to create more space for production boosting perks.
  • Changed how the Forge Trip Hammer perk works. It now applies to the Smithy instead of the Crude Workstation, and has no negative Resolve effect.
  • Removed the Blight Extractor Cornerstone from the game.

UX/UI improvements


  • ⚡ Improved the way the game detects long clicks on 3D objects in the game world. It should be easier to select buildings, nodes, events, etc.
  • ⚡ Added a Trade Route tooltip to towns in the Training Expedition panel.
  • ⚡ Updated the Training Expedition description to clearly state that Deeds can’t be completed in them.
  • ⚡ Added a tooltip to the modifiers section in the Training Expedition UI, explaining that some contradicting effects might be discarded when starting a game.
  • ⚡ Added an example of service building to the HUB requirements tooltip.
  • ⚡ Changed the name of the Resolve effect coming from the Forsaken Crypt to be the same as the working effect on the event’s UI.
  • Added two new UI elements to the HUD - a water level indicator (next to resource categories) and a Corruption overview.
  • Added a Rainpunk Overlay to the game. You can hold TAB to see where Rain Engines are installed and control their power levels.
  • Updated the Encyclopedia entry for Blightrot and Corruption.
  • Added a new Encyclopedia entry about Rainpunk.
  • Updated the tooltip description for the Scavenging Party daily modifier.
  • Replaced Cornerstones in the daily modifier pool (Hidden from the Queen and Rich Glades) with proper modifiers (with the same effect, but different labels and names to avoid confusion).
  • Unified the overlay names in the options menu.

Bug fixes


  • ⚡ Fixed a bug with daily modifiers not being applied in Training Expeditions when species were not randomly generated.
  • ⚡ Fixed a bug with the Regrowth Forest Mystery not being applied in Training Expeditions and never appearing in regular games.
  • ⚡ Fixed an issue with the stats screen in the Smoldering City incorrectly counting game time.
  • ⚡ Fixed a bug with the Violent Dusk glade event penalty (from the Giant Stormbird) lasting longer than the storm itself.
  • ⚡ Fixed a bug with the Pickled Goods recipe in the Flawless Brewery not having Eggs as a possible ingredient.
  • ⚡ Fixed a bug with the Fishmen Lighthouse penalty increasing event working speed instead of decreasing it.
  • ⚡ Fixed a bug with the Forsaken Altar not working in Training Expeditions, when the game length was below Prestige.
  • ⚡ Fixed an inconsistent border color in the Wine Shortage effect between the Training Expedition UI and the in-game tooltip.
  • ⚡ Fixed a bug with three-digit population numbers being incorrectly displayed on the species HUD.
  • ⚡ Fixed a bug with the Looming Darkness Storm effect not appearing in Training Expeditions when no Forest Mysteries were chosen before the game.
  • ⚡ Fixed an issue with the negative Bad Reputation effect from killing traders not stacking correctly.
  • ⚡ Fixed an issue with effect names being duplicated in the Trader Panel (when trade is blocked by stacked effects).
  • ⚡ Updated the name of the “+1 to Copper Ore” perk to avoid duplicates.
  • ⚡ Fixed multiple typos and errors in Polish.
    • Cloudburst Forest Mystery description.
    • Work Safety Guide perk description.
    • Burnt to a Crisp perk description.
  • ⚡ Fixed multiple typos and improved wording in Russian.
    • Oil resource name.
    • Manufactory and Workshop building names.
    • Forest Mystery general tooltip description.
  • ⚡ Fixed a typo in the Vanguard of the Stolen Keys Encyclopedia entry.
  • Fixed a bug with an empty tooltip when hovering over some fields beneath the Smoldering City on the World map.
  • Fixed an incorrect label in the working effects tied to Haunted Ruins.

Other


  • ⚡ Refreshed and extended all music tracks in the Smoldering City.
  • ⚡ Added new ambient sounds to the Smoldering City and the World Map.
  • ⚡ Added new variants of the upgrade sound in the Citadel.
  • Added a continuous sound cue when villagers from a given species are leaving (when the red bar round the portrait is depleting). There’s also an additional sound effect when villagers stop leaving.
  • Added a sound effect to the “investigate” button in all glade events.
  • Changed a few sounds in the Smoldering City.
    • Added a click sound to the Deed button in the Citadel.
    • Removed a slide-in sound when the Upgrade window appeared.
  • Changed the icon of the Gathering Technique Citadel Upgrade.


