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

Against the Storm

Against the Storm Joins Endless Replayability Fest 2024

Greetings Viceroys


Endless Replayability Fest 2024


We're taking part in Steam's Endless Replayability Fest 2024. Against the Storm is 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, foxes, and harpies to reclaim the wilderness and secure a future for civilization's last survivors.

As you lay down the foundations for a new city, you can continue to interact with a network of your previously established cities.

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

Previous Updates


You can also learn more about Against the Storm's latest 1.3.2 update and others here.
https://store.steampowered.com/news/app/1336490/view/4213756394586379748?l=english
https://store.steampowered.com/news/app/1336490/view/4213756394567657187
https://store.steampowered.com/news/app/1336490/view/4181104663284039653

May the storms be gentle on you,
Eremite Games


Patch 1.3.4 (River Kelpie, Game History)

Greetings, Viceroys!


As we continue to monitor your feedback and reports following Update 1.3, we have decided to release a small patch to address some remaining issues. Additionally, we have reduced the requirements for the River Kelpie and Merchant Shipwreck.

Here's the full list of changes:
  • The resource requirements for the River Kelpie glade event have been changed. It now requires much fewer resources.
  • Reduced the resource requirements for the Merchant Shipwreck glade event.
  • The Farsight Cornerstone can now only be picked once per game.
  • Lowered the Hostility penalty for killing traders found in glades.
  • The "cancel" button in glade events now says "Hold to cancel" (in some languages). The remaining languages will be updated in a future patch.
  • The production bonus from Alarm Bells will now trigger every 110 expected Corruption instead of 90.
  • Fixed a bug where the Game History panel in the Smoldering City would not open in some cases.
  • Fixed a bug where the Alarm Bells Cornerstone was not displaying the correct values in its retroactive preview.
  • Fixed a bug where the Thunder effect could destroy a small hearth.
  • Fixed a bug that was causing the Trade Hub Cornerstone to be displayed in all building tabs.
  • Fixed an incorrect line break in the French version of the Species tooltip.
  • Fixed a typo in the trader attack popup.
  • Fixed a bug where category icons in the recipe panel were not completely covered by a frame.
  • Fixed a text size issue in the in-game encyclopedia for building recipes.
  • Fixed a bug that allowed a Purified House to be selected in the building shortcut list in the Options menu.
  • Fixed a bug where the hostility penalty for killing a glade trader would not appear on the HUD.

⚠ Known issues


The changes made to River Kelpie may cause some minor issues in ongoing games where the Kelpie was present before the patch. The possible issues include:
  • If your villagers were delivering goods to Kelpie, they might stop working. Exiting to the main menu and resuming the game resolves this issue.
  • If your villagers were already working on the event, the event timer might stop progressing, as the new required goods are not delivered to the event. Canceling the event will resolve the issue, but you still need to deliver the new goods to complete the event.

(Steam only) For your convenience, we have also created a separate Steam branch with the previous version of the game (version 1.3.3). You can switch to that branch to avoid any potential issues with the Kelpie event.

To switch branches, right-click on Against the Storm in your Steam library, select Properties, go to the Betas tab, and choose “Against the Storm version 1.3.3” from the drop-down list:


Once you have finished your settlement on the Beta branch, select the “None” branch to return to the main branch.

If you did not have an active Kelpie event in your settlement, these issues will not affect you.


Thank you for your thoughts and detailed reports. We hope you'll enjoy the new changes!

May the storm be gentle on you,
Eremite Games



Previous Updates


https://store.steampowered.com/news/app/1336490/view/4213756394567657187
https://store.steampowered.com/news/app/1336490/view/4181104663284039653
https://store.steampowered.com/news/app/1336490/view/4194610392083937884
https://store.steampowered.com/news/app/1336490/view/4059501135880748462

Hotfix 1.3.3 (Kelpie's Charm, Crates)

Greetings, Viceroys!


We just released a hotfix to address the issues that you reported after yesterday's Update 1.3. We apologize for all the issues that slipped our attention and we're grateful for your swift and detailed reports that allowed us to resolve them.

Here's the full list of changes:

Bug fixes


  • Fixed a bug where moving a Purged Fox House would cause it to disappear.
  • Fixed a bug where the Call to Arms Order could be drawn in a game without Blightrot.
  • Fixed a bug where the Forsaken Altar didn't have a "Zzz" icon above it when it was deactivated during construction.
  • Fixed a bug where the Rain Collector would not show updated numbers after receiving a perk that increased water production.
  • Fixed a bug where the Protected Trade Cornerstone would still have an old hostility value.
  • Fixed a bug that was causing the wrong alert (about the Friend or Foe effect) to appear when a Blightrot Cyst spawned from the Overexploitation Cornerstone.
  • (Game Pass only) Fixed a bug where the same update popup would appear every time the game was started.
  • Fixed a bug where the Stormforged version of the Rebellious Spirit Cornerstone was still displaying the old icon.
  • Fixed a bug where the Crate decoration would become invisible.
  • Updated the tooltip for Consumption Control to show the correct upgrade required to unlock it.
  • Fixed an inconsistency with the capitalization of rainwater type names in certain descriptions.
  • Fixed a problem with pixelated icons in the game's credits when viewed on a 4k monitor.
  • Fixed a typo in the "Aesthetics" tag in some decoration descriptions.
  • Fixed a bug that was causing all Resolve effects from Hearth upgrades to be named "Encampment".
  • Fixed several typos in the Japanese version of the game (Training Expedition UI text, Alarm Bells, Trade Hub, missing description for a Forest Mystery).

Additional changes


  • Kelpie's Charm now targets Firekeepers and Scouts assigned to this event last (in this order).
  • Updated the Kelpie's Charm description to more clearly state that the charm is deactivated when the event is canceled.
  • The Trade Hub Cornerstone is now marked as ephemeral.
  • The Market Shift Plan Cornerstone is now marked as ephemeral.
  • Prosperous Settlement and Protected Trade have been removed from the Treasure Stag's reward pool. Mark of the Sealed Ones, Blightrot Pruner, and From the Shadows have been added instead.

The current game version is 1.3.3.

We wish you a great time with the Update!

May the storm be gentle on you,
Eremite Games



Previous Updates


https://store.steampowered.com/news/app/1336490/view/4181104663284039653
https://store.steampowered.com/news/app/1336490/view/4194610392083937884
https://store.steampowered.com/news/app/1336490/view/4059501135880748462
https://store.steampowered.com/news/app/1336490/view/5797888151160865057

Face the River Kelpie in Update 1.3



Greetings, Viceroys!


Prepare to confront the mythical River Kelpie as it emerges from the depths to challenge even the bravest adventurers.

Update 1.3 brings a tide of changes, featuring:
  • River Kelpie - new event
  • New perks
  • Increased zoom distance
  • Precision tree marking tool
  • Tooltips improvements
  • New icons
  • Balance changes
  • And more

Let’s dive in!

P.S. Against the Storm is now 35% off during Earth Appreciation Festival, so don’t let this opportunity drift away, and secure your copy or share the news with a friend:

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



SETTLEMENT SAVES


ːwarmth_atsː As with all major updates, numerous systemic changes require us to close the ongoing settlements to avoid potential issues. As compensation, you’ll receive extra Citadel Resources and Royal Resupply.

(Steam only) However, for those of you who weren’t able to finish the settlement, we also prepared a separate branch on Steam where we’ll keep the previous version for an extra week.

To switch the branch, right-click on Against the Storm in your Steam library and select Properties. Then go to the Betas tab and select “Against the Storm version 1.2” from the drop-down list:


Once you finish the settlement on the Beta branch, select the “None” branch to return to the main branch.





DEVELOPER NOTES


Today's update focuses a bit more on the quality-of-life features and overall game balance, but there is still some new content to spice things up. We’re also laying the groundwork in preparation for an exciting future.

Let's talk about the new content first. With this update, we're introducing a new dangerous glade event - the River Kelpie. It's a legendary water demon that can mesmerize unsuspecting villagers and lure them to their doom. Along with this event, we're also adding a new type of working effect and reward… but we won't spoil anything here. It's best if you find out for yourself.



Additionally, there are three new Legendary Cornerstones available - the Mark of the Sealed Ones, From the Shadows, and the Blightrot Pruner. All of them themed around a more corruption/blight-heavy playstyle. Our main goal with this addition is to increase variety and boost a slightly more corruption-heavy playstyle.

Speaking of which, we also took a good long look at all the Cornerstones in the game and tried to improve their balance, as a lot of time has passed and a lot of new content has been introduced since we last did that. The exact details are all listed in the changelog below, but in general, we took a more radical approach this time. We decided to not only tweak the numbers, but in some cases we revamped the way a specific perk works (like in the case of Alarm Bells, which now scales off of a different stat than before).

Overall, our goal with the Cornerstone balance was the same as always - to increase variety and encourage some underutilized playstyles. We did this mostly by buffing some underpowered effects and adding slight drawbacks to the most overpowered ones. However, these drawbacks are not meant to just punish or discourage you - it’s meant more as a trade-off. Our philosophy is that when you take a very powerful perk that pushes you into a certain specialization, you will naturally be weaker in another branch of your settlement's development.

You might have already noticed that balance is a big theme of this update. One of the bigger changes coming in 1.3 is related to Hearth upgrades. A while back, we released an experimental patch with some big changes to upgrade requirements (our goal was to get rid of the housing/population micromanagement), but in the end, the proposed solution introduced some big secondary design and balance issues. That’s why in the end, we decided to go with a more subtle change - a redistribution of the +2 Resolve bonus from the first Hearth upgrade to all the other levels. From now on, you will be able to get a total +3 Resolve bonus from one Hearth (instead of +2), but it will be spread across all 3 levels.


This change may make the early game a little harder than before, and it does not completely solve the housing micromanagement problem, but we believe it’s a step in the right direction. It reduces the need for population micro and evens out the balance of Resolve. Before, two Hubs with 8 villagers each, generated Resolve comparable to an infinite supply of Jerky, but required much less effort and resources to achieve.

There are also numerous other balance changes, both large and small, coming in this update. Probably the most notable of these is the rebalancing of the Blight Post upgrades. We changed not only the cost (which is now much lower), but also the way certain upgrades work (for example, the Alchemical Forge now increases crit chance instead of production speed).

We also tweaked the numbers in some of the Forest Mysteries and Embarkation Bonuses, and changed the layout of the World Map the player sees right after the tutorial - to make the first few hours of Against the Storm a little more exciting.

But enough about balance, let's move on to UX. A very common pain point for many players over the past few months has been the tree marking tool - specifically, how hard it is to see marked trees in certain biomes and how difficult it is to select individual trees. That's why we decided to add a new precision marking tool to the game and change the color and contrast of marked trees.




To access the precision marking tool, simply hold down the Shift key while marking trees. This will change the cursor from a flat brush to a 3D cylinder and snap it to the grid. We hope that this will allow you to easily control which trees to cut and which to avoid.

With Update 1.3, we are also trying to address another common request by introducing a new "housing status" tooltip when hovering over the "homeless" icon in the upper left corner of the HUD. This tooltip will show you how many vacancies you have in houses of each type.


There are also some significant changes to resources’ UX. Tooltips on consumables will now indicate which species like or use a particular resource. We also decided to change the structure of the tooltips, and the list of buildings that produce a particular resource is now separated from the plain text description. Finally, goods at the top of the HUD can now be clicked to open them in the recipe panel.

But that's not all. There are also a number of minor UI changes, such as a new seal overlay on the world map (activated by holding Alt by default), icons in all tooltips mentioning dangerous or forbidden glades, a "hold to cancel" feature for events, description improvements, and some new settings in the options menu (return disabled ingredients to the warehouse, show house entrances, save warehouse limits between games).



You may also be pleased to learn that with this update, we took a closer look at the overall performance of the game. One of the biggest challenges in Against the Storm has always been the number of individual objects on the screen - this is why larger cities can tank FPS, and why we never really increased the zoom distance during Early Access. But thanks to a recent change in the way we group objects, we have finally been able to increase the max. zoom distance in settlements from 30 height units to 50.




All of these features have one goal - to make it easier for you to interact with the game and help you focus on the fun parts. And almost all of them are inspired by you - our amazing community.

Finally, as with every update, we are bringing you a number of bug fixes and a lot of localization improvements. We are also adding credits to the game and replacing some old icons with new custom ones.

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. One of the best things you can do to help indie games is to leave a Steam review. If you’ve had a chance to play Against the Storm, we’d love to hear any feedback, positive or negative. Thanks!



UPDATE 1.3 CHANGELOG


Number of changes: 127
Inspired by community: 91%

Changes marked with ⚡ were inspired by the community.

New content and features


  • ⚡ Added a new Dangerous Glade Event.
    • River Kelpie - A legendary, shape-shifting aquatic spirit that lurks near water and mesmerizes travelers. It is said that whoever acquires the Kelpie's bridle will be able to control it.
  • ⚡ Added 3 new Legendary Cornerstones and one Rare perk.
    • Mark of the Sealed Ones (Legendary, yearly) - A faint image of an underwater landscape shimmers inside the ancient jewel. While the Ancient Hearth is being corrupted, resources sacrificed in it burn 50% longer.
    • From the Shadows (Legendary, yearly) - Confused, empty-eyed creatures emerge from the Hearth. Each time Voice of the Sealed Ones triggers after the Hearth reaches 100% Corruption, 3 new villagers appear in the settlement.
    • Blightrot Pruner (Legendary, yearly) - Blightrot spores aren't technically eggs, but they taste the same. You gain 5 Eggs when a Blightrot Cyst appears in your settlement.
    • Long Term Contract (Rare, traders, orders) - Workers who are assigned to a workplace that matches their comfort specialization receive an additional +2 Resolve from the "Comfortable" effect.

Balance


  • ⚡ Changed the rewards for Hearth upgrades. The +2 Resolve bonus from the first level was redistributed to all other Hearth levels. Now the total Resolve gained from a fully upgraded Hearth is +3, but the first level only gives +1.
    • Encampment (Level 1) - Gathered around the blazing fire, folks keep each other's spirits high. Global Resolve is increased by 1 and the Ancient Hearth's resistance to corruption is increased by 150.
    • Neighborhood (Level 2) - Some viceroys say aesthetics don't matter out in the wilds, but you know better than that. Global production speed is increased by 10% and global Resolve is increased by 1. The Ancient Hearth's resistance to corruption is increased by 150.
    • District (Level 3) - The town is booming with activity and industry thrives. Workers have a 10% higher chance of producing double yields and global Resolve is increased by 1. The Ancient Hearth's resistance to corruption is increased by 150.
    • This change was done so there was less need for micromanaging populations across multiple level 1 Hearths. We hope that this will make upgrading a Hearth to higher levels a bit more rewarding.
  • ⚡ Rebalanced some Embarkation Bonuses.
    • Additional Villagers - changed the cost bracket from 1 - 2 to a constant 2.
    • Royal Permit - changed the cost bracket from 2 - 3 to 1 - 2. The Royal Permit now gives 3 rerolls instead of 1.
    • Amber - changed the cost bracket from 2 - 5 to 3 - 5.
    • Wood - increased the base amount of Wood from 30 to 40.
    • Packs of Provisions - changed the cost bracket from 2 - 4 to 3 - 4.
    • Parts - changed the cost bracket from 3 - 5 to 3 - 4.
  • ⚡ Added two new items (Sea Marrow and Porridge) to the random item pool in Caravans in the Embarkation Screen.
  • ⚡ Increased the base amount of Oil in starting Caravans from 10 to 20.
  • ⚡ Changed the cost of Blight Post upgrades.
    • Instead of a choice between Pipes, Tools, and Parts, they now always cost Pipes.
    • The resource numbers have been significantly reduced and differentiated between the two available upgrade levels.
    • Level 1 now costs 2 Pack of Building Materials and 4 Pipes.
    • Level 2 now costs 3 Packs of Building Materials and 6 Pipes.
  • ⚡ Buffed most of the Blight Post upgrades.
    • Mobile Sparkcasters - increased the speed boost from 25% to 30%.
    • The Triple Ignition System - this upgrade now also affects Blight Automatons.
    • Alchemical Forge - this upgrade no longer increases production speed, but instead adds a 50% chance of producing double the amount of Purging Fire.
    • Manned Lookout - this upgrade no longer gives a flat global bonus of 25% slower Blightrot Cyst generation. Instead, it now gives a 10% bonus for every worker assigned to the upgraded building.
  • ⚡ Rebalanced several Cornerstones.
    • Alarm Bells - the chance for double yields is now based on Corruption per minute instead of the Corruption percentage.
    • Market Shift Plan - lowered the number of trade routes required to disable this effect’s drawback to 3 (from 5).
    • Overexploitation - added a 30% gathering speed boost and lowered the node charge bonus slightly (from +15 to small nodes and +40 to large nodes, to +10 to small nodes and +25 to large nodes). Also changed this effect’s drawback - it no longer increases hostility, and instead spawns one Blightrot Cyst every time a resource node is depleted.
    • Queen's Gift - this effect no longer gives 250 Hearth Resistance for every 2 woodcutters. Instead, it gives 150 Resistance for every woodcutter.
    • Counterfeit Amber - this effect no longer has a drawback of increasing the Blightrot Cyst generation rate. Instead, traders will now have 1 less blueprint or perk on sale.
    • Cannibalism - increased the amount of Meat gained for villager deaths from 30 to 40.
    • Cheap Construction - this Cornerstone has been removed from the pool.
    • Driving Water - this Cornerstone has been removed from the pool.
    • Trade Hub - this Cornerstone no longer slows down Reputation gain from Resolve. Instead, it decreases the Reputation gained from fulfilling Orders by 50%.
    • Crowded Houses (Stormforged) - this Cornerstone now increases the time between breaks by 25% instead of shortening the break time itself.
    • Prosperous Settlement - this Cornerstone now has a drawback. Scouts work 10% slower on Glade Events.
    • Protected Trade - increased the amount of Hostility reduction from 10 to 15. Added a drawback - this Cornerstone now lowers the amount of Resolve gained for fulfilling Complex Food needs by 1.
    • Because of these changes, some Stormforged variants had to also be adjusted.
  • ⚡ Tweaked the early Cornerstone drafting in favor of some early-game effects.
  • ⚡ Rebalanced two Forest Mysteries.
    • Forest Offerings - now gives 40 food instead of 30 for every Dangerous or Forbidden Glade Event solved during Drizzle.
    • Leakage - now decreases the Hearth’s Resistance by 300 instead of 200 during the Storm.
  • ⚡ Changed the balance of the Sadrath the Wise World Event. Players will now get 40 Food Stockpiles instead of 25 for 10 Artifacts.
  • ⚡ Faction upgrades will no longer appear after a certain threshold in the Smoldering City in the Queen’s Hand Trial mode.
  • ⚡ Rebalanced the Untapped Wealth Forest Mystery. It now doubles the amount of secondary goods gatherers bring back from harvested nodes.
    • Previously, this effect was described as an increase in crit chance, but under the hood, it just increased the amount of secondary yields by a small percentage… which did absolutely nothing, as the numbers were too small. So this change is more of a bug fix.
  • ⚡ Disabling a recipe in a service building now automatically opens up the Consumption Control panel.
    • It’s no longer possible to disable a service while having the same need enabled in the Consumption panel.
    • Disabling a service need in the Consumption Panel will stop the service building workers from transporting goods related to that need.
  • Changed the first World Map layout after the tutorial. It now should have a few more modifiers and more biome variety.
  • Changed some level up rewards.
    • Level 9 - unlocks the Blightrot Pruner Cornerstone instead of Cheap Construction.
    • Level 12 - unlocks the From the Shadows Cornerstone instead of Driving Water.
  • The Forsaken Altar can no longer be demolished, but can be moved.

UX/UI improvements


  • ⚡ The max. zoom out distance in settlements is now 66% higher than before.
  • ⚡ Changed how the precision tree marking tool works (the smaller pointer activated by holding Shift).
    • Going into “precision mode” now changes the pointer to a 3D cylinder instead of a flat circle.
    • The cylinder is the size of one tile and snaps to the grid, making it easier to select single trees.
  • ⚡ Changed the highlight colors and opacity for marked trees to improve their visibility in all biomes.
  • ⚡ Added a “housing status” tooltip that is displayed when hovering over the homeless icon in the top left corner of the HUD.
    • This tooltip shows the number of homeless villagers, free spaces in shelters, and free spaces in advanced houses.
  • ⚡ Changed the resource tooltip layout. The “produced in” building list was moved to a separate line to make the entire tooltip more readable.
    • “Flawless” building variants have been removed from the list to keep it shorter.
  • ⚡ Added species names to resource tooltips for Complex Food and Consumable Items, so players will know at a glance how a good might be used.
  • ⚡ All goods on the resource bar in the top part of the HUD can now be clicked. Clicking a resource will open the Recipe Panel.
  • ⚡ The results screen at the end of a game now shows a summary of the attempted world event - whether it was completed or failed (plus the details like time and the exact objective numbers).
  • ⚡ Added a setting to auto return goods to the Main Warehouse if an ingredient was disabled in a recipe. To change this setting, simply go to the Gameplay tab in the Options menu.
  • ⚡ Added a Seal overlay to the World map (Seal icons pointing at the edge of the screen where a Seal is located). To enable them, simply hold Alt while on the World Map. The default keybind for this can be changed in the Options menu.
  • ⚡ Houses of species that are not yet present in a given run are hidden by default (until the first member of a species joins the settlement).
  • ⚡ Added a “show house entrances” setting to the Options menu.
  • ⚡ Changed the “use water” Order objective on the HUD to specify that the rainwater has to be used in engines.
  • ⚡ Changed the short version of the “complete trade routes with multiplier” order objective on the HUD. It now displays the required multiplier as well.
  • ⚡ Improved perk/effect sorting on the HUD. Effects with the same label should now be displayed next to each other.
  • ⚡ Perks and orders mentioning glades now have dangerous/forbidden icons in their description to make things clearer.
  • ⚡ All events that can be converted into a positive decoration now state the exact bonus (how much resolve, how many goods per minute, etc.) in their description.
  • ⚡ Added a separate icon to worker slots to distinguish the “going to take a break” action from other “going to” activities.
  • ⚡ To cancel an ongoing Glade Event, the “cancel” button now needs to be held (to make it impossible to do this by accident).
  • ⚡ Changed the time information in the Glade Event panel. It now shows “estimated time”, to make clear that the timer is not exact and can be influenced by random events or worker behavior.
  • ⚡ Added a “save warehouse limits” setting to the Options menu. Turning it off will reset the minimum values set in Warehouses at the start of every game.
  • ⚡ The wildcard panel can now be searched by descriptions (so also produced items or rainwater types) and not just building names.
  • ⚡ Changed the offer sorting in the trade route panel.
    • Offers are now sorted and displayed as available based on a base value (instead of the multiplied value after selecting a higher goods count).
    • The trade offer slot will now highlight why a given offer is unavailable.
  • ⚡ The Demanding and Decadent species attributes in the in-game encyclopedia are now displayed as plain numbers.
  • ⚡ Improved the wording in the tooltip for the Demanding species attribute in the in-game encyclopedia.
  • Added resource icons to a few perk descriptions that were missing them.
  • The last textbox of the first tutorial will now automatically disappear after a few seconds.
  • Storage limits are now automatically disabled in the tutorial.
  • Buildings added by biomes (such as the Archaeologist's Office or Beacon Tower) no longer highlight the category they are added to at the beginning of the game.

Bug fixes


  • ⚡ Fixed a bug where moving a construction site in a game with the Corrosive Torrent modifier would permanently remove the delivered resources.
  • ⚡ Fixed a bug where the Cornerstone icon would disappear from the HUD when all other icons in the top right corner were active at the same time.
  • ⚡ Fixed a bug where the upgrades panel in the Blight Post had an incorrect tooltip.
  • ⚡ Fixed a bug that prevented players from cycling between Dangerous and Forbidden Events.
  • ⚡ Fixed a bug that caused specialization bonus tooltips to not appear in the building UI.
  • ⚡ Fixed a bug with the Vassal Tax Forest Mystery not appearing in normal games.
  • ⚡ Fixed a flow issue in one of the dialogue options with Aunt Lori (about Zhorg).
  • ⚡ Fixed a bug where searching the encyclopedia for various buildings and previewing ruin/reputation blueprints would sometimes show incorrect results.
  • ⚡ Fixed a bug that caused the tree selection tool to be slightly inaccurate under certain circumstances. Also, fixed a slight 3D model offset in the Scarlet Orchard trees.
  • ⚡ Fixed a bug that caused the time to incorrectly reset after reaching 24 hours in the History tab in Smoldering City.
  • ⚡ Fixed a bug where the Like a Machine Deed would be completed after losing a game.
  • ⚡ Fixed a bug where the particle effect around completed orders was displayed in other UI windows.
  • ