Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Against the Storm
Demo Update (0.36.9)
Greetings, Viceroys!
We just updated the demo with a new building, improvements, and fixes. We're grateful for all your suggestions and reports!
All the changes will also be included in the Early Access version.
CHANGELOG
Changes marked with ⚡ were inspired by the community.
Balance
⚡ The Rain Mill blueprint is now available from level 1 instead of level 6. This change was mainly implemented to help with Flour availability in the early stages of the game.
⚡ Settler difficulty now requires 12 Reputation Points instead of 14.
⚡ Orders requiring the player to have a specific building or to produce goods in it now also take restored haunted ruins into account.
⚡ Added fertile soil to some starting Glades.
⚡ Removed the Aura of Despair Forest Mystery.
Added Copper Ore as a possible ingredient in two recipes: Pigment and Pack of Building Materials.
Slightly increased the trade value of Copper Bars.
Lowered the speed increase of Paved Roads from 20% to 15%.
Increased the variety of starting Glades.
Lowered the price of the Monastery of the Vigilant Flame Level 1 upgrade from 12 to 10 Food Stockpiles.
UX/UI improvements
⚡ Improved how trade value is shown in the Trading Panel.
Goods offered by traders now show their full value, including the trader’s margin.
Resource tooltips in the Trading Panel now also display the price of the entire stack.
Improved the rounding of trading values and fixed numerous issues.
⚡ Added short descriptions in the Embark View for Settler and Pioneer difficulty levels.
⚡ Added advice messages to all difficulty tooltips. These additional descriptions are meant to help players in deciding which difficulty levels are best suited for them.
⚡ Added a “show all” checkbox in the Recipes Panel. Selecting it will show all recipes in the game, not just the ones the player has access to in a given run.
⚡ Added a reset button to the Recipes Panel.
⚡ Clicking on a produced good in a building now opens the Recipe Panel in “product mode”, instead of “ingredient mode”.
⚡ Improved some aspects of the tutorial experience.
Changed the wording in the “complete orders” alert.
Improved objective text in Orders requiring the player to change ingredients in recipes.
Reshuffled some Cornerstone choices in the tutorial.
Disabled settings in Woodcutters’ Camps for the duration of the tutorial.
⚡ Improved the wording in the description for the Looming Darkness effect.
⚡ Added an option to change the settings in all Woodcutters’ Camp at once by holding Shift when clicking a checkbox in the building’s UI.
⚡ Rearranged need icons in the species panel. The order is now: basic housing > advanced housing > food > clothing > services.
⚡ Improved the look and readability of some icons.
Resource Category - trade
Need - shelter
Resource - Artifacts
Completed deeds can no longer be claimed during a run. Rewards can only be acquired in the Citadel.
A tooltip with ingredient alternatives is now always shown in the tutorial when hovering over an ingredient slot in a recipe. This tooltip can be enabled in post-tutorial games in the settings menu.
Improved the “i” icon’s shape and readability in numerous places in the UI (to make it clearer that hovering over it gives the player more information).
The resolution dropdown menu will now automatically scroll down to the selected setting instead of starting from the top.
Bug fixes
⚡ Fixed a bug with level up rewards being shifted by one (players unlocked new content one level before it was shown to them).
⚡ Fixed a bug with camp workers gathering high-priority nodes outside of their camp’s radius.
⚡ Fixed a bug with % symbols in certain localizations (predominantly French).
⚡ Fixed an issue with the difficulty selection resetting after selecting the “locked” option in the demo.
⚡ Fixed a bug with workers in the Harvesters’ Camp being called Scavengers.
⚡ Fixed an issue with Citadel Resources found in chests having incorrect labels.
⚡ Fixed an issue with some villagers missing hammers in their hands when constructing new buildings.
⚡ Fixed an issue with the hunger penalty showing an incorrect max. impact value (the max. Impact for this effect is infinite).
⚡ Fixed an issue with missing texts in ruined houses found in Glades.
⚡ Fixed an issue with Wildcards not working correctly if the player obtained them by attacking a trader.
⚡ Fixed a bug with the Lightning Forest Mystery appearing in the Coral Forest biome.
⚡ Fixed a rare bug that allowed players to assign two workers into one worker slot.
⚡ Fixed a bug with woodcutters not delivering goods to the Storage when idle.
⚡ Fixed a bug with traders offering mining perks in biomes where there is no ore.
⚡ Fixed some issues with the French localization.
⚡ Fixed some grammatical errors in tooltip descriptions of species attributes.
⚡ Fixed a bug that allowed players to write letters into a limit text field.
⚡ Fixed an issue with the “salvage ruins found in glades” text being incorrectly localized into Russian.
Fixed an issue with the Trader Assault Popup being too small to fit all looted goods.
Fixed a bug with Forest Mysteries being incorrectly displayed in the biome preview for Settler difficulty.
Fixed a bug with the visual effect around the Hearth (from sacrificing) disappearing after reloading a save.
Fixed some issues with the timing of farming animations.
Fixed multiple issues with incorrect perk rarity.
Fixed an issue with the scaling of the construction cost panel in the Atlas.
Fixed a bug that made it possible to move the camera during the Blightstorm animation in the World Map.
Fixed a bug with Hearth attachments being visible on lower hub levels after reloading a save.
Other
⚡ Replaced multiple crop models and textures in multiple farms. Planted crops should now be easier to distinguish.
⚡ Lowered the volume of the “scribbling” sound effect in tutorial text boxes.
Improved the textures of the Dewberry Bush resource node.
Improved the game’s overall performance and stability, especially when playing in highly developed settlements with a lot of particle effects.
Tuned down the volume of some sounds that play when a popup appears.
Added new languages to the game: Traditional Chinese and Korean.
Improved the Simplified Chinese and Japanese localizations.
Fixed a bug with global production speed bosts showing up in farm UI panels.
Fixed a bug with the Plantation having a one-star recipe for Berries instead of a two-star recipe.
We hope you'll enjoy the new changes! If you haven't yet, please wishlist and follow Against the Storm to stay up to date with all the news:
Here’s one final announcement before we launch Against the Storm in Early Access on Steam.
We’re excited to reveal our plans for the upcoming updates. We aim to stay in Early Access for around six months and release new updates every two weeks. We’ve put together a roadmap of the upcoming content:
The roadmap is subject to change based on many factors, including community feedback. We put a special emphasis on issues and suggestions posted by players.
We provide various tools for you to influence the development and monitor its progress, such as:
We just updated the demo with new content, multiple improvements, and fixes. Thank you for playing and sharing your feedback with us!
All the changes will also be included in the Early Access version.
CHANGELOG
Changes marked with ⚡ were inspired by the community.
New content and features
⚡ Added 2 new dangerous Glade Events.
Fishmen Cave
Hidden Trader Cemetery
⚡ Added a new type of Glade Event - haunted ruins.
Right now there are 8 Haunted Ruins in the game, and they can be found in place of normal ruins in Glades.
Haunted Ruins can’t be simply rebuilt. They have a working effect tied to them, but no consequence if not taken care of.
If rebuilt, Haunted Ruins turn into a more powerful version of the building they once were (for example: they produce more, or have more housing slots).
Balance
⚡ Lowered the base food consumption rate on the lowest difficulty level - Settler. Villagers will now have a chance of eating less when on a break. This change was implemented to make the game easier and more manageable for players who are just starting out or want to have a more relaxed experience.
⚡ Removed two Forest Mystery slots (one negative and one positive) from the Settler difficulty. This change was implemented not only to smooth out the difficulty curve, but also to limit the amount of things players have to keep track of on the lowest difficulty level.
⚡ Improved map generation in the first two tutorial games to make the experience more manageable and to remove unnecessary distractors.
Slightly extended the list of goods desired by traders. Some of them would buy a very small pool of resources.
Added house ruins (species-specific housing, Big Shelter) to Glades.
UX/UI improvements
⚡ Added the option to prioritize recipes in Camps. It works exactly the same as in workshops (higher priority goods are collected first, equal priority goods are collected alternatingly).
⚡ Added the option to assign priority to resource nodes on the map.
Resource nodes can now be selected. Selecting a node opens up a UI panel on the side.
In the node UI panel, you can assign priorities and quickly select a camp to build (the UI automatically shows blueprints compatible with the selected node).
Nodes with higher priority are gathered first. After they are depleted, workers move on to lower priority nodes. Nodes with the same priority are gathered alternatingly
Recipe priority in camps takes precedence over node priority.
⚡ Cleaned up some UI elements in regards to priorities.
Recipes can be assigned priorities from 0 to 3.
Nodes and construction sites can be assigned priorities from -5 to 5.
All buttons used to assign priority are now pointing up or down (to make it clearer that a higher number is always a higher priority).
⚡ Added a trade value indicator to all goods in the game. Trade value is now also displayed in the Trade window.
⚡ Replaced multiple icons with new, more readable designs (multiple resource category icons, Plant Fiber, Parts, Bricks).
⚡ Updated the Atlas window.
Changed the layout of the window to be consistent with other popups.
Added the Break Interval attribute to the species section. You can now see how often each species takes breaks.
Added tooltips to all species attributes in the Atlas. You can now hover over attributes (like “decadent” or “demanding”), and see what they mean.
⚡ Added a highlight to the species panel when a given species is favored.
⚡ Added a special marker to ingredient slots where more than one resource is selected.
⚡ Added a tooltip for ingredient slots with multiple resources selected. The tooltip shows which goods are used in the slot. This tooltip can be turned on in the options menu (it’s off by default).
⚡ Added an option to remove workers from a worker slot through the species select radial menu. You can now click a crossed-out sign in the middle of the menu to un-assign a worker.
⚡ Added a “menu” button to the game's HUD. The ESC Menu can now be accessed without using a keyboard.
⚡ Added a message about unlocking new hub levels in the Citadel to the Hearth UI.
⚡ Improved the objective text for Orders requiring the player to loot caches and invite new villagers.
⚡ Added an option to invert camera zoom in the settings menu.
⚡ Changed the wording in the Game Result window. It now states that you won’t get any Citadel Resources, experience points, or Deeds if you decide to continue a settlement you won.
⚡ Improved the alert system in the game’s tutorial.
The “mark trees for harvest” alert will now appear later.
The “too many trees marked” alert will now appear less often.
The “complete orders” alert will now appear after a longer time of not completing orders.
Removed the delay on alert tooltips.
Added a “click to expand category” footer to the resource category tooltip.
Perks sold by traders are now sorted by price.
Added an “achievements” filter to the Deed panel. Using it will place Deeds tied to platform achievements on top of the list.
Bug fixes
⚡ Fixed a bug with Cornerstones centered around upgrading hubs being offered to players without the correct upgrade level unlocked.
⚡ Fixed a bug with Orders centered around upgrading hubs being offered to players without the correct upgrade level unlocked.
⚡ Fixed a bug with the Parasites modifier showing an incorrect value in the tooltip.
⚡ Fixed an issue with camera panning not working correctly when holding the B key.
⚡ Fixed an issue with the navigation arrows in the building panel working in the opposite direction.
⚡ Fixed an issue with the Export Specialization perk showing an incorrect value below its icon.
⚡ Fixed a bug with the filters in the Recipe Window not clearing after clicking on a resource in a recipe in a workshop panel.
⚡ Fixed an issue with the “dangerous glades” entry on the scoreboard having an incorrect tooltip text.
⚡ Fixed multiple localization issues in Polish (a duplicated building name and incorrectly translated resource nodes).
Fixed a bug with World Map chests not displaying a tooltip when hovered over.
Fixed an issue with some Glade Event ground assets z-fighting with UI overlays (range indicators).
Fixed an issue with the solved Glade Event sound being too loud.
Fixed a bug with the World Map terrain disappearing under towns near the Smoldering City.
Fixed a bug with some tooltips being obstructed by other tooltips or the mouse cursor.
Other
Updated models and textures for a few resources and environmental assets in the game.
Roots
Grain
Clay
Vegetables
Fertile Soil
Updated farming animations for plants - idle, planting, and harvesting.
Updated the models and textures for two decorations.
Fence
Fence Corner
Added additional visual effects to workshops - a new smoke effect and sparks.
The Japanese localization is no longer considered a community translation and is now fully supported.
May the storm be gentle on you, Eremite Games
Coming to Steam in Early Access on November 1!
Greetings, Viceroys!
We’ve got some great news to share. Against the Storm will be available on Steam in Early Access on November 1!
Early Access content
Here’s what you can expect from the Early Access version’s content:
5 biomes
4 playable species
Daily Challenges
170+ Deeds (including 50 Steam Achievements)
4 basic & 20 Prestige difficulty levels
Blightrot corruption system
Trade Routes system
230+ Regular Orders & 60+ Timed Orders
250+ perks
8 traders
60+ Smoldering City Upgrades
80+ buildings & 30+ decorations
Hub Upgrades
60+ unique encounters and events (and numerous ruins)
20 World Map Modifiers
3 World Map Factions
And more!
Demo progress
We want to thank all demo players for giving Against the Storm a try and sharing all your kind words, feedback, and suggestions. We’re happy to confirm that your progress from the demo will transfer automatically to the Early Access version, so get ready to spend all that hard-earned Citadel Resources on new Upgrades!
Stay up to date
Add the game to your wishlist and follow to stay up to date with everything Against the Storm!
Come join us for Against the Storm's Next Fest stream!
A dark fantasy city builder where you must rebuild civilization in the face of apocalyptic rains. As the Queen’s Viceroy, lead humans, beavers, lizards, and harpies to reclaim the wilderness and secure a future for civilization's last survivors.
Come join us at Discord: https://discord.com/invite/2HfJGQG
Against the Storm will be broadcasting on the store page in celebration of the Save & Sound event, currently on Steam. Come join us!
You can find the full event with all participating games here: https://store.steampowered.com/sale/SaveandSound
Important Update
Dear Viceroys!
We were selected for this year’s PAX Online East Indie Showcase and we took this opportunity to share the new trailer with some important updates.
You can check the trailer with the World Map & Smouldering City reveal here:
[previewyoutube="nGGFqp6K284;full"]
The other important news is that Against the Storm will be a timed Epic Games Store exclusive.
I know that some of you might disagree with our decision so I will use the familiar Devlog format to once again share our thoughts with you.
Why partner with Epic Games Store?
The core team was working on the game after-hours for 1,5 years now. It was tough trying to reconcile the daily work with developing Against the Storm during the leftover scraps of the free time. Inevitably, we had to make it our daily job and establish a proper studio.
And that is a costly business. According to the estimations based on our and other developers’ data, we wouldn't be able to make a living after releasing the game. We did consider all kinds of funding, including crowdfunding, patronage, loans, funds, etc., but it just didn't add up.
We were in talks with different publishers and almost found a great partner, but then some unexpected things happened, and… we were back to square one.
Then, also unexpectedly, we entered talks with Epic Games Store and the new partnership was more than we could have wished for, no matter how cheesy it sounds. We received tons of support from the Epic Games team and the cooperation opened many opportunities for the game.
What's the benefit?
Predominantly, the game will grow in content which we weren’t able to include in our original plans. We will be able to extend the early access period thus making the game bigger and better.
We also remain unconstrained when it comes to the vision and the scope of the game. We will continue to develop it along with players who decide to join us.
Lastly, we can secure the financial stability of the studio, guarantee the delivery of new updates during early access, and look optimistically into the future of our small studio.
What changes?
The Steam and GOG versions of the game will launch in 2022.
Our relation with both storefronts was great so far and our decision was solely based on the fact that indie game development is undoubtedly a rough way to make a living.
We know that using the Steam platform for advertising our game wouldn’t be fair, so we will go radio silent with Steam announcements for a while. You can follow the development of Against the Storm on our website, Reddit, or Discord. I know you must have a lot of questions so I’ll do my best to address them here.
What doesn’t change?
We will continue to work hard on developing a great replayable city builder for you (but with much less stress now). We will continue to stay honest and open to discussion and feedback.
If you enjoyed the previous demo, the premise of the game, or our work as a team, please consider supporting us. We will respect your decision, no matter what.
May the storm be gentle on you Luke & Eremite Games
Pick a name (including yours) for the villagers!
Citizens!
Help us pick Villagers’ names. You can even suggest your own name!
We would also love to discuss with you what animals and plants could appear in the world of Against the Storm.
Community Brainstorms are discussion sessions during which you can share your impressions, opinions, and references to help us shape the game.
In the previous Community Brainstorm, we discussed “Crimson biome” names and ideas for the new biomes: https://steamcommunity.com/games/1336490/announcements/detail/3123784455279651261