COMMUNITY CORNER


And now, memes:

[expand type="showmore"]https://steamcommunity.com/sharedfiles/filedetails/?id=2898081343

https://steamcommunity.com/sharedfiles/filedetails/?id=2908127995


AtS UNO by Edward


Meet the Harpy by Dark Troll


Second Storm by Vince_GEC[/expand]
And with that, dear readers, we conclude this edition of our update notes. We hope you've had as much fun reading about the latest features as we've had implementing them. We'll be back in two weeks with new content to keep you entertained. Until then, have fun playing!

PREVIOUS UPDATES


https://store.steampowered.com/news/app/1336490/view/3650762049192609142
https://store.steampowered.com/news/app/1336490/view/3650762049141623983
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Update Preview (Rainpunk Part 1)



Greetings, Viceroys!


Join us today at 4:00 pm UTC on Twitch for a preview of this week’s Rainpunk Update (Part 1). We’ll discover the potential of geysers and explore the benefits and drawbacks of the Rainpunk technology.

FOLLOW US ON TWITCH

The Update is scheduled to be released tomorrow - January 19 - between 2:00 pm UTC and 4:00 pm UTC. Make sure to finish your current settlement before that happens. Otherwise, it will be force-finished but you will be reimbursed with Citadel Resources.

May the storm be gentle on you,
Eremite Games

Hotfix 0.41.3 (Training Expeditions' Cycle, Trade Routes)

Greetings, Viceroys! ːreputation_atsː


We just released a hotfix in which we take care of some issues that slipped our attention in yesterday's Training Expeditions Update. As always, we're grateful for your swift reports!

Changelog:
  • Fixed a bug with Training Expeditions progressing the Blightstorm Cycle.
  • Fixed a bug with Trade Routes not being active in Training Expeditions.
  • Fixed an issue with the biome summary in the Embark Panel and ESC Menu showing incorrect resources.
  • Fixed an issue with the Ancient Practices perk displaying incorrect progress numbers.
  • Fixed an issue with Export Expert and Rushed Delivery deeds having incorrect numbering in Japanese, Simplified Chinese, Traditional Chinese, and Korean.
  • Fixed an issue with Rich Glades having an incorrect frame color in the Encyclopedia.
  • Fixed a bug that caused frame colors to be inconsistent between tooltips and lists in the Training Expedition UI.
  • Fixed a typo in the Polish description of the Soft Stems Seasonal Effect.
  • Fixed a typo in the Faction entry in the Encyclopedia.

We wish you a great time playing the new Training Expeditions and collecting the Steam Trading Cards.

Have a great weekend and may the storm be gentle on you,
Eremite Games

Previous Updates


https://store.steampowered.com/news/app/1336490/view/3650762049141623983
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Embark on a custom Training Expedition in the new Update!



Greetings, Viceroys!


It's update time again, folks! And this time, we've got some exciting news: we're introducing Training Expeditions that allow you to tailor your custom game experience to your heart's desire.

What's new:
  • Training Expeditions (custom game mode)
  • Steam Trading Cards
  • UI/UX improvements

There’s more to unpack, so let’s dive in!

P.S. If you've already picked up Against the Storm and have been playing it, make sure to leave a Steam review. Every opinion matters!

DEVELOPER NOTES


New year, new me Against the Storm update! Today, we’re finally bringing you the long-awaited Training Expeditions - a customizable game mode, where you can freely choose your starting conditions and adjust game settings to your liking.

The Training Expedition is unlocked at level 10, after buying the Obsidian Archive Level 10 upgrade in the Smoldering City. We decided to lock it behind an upgrade for a reason - to not invalidate the game’s core gameplay and progression loops, and to avoid spoiling the fun too early. While the custom mode is an amazing feature to experiment with crazy runs and weird conditions, it’s not supposed to be the first thing a player experiences when starting the game.


Training Expedition

Now, what exactly is the custom mode and what does it allow you to do? Once you unlock it, you will get a new button on the World Map HUD. Clicking it will bring up a panel with A LOT of options. There you will be able to choose a biome, the 3 playable species, your starting resources, the difficulty level, embark bonuses, Forest Mysteries, and modifiers from all three areas of the game (Daily, World Map, and Prestige). You can freely combine modifiers, even if they are contradictory in nature (but beware, the game will simply choose one or disable both, depending on the nature of the contradicting effect).

One common request from the community was an option to adjust the game length. That’s why in Training Expeditions, you will finally be able to change the number of Reputation Points required to win a game, as well as choose the Impatience threshold. There are 4 options for Reputation (10, 14, 18, 30) and 5 options for Impatience (2, 4, 10, 14, 30). There is also an option to change the passive Impatience generation rate.

