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

Against the Storm

Fishing Update (1.4) Changelog - Part 2 (UI/UX, bug fixes, other)

Changes marked with ⚡ were inspired by the community.

UX/UI improvements


  • ⚡ Added Glade Events to the in-game Encyclopedia.
    • Glade event entries are initially locked. To unlock an event in the encyclopedia, you must first complete it at least once.
  • ⚡ Added Purging Fire to the Recipes Panel.
  • ⚡ Workers can now be assigned to unfinished buildings. When a worker is assigned to a construction site, they will act as a builder first, and then work there as usual after the building is finished.
  • ⚡ Blight Fighters can now take goods from storages of nearby buildings.
  • ⚡ Builders can now take goods from storages of nearby buildings.
  • ⚡ Farmers can now build farm fields if there are unconstructed fields within the range of the farm they are assigned to.
  • ⚡ Clicking on a need icon in the Consumption Control panel will open the Recipes Panel and search for the item used to fulfill a given need.
  • ⚡ The progress of a break is now shown on the worker slot. When a villager goes on a break, the worker slot fills up just as it does during production.
  • ⚡ Scouts now have a separate action tooltip when going to a glade event.
  • ⚡ Villager and cart panels now show the status of a given worker/cart (idling, producing, going to a building, etc.).
  • ⚡ Warehouse minimum reserve is no longer saved between games by default. It now has to manually be turned on in the Options menu.
  • ⚡ Added a bonus preview to the Blight Pruner Cornerstone tooltip.
  • ⚡ Added an option to opt out of rewards given to players after their account has been closed due to an update.
  • ⚡ Added a lock icon for goods with a minimum reserve limit in production buildings when selecting recipe alternatives. There is also a tooltip when hovering over the lock icon.
  • ⚡ Minimum reserve limits can now also be set in the Recipes Panel.
  • ⚡ Firekeeper abilities can now be previewed when hovering over a portrait in the worker assignment radial menu in the Ancient Hearth.
  • ⚡ Added a toggle to the Blightrot Overlay that allows players to exclude a particular building from being cleansed by Blight Fighters.
  • ⚡ The Seal Contract section of the End Cycle popup has been updated to make the role of this system clearer.
  • ⚡ The upgrade screen in the Smoldering City will now automatically scroll to the highest upgrade acquired instead of the current level.
  • ⚡ Added a toggle to ignore diagonal trees when marking glades with the “ignore glade edges” modifier (Ctrl).
  • ⚡ Flawless buildings the player owns will now be displayed in tooltips as sinks/sources for resources.
  • ⚡ Changed the descriptions of all advanced houses to make it clearer that they fulfill the need for species housing.
  • ⚡ Changed the wording in the Decay effect to indicate the maximum number of Blood Flowers it can spawn.
  • ⚡ The in-game encyclopedia now displays information about buildings locked behind a given species (in the “Species” tab and in individual building entries in the “Buildings” tab).
  • ⚡ Changed the wording of the "Decadent" tooltip in the species encyclopedia page to make it easier to understand.
  • ⚡ Added missing keybinds to the “Useful Shortcuts” entry in the in-game encyclopedia.
  • Added a new entry to the in-game encyclopedia about fishing.
  • Added “learn more” alerts in the second and third tutorial (with info about Blightrot, Rainpunk, Hostility).
  • Resource selectors in Glade Events now have a red outline when a selected good is not available (similar to how it works in production buildings).
  • Changed the layout of the upgrade tab in all buildings with upgrades to make it more compact and easier to read.
  • Fixed an issue with incorrect text scaling in the in-game encyclopedia.
  • Changed the wording in the objective and description of orders that require players to upgrade buildings (to clearly state the number of buildings that should be upgraded).
  • Changed the descriptions of all service needs to clearly indicate the items that are required to fulfill them.
  • Renamed all perks with "boots" in the name and changed their icons to avoid confusion with the new item.
  • Several alert messages have been shortened to better fit the UI.
  • Changed the wording in the Regrowth Forest Mystery to avoid confusion.
  • Added an alert when a stone deposit spawns in maps with the Petrified Necropolis modifier.
  • Increased the size of the construction tooltip that lists all required goods when placing a building.
  • Changed the order of resources (for both the player and trader) in the trade window so that they are grouped by type.
  • Adjusted the UI layout of the Hearth panel to make room for a new resource to sacrifice (Algae in the Coastal Grove).
  • Changed the wording of order objectives requiring the player to fulfill the needs of a certain category to make them clearer.
  • Changed how stacking effects are displayed in the villager UI. Instead of just a number, they now have an “x” in front.
  • Reputation and Impatience Bar tooltips now show the current and maximum values.
  • Farmers will stop harvesting a given crop if the resource is disabled in the farm’s panel.