One last thing to note about Training Expeditions - they yield no rewards. That’s because balancing a fully custom mode like this would be a nightmare (both design-wise, and for the players). Training Expeditions are meant as a fun way of experimenting with the game, either by playing a more relaxed version of it or by challenging yourself beyond even the most difficult Prestige levels. Both these extremes, and everything in between, would be impossibly hard to reward fairly (and keep balanced as new features and modifiers are introduced into the game).

There are also some smaller changes coming with this update. This time we focused mostly on bugs and localization improvements, but there are a few UX/UI changes as well. Most notably - a much-requested camera speed increase when moving from building to building.

We also added Steam Trading Cards for Against the Storm. If you’re playing on Steam, you’ll now be rewarded with up to six (out of eleven) Steam Trading Cards which you can sell, trade with other Steam users, or collect to craft a Steam Badge. Crafting the badge will reward you with one (out of three) Steam Backgrounds and one (out of ten) emoticons. If you’re lucky, you can also get special foil Cards. Happy trading and collecting!


Crafting Steam Badge

Lastly - we wanted to take this opportunity and thank all of you who played the experimental branch over the last couple of weeks for testing the new Blightrot changes. With your help and feedback we finally see a clear way forward with this system, so expect a Blightrot revamp on the main branch very soon.

Thank you for providing us with feedback and suggestions for the new update. If you’d like to share your ideas for upcoming updates, here are some useful links:

We wish you a happy new year and can’t wait to see what the upcoming 12 months hold for Against the Storm!

May the storm be gentle on you,
Eremite Games

CHANGELOG


Number of changes: 95
Inspired by community: 49%

Changes marked with ⚡ were inspired by the community.

New content and features


  • ⚡ Added a new customizable game mode - Training Expeditions.
    • To put it plainly, a Training Expedition is a custom game. When starting one, you can select a biome, species, Forest Mysteries, resources, modifiers, embark bonuses, and game length (among other things).
    • All modifiers from the World Map, the Daily Expedition, and Prestige difficulties can be selected when starting a custom game.
    • Some modifiers might be contradictory (like Dangerous Lands and Forbidden Lands) and you won’t be stopped from picking them - but beware, they will not work together, so the game will probably only activate one of them (and remove the other one when starting a run).
    • You can change how much Reputation is needed to win. There are 4 settings for this:
      • 10 points (quick game)
      • 14 points (default game)
      • 18 points (prestige game)
      • 30 points (marathon)
    • You can also customize the maximum number of Impatience points. There are 5 settings for this:
      • 2 points
      • 4 Points
      • 10 Points
      • 14 Points (default)
      • 30 Points
    • You can also change the speed at which Impatience is automatically generated:
      • 0% per minute
      • 26% per minute (default)
    • You can decide to enable or disable Blightrot, and choose between 5 levels of footprints/corruption (50%, 100%, 200%, 250%, 400%).
    • You can choose towns for Trade Routes, but they need to be on the World Map first.
    • You can freely choose the Forest Mysteries that will be active in a given game (or leave them to be randomly drawn).
    • If you like how a map looks, you can copy/paste its seed into the custom game UI. Seeds only influence glade layout, resource nodes, fertile soil, ore deposits, and events. Changing a custom game’s settings will also influence the map (so a seed will only give you the same result if all the other settings are the same).
    • Custom game settings can be saved into so-called templates. Every profile has 6 template slots.
    • To unlock Training Expeditions, you will need to buy the Obsidian Archive Level 10 upgrade in the Smoldering City.
    • Training Expeditions give no rewards and don’t influence the Blightstorm Cycle.

Balance


  • ⚡ Rebalanced the Pottery and Wine order. Instead of building an Artisan and providing barrels, it now requires (drumroll, please) pottery and wine.
  • ⚡ Moved the Destroyed Cage of the Warbeast glade event from Dangerous Glades to Forbidden Glades.
  • Overheating and Vassal Tax Forest Mysteries were temporarily removed from the game. We found them to be troublesome because of several reasons - lack of proper UI, balancing issues, and potential bugs. We want to take some time and redesign them.
  • Removed the Faster Building stat from the Vanguard Spire Level 5 upgrade. Added the Additional Caravan Choice reward instead (moved from the Obsidian Archive Level 10 upgrade).
    • We decided to replace this upgrade because the +10% construction speed change was a minimal and boring stat increase. With it out of the way, we feel that every node on the upgrade tree finally has at least one interesting reward, and we can focus on adding more levels in the future (instead of replacing existing ones).
  • Removed the Additional Caravan Choice reward from the Obsidian Archive Level 10 upgrade, and added the Training Expedition unlock instead.

UX/UI improvements


  • ⚡ Improved the wording in the description of shelters and species-specific houses. Instead of saying “number of places: X”, the description now reads “can house X residents”.
  • ⚡ Increased the speed at which the camera moves to selected buildings and glade events.
  • ⚡ Camp icons in resource node panels are now ordered from advanced to small.
  • ⚡ Changed the number color for some Hostility sources in the Hostility of the Forest tooltip (from green to red when the value is 0, so it's clearly visible which sources increase Hostility).
  • Updated some Encyclopedia entries with more up-to-date screenshots and videos.
  • Changed the icon for the Wet Soil Prestige modifier to avoid duplicates.

Bug fixes


  • ⚡ Fixed a bug that caused villagers to stop working when being reassigned to the same worker slots too quickly.
  • ⚡ Fixed a bug with demo saves being incorrectly transferred to the full version.
  • ⚡ Fixed a bug that caused the Bed and Breakfast cornerstone to not give Amber on trader arrival.
  • ⚡ Fixed a bug with the starting glade having an incorrect resource layout.
  • ⚡ Fixed a bug with the delivery threshold in the internal storage exceeding the storage limit.
  • ⚡ Fixed a bug with camps displaying “no deposits” alerts when the delivery threshold is set to 0.
  • ⚡ Fixed a bug with the Like a Machine deed being possible to complete even after losing a game.
  • ⚡ Fixed a bug with the Stormforged version of the Trade Negotiations cornerstone being drawn in games with a trade block effect.
  • ⚡ Fixed a bug with the Forge Trip Hammer cornerstone applying its Resolve penalty to Workshop workers.
  • ⚡ Fixed a bug where gaining multiple Reputation points would only decrease Impatience by 1.
  • ⚡ Fixed an issue with Citadel Resource icons not being visible on modifiers right after expanding the draw distance on the World Map.
  • ⚡ Fixed a bug with the Third Party modifier not working correctly.
  • ⚡ Fixed a typo in the description of the Overexploration cornerstone.
  • ⚡ Fixed a bug with the Temple of the Forsaken Gods daily modifier having an outdated effect (Reputation from Resolve block instead of additional Timed Orders).
  • ⚡ Fixed a bug with the Hostility sound effect playing multiple times when gaining a lot of Hostility points.
  • ⚡ Fixed a bug that causes the game to automatically unpause after choosing an Ethereal Cornerstone.
  • ⚡ Fixed a bug with the Order reward tooltip staying on screen after finishing an Order.
  • ⚡ Fixed an issue with camps displaying a “no workers” alert for a split second after being upgraded.
  • ⚡ Fixed a bug that allowed players to turn off the Blighstorm Cycle animation and see the world generation process under it.
  • ⚡ Fixed an incorrect percentage value in the Hunter-Gatherers perk preview icon.
  • ⚡ Fixed an issue with the Ancient Practices perk showing too little information about its progress in its tooltip footer.
  • ⚡ Fixed an issue with two buildings being permanently locked in the Encyclopedia (even if the player has unlocked all the content in the game).
  • ⚡ Changed the name of one of the two Workstation Upgrade perks to avoid confusion (the one upgrading the Makeshift Post is now called Worker Mobilization).
  • ⚡ Fixed a few typos and grammatical errors in English:
    • Local Taxes perk description.
    • Tooltip for sacrificing oil in the Hearth.
  • ⚡ Fixed a few typos and grammatical errors in Japanese:
    • Frequent Caravans perk description.
    • Objectives for orders based on Standing levels with other towns.
  • ⚡ Fixed a few typos and grammatical errors in French:
    • Label in the difficulty tooltip in the Embark Panel.
  • ⚡ Fixed a few typos and grammatical errors in German:
    • Embark button text.
    • Score tooltip for Unity category.
  • ⚡ Fixed a few typos and grammatical errors in Russian:
    • Trade Hub perk description.
    • Species Resolve tooltip.
    • Fertile Soil section in the Embark Panel.
    • “Alerts” header in the options menu.
    • Rotting Wood Forest Mystery description.
    • Zhorg’s intro text in the trader panel.
    • “Unlocked content” header in the level-up pop-up.
  • ⚡ Fixed a missing translation in Polish for the Liquid Luck order.
  • ⚡ Changed the name of the Foragers\ Camp in Korean.
  • Fixed a bug with one of the Dangerous Glades in the Cursed Royal Woodlands having fewer resource nodes than intended.
  • Fixed an incorrect label in the Quick Deliveries perk.
  • Fixed an incorrect label in the Shattered Obelisk modifier.
  • Fixed a bug with a missing visual effect on some buildings when they are hit by lightning.
  • Fixed an issue with the lightning effect being always active in the Stormbird glade event.
  • Fixed an issue with the water effect being always active in the Lumber Mill.

Other


  • ⚡ Added one new music track to the game (The Marshlands, clearance season).
  • Added new sounds to all 8 traders in the game. Traders will now speak short phrases when opening the trader panel, making a sale, and closing the trader panel.
  • Added Steam Trading Cards. On Steam, you can now collect up to 6 (out of 11) Steam Trading Cards.
    • You can craft 5 levels of Regular Badges for Regular Cards and 1 Foil Badge for Foil Cards.
    • Crafting each level of the badge will reward you with:
      • 1 out of 10 emoticons
      • 1 out of 3 backgrounds
    • You can sell or trade your Cards.

COMMUNITY CORNER


The game’s origins


In this special section, we want to take a few paragraphs to answer a community question and delve into the origins of our game and provide some insight into how it came to be.

Sit back, relax, and let us tell you a story.

It all started back in 2019 when we were brainstorming ideas for a new game. We decided to adopt a world-building method where we would alter one element of the real world and explore how it would impact an imaginary universe. After considering various concepts, one idea stood out: what if there was a world in which it never stopped raining?

We began to consider the many ways in which this would affect the environment, culture, architecture, and other aspects of everyday life in this world. We explored the magical properties of the rain, the role of fire (including religion), the species that could inhabit the world, farming conditions, food spoilage, water drainage, rituals, urban design, technology, fashion, professions, and many other elements of a world plagued by constant rain.

As we delved deeper into this concept, Damian began sharing some concept art which further convinced us that we wanted to develop this world:


Wok Samurai concept art

However, this may or may not come to you as a surprise, we initially imagined Codename Rainpunk (as we called it at the time) as an RPG game. After all, we were a tiny indie studio working on the game after hours. Of course, it had to be an RPG! We were sane enough not to make it an MMO, though.


Rainpunk RPG concept art

After working on a prototype for a few weeks, we quickly realized that the scope of an RPG game (even a modest one like we had envisioned for Codename Rainpunk) was beyond our resources. Market research and our passion for classic strategy games led us to pivot towards a city builder enhanced by roguelite elements (one of the remains of the RPG game) set in the world of Rainpunk.


Rainpunk City Builder prototype

The new prototype (developed at the end of 2019) turned out to be very promising and thus we greenlit what later became Against the Storm. For the following months, the core team worked on numerous aspects of the game until we were finally ready to announce it to the public in May 2020, followed by the first public demo in September 2020.

And thus began our great journey with you - the players - whose feedback and support have been integral to the development and evolution of the game ever since.

Community Memes


And now, the featured community memes, folded for your reading convenience:

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Against the Storm in a nutshell by KITVS


Big brain by Yassine Meskhout


Familiar city screen by gegc


Presents by AngryTetris


Primadonna Chickens by Lain Vohn Dyrec


Scroll of Truth by Edward
[/expand]
Thank you for reading and have fun with the new Update!

PREVIOUS UPDATES:


https://store.steampowered.com/news/app/1336490/view/3650762049141623983
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Update Preview (Custom Games)

Greetings, Viceroys!


The Training Expeditions Update is scheduled to be released tomorrow - January 5 - sometime between 2 pm UTC and 4 pm UTC. The main highlight of the update is the custom game mode in which you’ll be able to play a “training” game with pre-selected conditions. It can lead to some pretty wild scenarios such as this game in which the Queen’s patience runs really thin:



For this occasion, we invite you to join us later today (January 4) at 4 pm UTC on our Twitch channel for the Update preview. We’ll present all the options you can customize and hint at some other changes coming in this week’s update.

FOLLOW US ON TWITCH

Meanwhile, please make sure you’re ready for the upcoming update, by finishing your current settlement.

See you later and may the storm be gentle on you,
Eremite Games

HOW TO PREPARE


We release new content Updates every two weeks on Thursdays around 2 pm – 4 pm UTC. As we make multiple changes to the game’s systems, balance, and content, the game needs to force-finish any settlements that are in progress when you download the update. This aims to prevent various game-breaking bugs that could occur otherwise.

IMPORTANT: If you have a settlement in progress, it will have to be force-finished when you download the Update. You will be reimbursed with Citadel Resources but you will have to start a new settlement. Your meta progress (that is: Experience, Level, completed Deeds, unlocked Upgrades, Citadel Resources, etc.) will remain intact.

In the main menu, under the “Play” button, there’s a countdown to upcoming Updates. Please finish your current settlement before the update day if you don’t want it to be completed automatically.

PREVIOUS UPDATES


https://store.steampowered.com/news/app/1336490/view/3650762049141623983
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632