Bug fixes


  • ⚡ Fixed a bug where villagers would restart their animation after the game was unpaused.
  • ⚡ Fixed a rare bug that would corrupt the game save if it was created at the exact moment a villager was calculating his next action.
  • ⚡ Fixed a bug where workers would pop out of a building for a split second after every finished production cycle.
  • ⚡ Fixed a bug that caused scouts to have incorrect animations when solving the Rivel Kelpie glade event.
  • ⚡ Fixed a bug that made it possible to play the Sealed Forest biome in Training Expeditions.
  • ⚡ Fixed a bug where the Flawless Brewery would have incorrect recipe yields.
  • ⚡ Fixed a bug where Resolve numbers would be displayed incorrectly when hovering over the favoring button while a new species is added to the settlement.
  • ⚡ Fixed a bug where the Safe Haven Cornerstone wouldn't update its status if a hearth was upgraded while the game was paused.
  • ⚡ Fixed a bug where the World Map tutorial would sometimes break after the second tutorial game was force closed after an update.
  • ⚡ Fixed a bug where species houses were essential when replaying tutorials.
  • ⚡ Fixed a bug where the “no rainwater” icon was displayed above inactive buildings.
  • ⚡ Fixed a bug where the highlighted area in the trends panel was too small.
  • ⚡ Fixed a bug where the Priestess avatar would not follow the Forsaken Altar when it was moved.
  • ⚡ Fixed a bug where the tooltip area for species counters was too large.
  • ⚡ Fixed a typo in the Russian description of the Protected Trade Cornerstone.
  • ⚡ Fixed a bug that was causing players to get the Overexploitation Cornerstone in games without Blightrot.
  • ⚡ Fixed a bug where the Prosperous Settlement Cornerstone was increasing the work speed of the glade event instead of slowing it down.
  • ⚡ Fixed a bug where the Forge Trip Hammer Cornerstone would be offered to players who already own the Stormforged version of it.
  • ⚡ Fixed a bug that was causing Packs of Crops to appear twice in the Ruined Granary rewards section.
  • ⚡ Fixed a typo in the minecart upgrade description in the mine.
  • ⚡ Fixed a bug that sometimes displayed the wrong resource when searching for something in the Recipes Panel.
  • ⚡ Fixed a bug where highlighting text in the Recipe Panel would make the selected text unreadable.
  • ⚡ Fixed a bug where the ingredient radial menu would stay on the screen after closing the encyclopedia.
  • ⚡ Fixed a bug where ingredients listed in a production building would overlap if there were more than 8 at the same time.
  • ⚡ Fixed a bug where perks and orders based on house or mine upgrades were appearing for players who haven't yet unlocked the feature.
  • ⚡ Fixed a bug where the Forge Trip Hammer Cornerstone would be offered to the player even if they didn't have a Smithy.
  • ⚡ Fixed a bug where some initial glade layouts with ruins were spawning service buildings too far away from the Hearth.
  • ⚡ Fixed a bug where the standing progress bar in the Trade Routes panel would continue to fill even after the maximum level was reached.
  • ⚡ Fixed a bug where in-progress resource deliveries from haulers would not be canceled after a recipe's ingredients were disabled and the "auto-return" option was enabled.
  • ⚡ Fixed a bug where the worker selection UI would not update if a new villager joined the settlement while it was active.
  • ⚡ Fixed incorrect name translations (for traders, NPCs, etc.) in Simplified Chinese.
  • ⚡ Fixed a number of typos in the Japanese version of the game (Fedora Hat Cornerstone, sacrifice effects, Hearth level description, Royal Woodlands description, trade route orders, Overexploitation Cornerstone)..
  • ⚡ Fixed a typo in the Spanish (Latin America) version of the Overexploitation Cornerstone.
  • ⚡ Fixed a typo in the Polish version of the Prosperous Archaeology Cornerstone.
  • ⚡ Fixed a typo in the Russian version of the Prosperous Settlement Cornerstone.
  • Fixed a bug where table headers would remain in the Warehouse panel after switching from list view to grid view.
  • Fixed an issue where the “learn more” alerts would not appear in some cases.
  • Fixed a bug where clicking the same building twice would sometimes block the ESC menu from appearing.
  • Fixed a bug where some glades would spawn the wrong amount of ore.
  • Fixed a bug where some biomes would have lower spawn rates for some unique small glades.
  • Fixed a rare bug where building category tooltips were displayed incorrectly.
  • Fixed a bug that prevented the Supply Thy Neighbor order to be drafted.
  • Fixed a bug that caused Holy variants of some service buildings to be displayed in need tooltips (even if the player didn’t own them).
  • Fixed a bug where the Chaos resolve effect from the Harmony Altar Glade Event had an incorrect icon.

Other


  • ⚡ Villagers charmed by the Kelpie glade event will now go to the Kelpie and stand around it, hypnotized.
    • Updated the Kelpie Charm description to correctly reflect the behavior of charmed villagers.
  • Changed the visual appearance of some buildings.
    • Clay Pit
    • Apothecary
    • Brickyard
    • Press
    • Scribe
    • Stamping Mill
    • Forum
  • Replaced a few icons with new custom assets.
    • Kelpie’s Charm
    • Watery Grave
    • Voice of the Sealed Ones
  • Updated a few old sound effects that are played after selecting an object.
    • Noxious Machinery
    • Press
    • Clay Pit
  • Tweaked the lighting in all biomes.
  • Added a setting in the Options menu to change menu skins.
  • Supporter Pack was updated with all the new music tracks from the DLC, a Frog Villager portrait, and the Keepers of the Stone wallpaper.

The current game version is 1.4.4.

Check out the Fishing Update 1.4 Changelog - Part 1 for the list of new content and balance changes:
https://store.steampowered.com/news/app/1336490/view/4665256208709775238

Return to the main announcement:
https://store.steampowered.com/news/app/1336490/view/7371918503944271593

Fishing Update (1.4) Changelog - Part 1 (New features, balance)

Changes marked with ⚡ were inspired by the community.
Changes marked with 🐸 are related to the Against the Storm: Keepers of the Stone DLC.

New content and features


  • ⚡ Added fishing.
    • Fishing is a new way of acquiring resources from ponds found in glades.
    • To fish, players need a Fishing Hut.
    • Fishing Huts work very similarly to camps. There are two types: small and regular. The small one is an essential building, and the regular one needs to be acquired separately (as a blueprint choice, from a trader, or via a wildcard).
    • Fishing Huts collect resources from ponds. Similarly to regular resource nodes, there are two sizes of ponds: small (2x2) and large (3x3).
    • There are 3 types of ponds:
      • Algae Pond - A murky pond covered with algae bloom.
        • A small Algae Pond gives 1 Algae and has a 40% chance for Herbs.
        • A large Algae Pond gives 2 Algae, has a 50% chance for Herbs, and a 20% chance for Fish.
      • Thunderfish Pond - A very common species of eel.
        • A small Thunderfish Pond gives 1 Fish and has a 40% chance for Scales.
        • A large Thunderfish Pond gives 2 Fish and has a 50% chance for Scales.
      • Copperfin Trout Pond - Caught primarily for its durable scales and fish leather.
        • A small Copperfin Trout Pond gives 1 Scale and has a 40% chance for Sea Marrow.
        • A large Copperfin Trout Pond gives 2 Scales, has a 50% chance for Sea Marrow, and a 30% chance for Fish.
    • Fishermen don't collect resources like regular gatherers. They first catch fish and algae in nets, and then transport them directly to a warehouse when the entire pond is depleted. Resources held in nets are not available for production or consumption, they must first be transported to a warehouse.
    • Players can decide to reel in a net sooner, but once they do this, the pond is depleted.
    • Ponds have a very large number or resource charges in them when compared to other does (60 as opposed to 20 in small ones). The intention here was to create a new type of resource gathering mechanism - a mix of a non-renewable source (just like regular deposits) and a big time investment with a big yield at the end (like in the case of farming).
    • Players can use ground bait to double fishing yields.
    • Ground bait is made from Packs of Crops. One Pack of Crops equals four pieces of bait. Bait is created in the Fishing Hut, instantly after a fisherman brings a Pack of Crops to the building.
    • Players can decide (in the Fishing Hut UI) how ground bait should be used. There are 3 options:
      • None - fishermen will never use bait.
      • Optional - fishermen will use bait when it’s available.
      • Only With Bait - fishermen will not fish when no bait is available.
  • ⚡ Added 5 new resources.
    • Fish - Plenty of them in the sea. A common food source.
      • Obtained in: Small Fishing Hut, Fishing Hut
      • Added to recipes: Paste, Pack of Provisions, Pie, Oil, Skewers, Porridge
    • Scales - Durable fish skin, richly infused with copper. Used for crafting.
      • Obtained in: Small Fishing Hut, Fishing Hut
      • Added to recipes: Copper Bar, Dye, Boots, Incense, Waterskins
    • Algae - Slimy, tough fibers fished from murky waters. Used for crafting.
      • Obtained in: Small Fishing Hut, Fishing Hut
      • Added to recipes: Coal, Crystalized Dew, Flour, Fabric, Leather (Ranch), Meat (Ranch)
    • Paste - A smooth paste, no chewing required.
      • Used by: Humans, Lizards, Frogs
      • Produced in: Pantry, Tinctury, Rain Mill, Press
      • Ingredients: Paste, Eggs/Fish/Meat
    • Boots - Sturdy and waterproof.
      • Used by: Lizards, Foxes, Frogs, Harpies
      • Produced in: Cobbler, Leatherworker, Toolshop, Weaver
      • Ingredients: Leather/Scales
    • All new resources have also been added to other existing elements of the game - orders, traders, glade events, etc.
  • ⚡ Increased the level cap from 18 to 20.
  • ⚡ Added 2 rewards to the upgrade tree in the Smoldering City.
    • More Villagers - You gain one additional villager at the start of every settlement.
    • Embarkation Bonus: Fishing Hut - You gain a new Embarkation Bonus to choose from when starting a settlement: Fishing Hut.
    • As a result of these new additions (from Update 1.4 and the DLC), there are 4 new upgrades available for purchase in the Smoldering City. Some of the rewards mentioned above have been added to existing upgrades, causing some of them to be moved around in the upgrade tree. A detailed description of all the changes can be found below in the Balance section of this changelog.
  • ⚡ Added 3 new buildings.
    • Small Fishing Hut - A crude version of a normal fishing hut. It's slower, and can only fish in small ponds.
      • Can collect: Fish (T1), Scales (T1), Algae (T1)
    • Fishing Hut - An advanced fishing hut. Can fish in large ponds in addition to small ones.
      • Can collect: Fish (T2), Scales (T2), Algae (T2)
    • Cobbler
      • Can produce: Boots (T3), Pack of Luxury Goods (T2), Dye (T1)
      • Can use: Clearance Water
      • Specialization: tailoring
  • Added 1 Epic Cornerstone, 4 Rare perks, and 2 Uncommon perks.
    • Book of Water (Epic, yearly) - All recipes using rainwater have a 5% higher chance of producing extra resources for every 60 Fish, Scales, or Algae produced.
    • Wide Nets - (Rare, orders, glade traders, tricker boxes) - More durable and much wider nets. Fishing speed is increased by 25%.
    • Fish Scaler (Rare, traders, tricker boxes) - +1 to Scales production. Gain additional Scales every yield (from gathering, farming, fishing, or production).
    • Chum Bucket (Rare, traders, tricker boxes) - +1 to Fish production. Gain additional Fish every yield (from gathering, farming, fishing, or production).
    • Microfilter Net (Rare, traders, tricker boxes) - +1 to Algae production. Gain additional Algae every yield (from gathering, farming, fishing, or production).
    • Shoe Mold (Uncommon, traders, orders, tricker boxes) - +2 to Boots production. Gain additional Boots every yield (from gathering, farming, fishing, or production).
    • Steel Grater (Uncommon, orders, glade traders, tricker boxes) - +2 to Paste production. Gain additional Paste every yield (from gathering, farming, fishing, or production).
  • Added 5 new Orders.
    • Scaling Up
      • Objective: deliver 30/40/50 Scales
      • Reward: Shoe Mold, 25 Coats, 30 Porridge
    • Out Fishing
      • Objective: deliver 30/40/50 Fish
      • Reward: Viceroy's Survival Guide, 30 Boots, 4 Parts
    • Algal Bloom
      • Objective: deliver 30/40/50 Algae
      • Reward: Reinforced Needles, 30 Paste, 6 Tools
    • Lumps of Coal
      • Objective: deliver 20/40/60 Coal, upgrade a mine to level 1/2/3
      • Reward: Specialized Mining, 30 Oil, 35 Dye
    • Ore Mining
      • Objective: deliver 20/40/60 Copper, upgrade a mine to level 1/2/3
      • Reward: Steel Drills, 10 Tools, 30 Sea Marrow
  • Added 3 new Forest Mysteries.
    • Bitter Rain (Hostility 2) - A cold, half-frozen sleet is falling from the sky. To prevent it, fulfill the following need: Clothing x1. Villagers without that need fulfilled will suffer the Exhausted effect (-40% movement speed).
    • Cold Front (Hostility 3) - The wind is bone-chillingly cold, making every exposed bit of skin sting painfully after just a few moments. To prevent it, fulfill the following needs: Complex Food x1, Clothing x1. Villagers without that need fulfilled will suffer the Distracted effect (20% chance of destroying a yield).
    • Cloudburst (Hostility 3) - Even the hardiest villagers need some sort of cover in this weather. To prevent it, fulfill the following needs: Housing x1, Clothing x1. Villagers without that need fulfilled will suffer the Drenched effect (-5 Resolve).
      • The old Cloudburst Forest Mystery (the one with a Coats payment) was removed.
  • Added a new Leather node to some biomes.
    • Water Strider Molt - The chitinous exoskeleton left behind by a juvenile Water Strider.
    • Small node: 1 x Leather, 20% chance for Meat
    • Large node: 1 x Leather, 100% chance for additional Leather, 40% chance for Meat
    • Leather from Water Strider Molts can be harvested using a Harvesters’ Camp.
    • The new node can be found in the Marshlands, Scarlet Orchard, and in the Cursed Royal Woodlands.
  • Added 2 new needs.

    • Paste - This need is fulfilled at the Hearth. It requires Paste.
    • Boots - This need is fulfilled at the Hearth. It requires Boots.
  • Added 2 new fishing-themed unique glades (one forbidden, one small).
  • Added a new haunted ruin - the Haunted Guild House. It becomes the Holy Guild House when rebuilt and has 2 effects instead of 1 in the regular version.
  • Added new dialogue to Lori in the Smoldering City.
  • ⚡ Added passive effects to all needs.
    • To make fulfilling needs more meaningful and to address the Resolve system being too all-or-nothing, we decided to introduce passive bonuses to all needs.
    • The bonuses are based on the need category and are applied to Complex Foods, Services, and Clothing. Housing has no additional effect.
    • Complex Food - each satisfied need of this category increases a villager's chance of producing double yields by 5%.
    • Services - each satisfied need of this category increases a villager's chance of producing double yields by 10%.
    • Coats - grant an additional +3 to Resolve during the Storm.
    • Boots - grant a 15% movement speed increase.
    • Adjusted the descriptions of needs and goods according to these changes.
  • ⚡ Added two new deeds.
    • Renovator - Upgrade any buildings in your settlements 80 times.
    • Taking the Bait - Use 500 ground bait in Fishing Huts.
  • ⚡ Added a new decoration.
    • Big Catch - 1x1 comfort decoration. Unlocked by completing the Taking the Bait deed.
  • Added 4 new ghost encounters in the Cursed Royal Woodlands.

Balance


  • Removed the Rainwater specialization from Foxes. They now have a Blightrot (Comfort) specialization that is only active when a building has at least one Blightrot Cyst on it.
  • Changed the recipe for Coats.
    • It now requires Dye or Resin.
    • Fabric can be changed to Leather.
    • The recipe is a lot faster than before.
  • Increased the buy and sell price of Coats to reflect the change in ingredients.
  • Changed the requirements for 2 Forest Mysteries.
    • Eclipse - this effect no longer requires services x2 to prevent it. Instead, it now requires services x1 and clothing x1.
    • Alluring Lights - this effect no longer requires services x2 to prevent it. Instead, it now requires services x1, clothing x1, and complex food x1. It also has a higher difficulty cost, which means it will appear with weaker negative effects or stronger positive effects to offset its harshness.
  • Training Gear can now also be made with Leather.
  • Changed the Skewer recipe. It now requires 1 less Insect/Meat/Mushroom/Fish/Jerky in all tiers.
  • Fabric can no longer be produced with Leather. Algae took its place.
  • Leather in the Ranch can no longer be produced with Plant Fiber. Algae took its place.
  • Renamed Pigment to Dye.
  • Renamed the “clothing” need to “coats”. “Clothing” is now the name of the entire need category with coats and boots in it (similar to Complex Food and Services).
  • Reshuffled the needs of all species.
    • Humans - Porridge, Pie, Biscuits, Coats, Leisure, Religion, Shelter, Human Housing
    • Beavers - Biscuits, Pickled Goods, Coats, Leisure, Education, Luxury, Shelter, Beaver Housing
    • Lizards - Jerky, Pie, Skewers, Pickled Goods, Boots, Brawling, Shelter, Lizard Housing
    • Harpies - Jerky, Paste, Boots, Coats, Education, Treatment, Shelter, Harpy Housing
    • Foxes - Porridge, Skewers, Pickled Goods, Boots, Treatment, Religion, Shelter, Fox Housing
  • Rebalanced recipes in multiple production buildings.
    • Weaver - removed Pack of Trade Goods (T1), added Boots (T1).
    • Toolshop - removed Barrels (T1), added Boots (T2).
    • Tinkerer - removed Pack of Building Materials (T2), added Pottery (T2).
    • Tinctury - increased the tier of Dye (T2 > T3).
    • Tea House - removed Porridge (T2), added Incense (T2).
    • Stamping Mill - removed Pottery (T3), added Bricks (T2), increased the tier of Copper Bars (T1 > T2).
    • Smelter - removed Biscuits (T1), added Pie (T1).
    • Scribe - removed Tools (T1), added Pack of Trade Goods (T2), lowered the tier of Ale (T2 > T1).
    • Rain Mill - removed Pack of Building Materials (T1), added Paste (T1).
    • Press - removed Pack of Luxury Goods (T1), added Paste (T1).
    • Manufactory - removed Pack of Provisions (T2) and Training Gear (T2), added Fabric (T2) and Barrels (T2).
    • Leatherworker - removed Dye (T2) and Fabric (T2), added Boots (T2) and Training Gear (T1).
    • Grill - removed Ale (T1), added Paste (T2).
    • Furnace - removed Bricks (T2), added Skewers (T2).
    • Druid’s Hut - removed Incense (T1), added Tea (T2).
    • Distillery - removed Porridge (T2), Barrels (T2), and Wine (T2), added Pickled Goods (T2), Ale (T2), and Incense (T2).
    • Cooperage - removed Tea (T1), added Pack of Luxury Goods (T1).
    • Clothier - removed Scrolls (T1), added Pack of Building Materials (T2).
    • Cellar - removed Jerky (T1), added Pack of Provisions (T1), increased the tier of Pickled Goods (T1 > T2).
    • Brick Oven - removed Pie (T3), added Biscuits (T3), increased the tier of Incense (T1 > T2).
    • Brewery - removed Pickled Goods (T1), added Porridge (T2).
    • Artisan - removed Pack of Luxury Goods (T2), added Scrolls (T2).
    • Apothecary - removed Biscuits (T2) and Incense (T2), added Porridge (T2) and Jerky (T2).
    • Field Kitchen - removed Jerky and Porridge, added Paste and Skewers instead.
  • Rebalanced needs and effects in some service buildings.
    • Clan Hall - removed Religion, added a new effect (active when there are 2 workers).
      • Carnivorous Tradition - Lizard tribes have a long tradition of both animal husbandry and meat preparation. All meat-based complex foods (jerky, skewers, pies, paste) give 2 more Resolve.
    • 🐸 Forum - removed Leisure and Education, added Brawling and Luxury. Changed the Public Lectures effect to Public Performances.
    • Guild House - added Education. Moved the “Guild House” effect (active when there is 1 worker) to the Holy variant of the service building.
    • Market - removed Luxury, added Leisure. Changed the Land of Luxury effect in the Holy Market to "Ale and Hearty". It also now scales off of Leisure instead of Luxury.
    • Tea Doctor - removed Brawling, added Religion.
  • Changed which buildings are locked behind which species.
    • Tinctury is now locked behind Beavers.
    • Scribe is now locked behind Beavers.
    • Leatherworker is now locked behind Lizards.
    • Cooperage is no longer locked behind Harpies.
    • Artisan is now locked behind Harpies.
    • Apothecary is now locked behind Harpies.
    • 🐸 Forum is now locked behind Frogs.
  • Rebalanced specialization tags in buildings.
    • Stamping Mill - added the Masonry specialization tag.
    • Stonecutter’s Camp - added the Masonry specialization tag.
    • Kiln - added the Masonry specialization tag.
    • Clay Pit - added the Masonry specialization tag, removed the Rainwater specialization tag.
    • Brickyard - added the Masonry specialization tag, removed the Rainwater specialization tag.
    • Cooperage - removed the Rainwater specialization tag.
    • Alchemist’s Hut - removed the Rainwater specialization tag.
    • Finesmith - removed the Rainwater specialization tag.
    • Alchemist’s Hut - removed the Rainwater specialization tag.
    • Greenhouse - removed the Rainwater specialization tag.
    • Rainpunk Foundry - removed the Warmth specialization tag.
    • Bath House - added the Rainwater specialization tag.
    • 🐸 Forum - removed the Brewing specialization tag.
  • Rebalanced several Orders.
    • Aid for the Fox Pack - this order no longer requires players to deliver rainwater. Instead, it requires discovering glades.
    • Aiding the Flock - this order no longer requires players to deliver Packs of Building Materials and Packs of Crops. Instead, it requires delivering Boots and Coats.
    • Aid For the Beaver Clan - removed the "produce Wood in Woodcutters Camp" objective.
    • Cyst Cultivation - removed Jerky from rewards, added Paste.
    • Joyful Foxes - removed Tools from rewards, added Boots.
    • Speedy Real Estate - removed Tools from rewards, added Boots.
    • Shelters - removed Berries from rewards, added Fish.
    • Happy Harpies - removed the Bigger Pans perk from rewards, added the Steel Grater perk.
    • More Houses - removed Vegetables from rewards, added Fish.
    • Human Influx - removed Pie from rewards, added Porridge.
    • Harpy Population - removed Biscuits from rewards, added Paste.
    • Stacking Amber - removed Reeds from rewards, added Scales.
    • Outposts - removed Tools from rewards, added Boots.
    • Harpy Colony - removed Biscuits from rewards, added Paste.
    • Good Friends - removed Tools from rewards, added Boots.
    • 🐸 The Forum - changed the objective from delivering Scrolls and Ale to Wine and Training Gear. This order is now locked behind Frogs.
    • Bloody Sacrifices - this order no longer requires players to have the Butcher building. Instead, it requires players to fulfill needs from the complex food category. The order was also renamed to "Feast".
    • Happy Brewing - this order no longer requires players to have the Brewery building. Instead, it requires players to fulfill needs from the service category. Removed the Tavern blueprint reward and added the Repurposed Clay perk instead.
    • Workshop - this order no longer requires players to have the Workshop building. Instead, it requires players to upgrade the Geyser Pump. The order was also renamed to "Water Industry".
    • Dirty Work - this order has been removed from the roster.
  • Reshuffled a lot of level up rewards.
    • Level 1 - added Butcher, removed Leatherworker.
    • Level 2 - added Fishing Hut, removed Crowded Houses.
    • Level 3 - added Smelter, removed Scribe.
    • Level 4 - added Stamping Mill and Leatherworker, removed Rebellious Spirit and Safe Haven.
    • Level 5 - added Artisan, Apothecary, and Harpy House. Removed Cooperage, Smelter, and Urban Planning.
    • Level 6 - added Granary and Druid’s Hut, removed Press and Artisan.
    • Level 7 - added Press, Cooperage, and Book of Water. Removed Explorer’s Lodge, Tinkerer, and Ranch.
    • Level 8 - added Manufactory and Ranch, removed Apothecary and Grove.
    • Level 9 - added Foxes, Tea House, Tea Doctor, and Fox House. Removed Vliss Greybone, Toolshop, Brick Oven, and Grill.
    • Level 10 - added Grove and Vliss Greybone, removed Foxes and Forum.
    • Level 11 - added Tinkerer, Brick Oven, Rebellious Spirit, and Moldy Grain Seeds. Removed Tinctury, Butcher, Tea House, Tea Doctor, and Lost Supplies.
    • Level 12 - added Scribe and Toolshop, removed Sir Renwald Redmane and Granary.
    • Level 13 - added Frogs (🐸), Forum (🐸), Cannery (🐸), and essential Frog House (🐸). Removed Furnace, Manufactory, Tinkerer, and Bed and Breakfast.
    • Level 14 - added Sir Renwald Redmane, Pantry (🐸), and Urban Planning. Removed Workshop, Stamping Mill, and Royal Guard Training.
    • Level 15 - added Workshop and Cobbler, removed Clay Pit and Greenhouse.
    • Level 16 - added Clay Pit, Greenhouse, and Frequent Patrols. Removed Xiadani Stormfeather, Advanced Rain Collector, and Queen's Gift.
    • Level 17 - added Explorer’s Lodge, Grill, and Queen's Gift. Removed Free Samples, Improvised Tools, Frequent Patrols, and Reckless Plunder.
    • Level 18 - added Xiadani Stormfeather and Advanced Rain Collector, removed Prosperous Settlement and Dual Carriage System.
    • Level 19 - added Dual Carriage System, Prosperous Settlement, Royal Guard Training Bed and Breakfast, and Reckless Plunder.
    • Level 20 - added Free Samples, Improvised Tools, Safe Haven, Crowded Houses.
  • Reshuffled several Smoldering City upgrades.
    • Dim Square Level 10 - moved to level 19, adjusted cost according to level increase.
    • 🐸 Brass Forge Level 8 - added Frog Starting Ability unlock, removed Parts Embarkation Bonus. Moved to level 13, adjusted cost according to level decrease.
    • Brass Forge Level 9 - added Parts Embarkation Bonus, removed Worker Capacity bonus. Moved to level 14, adjusted cost according to level decrease.
    • 🐸 Brass Forge Level 10 - added Frog House Upgrade unlock, removed Global Building Storage increase. Moved to level 15, adjusted cost according to level decrease.
    • Brass Forge Level 11 - added Global Building Storage increase, removed Blight Post upgrades. Moved to level 17, adjusted cost according to level decrease.
    • Brass Forge Level 12 - new upgrade. Gives Worker Capacity bonus and +2% Global production speed. Purchasable at level 19.
    • Pioneer’s Gate Level 5 - moved to level 19, adjusted cost according to level increase.
    • Obsidian Archive Level 18 - added Blight Post upgrades, removed +30s Grace Period.
    • Obsidian Archive Level 19 - new upgrade. Gives +30s Grace Period and -2% Impatience Rate. Purchasable at level 19.
    • Obsidian Archive Level 20 - new upgrade. Gives +1 villager at settlement start and -2% Impatience Rate. Purchasable at level 20.
    • Monastery of the Vigilant Flame Level 7 - moved to level 20, adjusted cost according to level increase.
    • First Dawn Company Headquarters Level 13 - new upgrade. Gives Fishing Hut Embarkation Bonus and +1% chance for bonus yields. Purchasable at level 20.
    • These changes will also affect the Queen’s Hand Trial mode, as the drafted upgrades will be taken directly from the original upgrade tree. Because of this, some of you may see a known issue immediately after the update where one upgrade option in the Citadel has a different tier/price than the others (due to the reshuffling). Subsequent upgrade drafts should all be in the correct order.
  • Added new resources to all biomes.
    • Royal Woodlands - Scales.
    • Scarlet Orchard - Fish, Leather.
    • Coral Forest - Scales.
    • Marshlands - Algae, Leather.
    • Cursed Royal Woodlands - Fish, Leather.
    • Sealed Forest - Scales, Algae.
  • Slightly adjusted the generation rates of some resource nodes in several biomes (for example: stone/clay and plant fiber/reed nodes now have a slightly higher chance of spawning in the Marshland to compensate for the bigger pool of possible resources).
  • Changed the stone deposit in the Marshlands. It's now an "Overgrown Stone Deposit" which has a 30% chance for Algae as a secondary resource (as opposed to Roots from a regular stone deposit).
  • Rebalanced geyser generation.
    • Slightly increased the number of glades that can spawn a rainwater geyser.
    • Slightly decreased the spawn rate of Drizzle Water geysers in small glades.
    • Slightly increased the spawn rate of Clearance Water geysers in small glades.
    • Evened out the spawn rates of all three types of rainwater geysers in Dangerous Glades.
    • Slightly increased the spawn rate of Storm Water geysers in Forbidden Glades.
    • Slightly lowered the spawn rate of Clearance Water geysers in Forbidden Glades.
  • Slightly increased the buy and sell price of Coal.
  • Slightly increased the buy and sell price of Copper Bars.
  • Limited the number of Trading Posts per map to 1. After building your first Trading Post, you won’t be able to put down another.
  • Renamed the Camps building category to Resource Gathering.
  • Updated building categories for multiple buildings to better reflect their role and recipes.
    • Mine - changed category from Industry to Resource Gathering.
    • Advanced Rain Collector - changed category from Industry to Resource Gathering.
    • Rain Collector - changed category from Industry to Resource Gathering.
    • Apothecary - changed category from Industry to Food Production.
    • Brick Oven - changed category from Food Production to Industry.
    • Furnace - changed category from Industry to Food Production.
    • Rain Mill - changed category from Industry to Food Production.
  • Changed the type of rainwater used in engines for several buildings.
    • Apothecary - now uses Drizzle Water instead of Clearance Water.
    • Brick Oven - now uses Clearance Water instead of Drizzle Water.
    • Furnace - now uses Drizzle Water instead of Storm Water.
  • The Master Blueprint Cornerstone now also works with Fishing Huts.
  • Added Scales, Fish, Boots, Paste, Algae, and Dye to the pool of random Embarkation Goods.
  • Increased the average amount of resources given to the player for salvaging ruins.
  • Added new resources to the reward pool for salvaging ruins to improve the content diversity in this area of the game.
  • Removed the Secure Trail Cornerstone from the game.
  • Changed the order of some buildings in the build menu.
  • Rebalanced World Map generation values.
    • Drastically reduced the number of Royal Woodlands tiles. It's still the dominant biome, but should only appear slightly more often than other biomes.
    • Overall, all biomes except the Cursed Royal Woodlands now have a very similar chance of spawning (with only a slight bias toward the Royal Woodlands).
  • Added the Clay Pit and Greenhouse to the pool of ruins that can spawn in glades.
  • ⚡ Removed basic and species specific housing from the pool of ruins that can spawn in glades (the only exception here are the haunted version of these ruins).
  • ⚡ Removed the Small Warehouse from the generic ruins pool. It can now only appear as part of special glades.
  • ⚡ Changed how the Overexploitation Cornerstone works. It no longer spawns a Blightrot Cyst for every depleted node, but for every 40 node charges used.
  • ⚡ Moving houses no longer costs resources.
  • ⚡ Changed how the Drying Boards perk works. It now increases the time between breaks for villagers under the effect of Coats.
  • ⚡ Production multiplying effects are no longer calculated only at the start of the production cycle.
  • ⚡ Buffed the Clay Pit.
    • It now requires less rainwater to produce goods.
    • Rain Engines can now be installed in the Clay Pit.
    • The Clay Pit can now produce Resin.
  • ⚡ The Haunted Forest World Map modifier can no longer spawn near the Forbidden Lands and the Dangerous Lands modifier.
  • ⚡ Rebalanced some Seal objectives.
    • Essence of Corruption no longer requires using rainwater and burning cysts, and instead asks players to burn a certain number of Cysts within a year.
    • Fire Essence requires a bit less Resolve than before.
    • Mortal Blood requires 1 less Reputation point from Resolve.
  • ⚡ Added a new tier of difficulty for Seal objectives. The Titanium and Adamantine Seal now have slightly harder objectives compared to lower Seals.
    • This is mostly a numerical change with few exceptions (like Queen's Feathers requiring the fulfillment of at least one need from all 3 categories instead of just 2).
  • ⚡ Calling a trader immediately will now always reduce the arrival time to 30 seconds or less.

The current game version is 1.4.4.

Continue to the Fishing Update 1.4 Changelog - Part 2 for the list of UX/UI improvements, bug fixes, and other changes:

Return to the main announcement:
https://store.steampowered.com/news/app/1336490/view/7371918503944271593

Creator Gameplays and Developer Livestream



Greetings, Viceroys!


As the release of the Fishing Update (1.4) and the Keepers of the Stone DLC is just around the corner, you can now watch livestreams and gameplays from content creators to discover what's coming to the game on September 26.

In this article, you’ll also find more information about the settlement saves and Legacy Branch as well as the invitation to our livestream.

Content Creator Previews


Gameplays and livestreams of the Fishing Update (1.4) and the Keepers of the Stone DLC are out in the wild. Here are a couple of videos from content creators featuring the new content:

https://www.youtube.com/watch?v=Vgv2r9qeXYs

https://www.youtube.com/watch?v=nfIUBTBZwlM

https://www.youtube.com/watch?v=BTUunWryiiQ

Settlement saves information and Legacy Branch



Finish the settlement before the Update


Important: Due to numerous systemic changes, the Update will close the ongoing settlements to avoid potential issues. As compensation, you’ll receive extra Citadel Resources and Royal Resupply (from now on, you can also decline this award).

If you don't want your ongoing settlement to be closed, please make sure to finish it before the update goes live on September 26. Your Cycle progress and meta progress will remain intact.

Legacy Branch 1.3 (Steam only)


For those of you who won’t find the time to finish the settlement before the Update goes live or prefer to stay on the current “pre-Frogs” version, we also prepared a Legacy Branch with the current version 1.3.4.

If you desperately need to finish your ongoing settlement after the Fishing Update 1.4 release, you can switch to the Legacy Branch 1.3, finish it there, and return to the main branch with Update 1.4 later.

The Legacy Branch 1.3 will remain available for the foreseeable future and we’ll share a detailed instruction on how to access it in the update notes on September 26 and in a separate Steam Guide.

Developer livestream


We also invite you to join us this Wednesday for a Twitch livestream during which we’ll present and discuss the major features coming in both the Fishing Update 1.4 and the Keepers of the Stone DLC as well as answer your questions during the Q&A segment.

Tune in Wednesday, September 25, at 3:00 pm UTC:

Follow us on Twitch

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

P.S. If you haven’t already, please consider wishlisting the DLC to be notified when it releases:

https://store.steampowered.com/app/3075500/Against_the_Storm__Keepers_of_the_Stone/

Keepers of the Stone DLC releases September 26!

Greetings, Viceroys!


Rebuild to last with the sturdy-as-stone Frogs and search for blueprints on the shores of the Coastal Grove! The Keepers of the Stone DLC launches on September 26!


https://store.steampowered.com/app/3075500/


FEATURES


Keepers of the Stone brings a new layer of replayability and variance to Against the Storm – some of its most prominent features include:
  • Manage Frogs - new playable species - and incorporate their expertise in stonemasonry and rainpunk into your strategy.
  • Embark to the Coastal Grove - a new biome where every settlement begins on the shores of a bay and you can find treasures both inland and in the waters.
  • Launch expeditions to acquire blueprints and powerful perks. Despite the limited supply of blueprints from the Queen, you can finance Water Striders to search for blueprints from selectable categories of buildings.
  • Construct new buildings - Pantry, Cannery, and Frog House - each offered only to Frogs.
  • Use Frogs’ starting ability to locate nearby ruins and rebuild them to gain access to an extra building.
  • Assign a Frog firekeeper to increase the arrival speed of Newcomers.
  • Build and upgrade Frog Houses up to four levels, each providing two unique benefits to choose from. But beware! Frogs care about their living standards so much they refuse to live in shelters.
  • Grow more powerful and find new synergies with five new Cornerstones.
  • And more!











On the same day - September 26th - Update 1.4 (Fishing Update) will be released for free, introducing a new fishing system, new requirements, new goods, and many other changes for everyone who owns the base game. You can read more about it here:
https://store.steampowered.com/news/app/1336490/view/4258802537449103612



STAY UP TO DATE


Add the DLC to your wishlist to get notified when it releases:
https://store.steampowered.com/app/3075500/

Also, we’ll be sharing more previews in the days leading up to the release, so follow us to stay up-to-date with all the news:

FOLLOW EREMITE GAMES | FOLLOW HOODED HORSE

May the storm be gentle on you,
Eremite Games

How will Fishing work in Update 1.4?



Greetings Viceroys,


In today’s new entry in the series of Update 1.4 sneak peeks, we present the new building - Fishing Hut - and how the fishing system works.

If you missed the previous ones, you can check them out here:
https://store.steampowered.com/news/app/1336490/view/4359006361100133508
https://store.steampowered.com/news/app/1336490/view/6680607622689846294

Fishing is part of the free Update 1.4 which will accompany the upcoming DLC. The DLC’s new species, new biome, and its release date will be revealed near the end of this month.



Fishing


Fishing is a new way of acquiring resources from ponds found in glades. Similarly to regular resource nodes, there are two sizes of ponds: small (2x2) and large (3x3).

https://youtu.be/FdU5MJkyaU4

There are also different types of Ponds:
  • Algae Pond - A murky pond covered with algae bloom.
    • A small Algae Pond gives 1 Algae and has a 40% chance for Herbs.
    • A large Algae Pond gives 2 Algae, has a 50% chance for Herbs, and a 20% chance for Fish.
  • Thunderfish Pond - A very common species of eel.
    • A small Thunderfish Pond gives 1 Fish and has a 40% chance for Scales.
    • A large Thunderfish Pond gives 2 Fish and has a 50% chance for Scales.
  • Copperfin Trout Pond - Caught primarily for its durable scales and fish leather.
    • A small Copperfin Trout Pond gives 1 Scale and has a 40% chance for Sea Marrow.
    • A large Copperfin Trout Pond gives 2 Scales, has a 50% chance for Sea Marrow, and a 30% chance for Fish.

To fish, players need a Fishing Hut.



Fishing Huts work very similarly to camps. There are two types: small and regular. The small one is an essential building, and the regular one needs to be acquired separately (as a blueprint choice, from a trader, or via a wildcard).

Fishermen don't collect resources like regular gatherers. They first catch fish and algae in nets, and then transport them directly to a warehouse when the entire pond is depleted. Resources held in nets are not available for production or consumption, they must first be transported to a warehouse.

Players can decide to reel in a net sooner, but once they do this, the pond is depleted.



Ponds have a very large number or resource charges in them when compared to other does (60 as opposed to 20 in small ones). The intention here was to create a new type of resource gathering mechanism - a mix of a non-renewable source (just like regular deposits) and a big time investment with a big yield at the end (like in the case of farming).

Players can use ground bait to double fishing yields.

Ground bait is made from Packs of Crops. One Pack of Crops equals four pieces of bait. Bait is created in the Fishing Hut, instantly after a fisherman brings a Pack of Crops to the building.



As you can see, with the introduction of fishing, we’re also adding new resources (and needs) to the game. These are all part of a great list of changes coming in Update 1.4 that will influence various elements of the game to make room for the new species and the new biome.

We’ll be revealing more details in the coming weeks!

Follow us to stay up-to-date with all the news:

[table noborder=1 equalcells=1]
[tr]
[td]FOLLOW EREMITE GAMES[/td]
[td]FOLLOW HOODED HORSE[/td]
[/tr]
[TAG-50]

May the storm be gentle on you,
Eremite Games

Yet another sneak peek of Update 1.4



Greetings, Viceroys!

It's been a while since we announced that the upcoming DLC will be accompanied by a massive Update 1.4. The update will be free for everyone and will include, among other things:
  • New system: fishing
  • New resources
  • New buildings
  • An increased level cap (20)
  • New needs
  • New orders
  • And many more

If you missed the announcement, you can check it out here:
https://store.steampowered.com/news/app/1336490/view/6680607622689846294

Today we want to share even more previews with you!

Before we dive in, we know you've been wondering when the update will arrive. While we don't have a specific date for you just yet, we'll be sharing some time frames later in this post.



Update 1.4 preview


Let's start with some building makeovers. A couple of familiar buildings will get a new look, some inspired by the new species architecture. Here's Press:





As you can see, there are a number of changes coming to the roster of recipes and their ingredients. In Press, you will be able to produce Paste, which is one of the new goods and needs.

With the announcement of new buildings, some of you were rightly worried about the increasing number of blueprints you can roll. We're aware that blueprint bloat can be detrimental to the game, so we've included several systems to reduce it, including locking certain buildings behind species. There are several buildings in the game that won't be offered to you from the Reputation Bonus if you don't have a species in your settlement that would benefit from them the most.

Of the new buildings introduced in Update 1.4 and the DLC, only two will not be tied to the new species. We're also increasing the number of other buildings that are species-locked. We should end up in a similar place to where we are now, or even slightly reduce the number of buildings offered to you in each game.

Now, let’s move on to some major upcoming UX features.

Events in the Encyclopedia


Finally, all the events you discover will be added to the Encyclopedia. On its interactive page, you will be able to see their requirements, threats, and potential rewards for each difficulty level.


Purging Fire in the Recipes panel


That’s another long-time coming feature. You may be wondering why the Purging Fire recipe wasn't already in the Recipes panel. The reason is that Blight Post is not a production-type building, but a special-type building (like the Forsaken Altar, Archaeologist's Office, etc.). As a result, it wasn't included in the Recipes panel. But not anymore! We've reworked it so that it appears in the panel with all the other recipes.


Assigning workers to construction sites


When a worker is assigned to a construction site, they will act as a builder first, and then work there as usual after the building is finished. Also, farmers will build farm fields if there are unconstructed fields within the range of the farm they are assigned to.




Announcement incoming!


Back in April, Warhorse Studio - creators of our producer Aron’s favorite game - announced that they would be announcing their new game soon. Michał - our programmer and designer - was baffled at the idea of announcing an announcement.

Fast forward four months and here we are announcing an announcement!

In late August, we’ll finally reveal the new species, the new biome, and the release date of DLC and Update 1.4.

Follow us to stay up-to-date with all the news:

[table noborder=1 equalcells=1]
[tr]
[td]FOLLOW EREMITE GAMES[/td]
[td]FOLLOW HOODED HORSE[/td]
[/tr]


May the storm be gentle on you,
Eremite Games

Against the Storm is ON SALE NOW!

Against the Storm is 35% off from July 16 to July 30.



As the Viceroy, take command in Against the Storm, leading the charge to rebuild civilization in the aftermath of the devastating Blightstorm. This survival city builder challenges you to construct a network of diverse, resilient settlements across hauntingly beautiful, storm-swept biomes. Available now at a special discount, it's your chance to experience a unique blend of city-building and roguelite gameplay.

Harness the strengths of humans, foxes, beavers, lizards, and harpies as you manage their needs and utilize their unique abilities to fortify your cities against relentless storms. Whether you're crafting goods to improve morale or strategically balancing resources to meet the Scorched Queen's demands, your decisions will dictate the survival of the Smoldering City.



https://store.steampowered.com/app/1336490/Against_the_Storm/


Upcoming 1.4 Update & DLC Alpha Testing News


https://steamcommunity.com/games/1336490/announcements/detail/6680607622689846295

Eremite Games Socials


If you'd like to keep up to date with the latest news and announcements:
Twitch Facebook Instagram Discord Twitter Reddit

Against the Storm at Hooded Horse Summer Sale

Explore the Hooded Horse Summer Sale!


Until July 11th, explore the detailed world of Against the Storm and experience a dynamic city-building game with roguelite elements at a 35% discount. Also, check out the fantastic discount on all Hooded Horse titles during the Steam Summer Sale.




Check out the upcoming major 1.4 update and join the closed alpha testing for the new DLC.




June 27-July 11!


The discounts on Against the Storm and all other Hooded Horse games are available through July 11th — perfect for enhancing your summer gaming experience. We're excited to see the worlds you build and the adventures you undertake.

Happy gaming!

Update 1.4 Sneak Peek & DLC Closed Alpha Testing

Greetings Viceroys!


In today's news, we're going to shed some light on the next free update (which will introduce a highly requested system) and provide some details on how to sign up for the closed alpha testing of the upcoming DLC. So sit back, light some incense, and enjoy the read.

What’s coming in Update 1.4?


Against the Storm's next major update is in the works and will accompany its first DLC release. In order to integrate the new species and biome from the DLC into the game, we need to shake up the game's economy and introduce a variety of changes and new content.

Therefore, Update 1.4 (free for everyone) will introduce:
  • New resources
  • New buildings
  • An increased level cap
  • New needs
  • New orders
  • FISHING!
  • And many more

That’s right, fishing and lakes - two highly upvoted feature requests - are coming to Against the Storm. Fishing is a new way to gather resources from ponds (let's call them "small lakes") found in glades. To fish, players need Fishing Huts, which work much like camps, but with a unique spin. Ponds provide new resources that will be introduced in new and existing recipes: fish, algae, and scales.


Small Pond (placeholder model, work in progress)

The DLC and the new update are in the works, but their release is still several weeks away. As this will be our longest break between updates, we'll be sharing more previews over the coming weeks to keep you updated on upcoming changes. Follow us to stay updated!

It takes this long because the DLC and Update 1.4 will be Against the Storm's largest content drop ever. Incorporating the new species and biome into the game without breaking the core requires careful balancing.

Which brings us to our next topic...

DLC Closed Alpha Testing


We're looking for players who are willing to take the time to test the new balance from the DLC and Update 1.4.

Please note that testing is voluntary, confidential, and conducted in English. The test version is rough. It intentionally lacks any new visual assets and the balance may be wonky.

If, despite our honest warnings, this still sounds like fun to you, please apply using the form below:

APPLY

The whole communication will be on our Discord server. Please consider joining it, so we can get in touch with you if you're picked to participate in the test.

The number of playtesters is limited, but we may increase it over time.

Thank you for your consideration, and may the Scorched Queen look kindly upon your requests!
Eremite Games & Hooded Horse

Massive Sale on Against the Storm NOW!

Against the Storm is 35% off from now until June 11th.


https://store.steampowered.com/app/1336490/Against_the_Storm/


As the Viceroy, take command in Against the Storm, leading the charge to rebuild civilization in the aftermath of the devastating Blightstorm. This survival city builder challenges you to construct a network of diverse, resilient settlements across hauntingly beautiful, storm-swept biomes. Available now at a special discount, it's your chance to experience a unique blend of city-building and roguelite gameplay.



Harness the strengths of humans, foxes, beavers, lizards, and harpies as you manage their needs and utilize their unique abilities to fortify your cities against relentless storms. Whether you're crafting goods to improve morale or strategically balancing resources to meet the Scorched Queen's demands, your decisions will dictate the survival of the Smoldering City.



The game features stunning graphics that capture the essence of a civilization fighting for survival in a dark, mystical world. Navigate a landscape filled with risks and rewards, managing each new challenge with strategic foresight. With hundreds of gameplay modifiers and dynamic biomes, no two playthroughs are the same.

Act fast and begin your summer with a proper Storm!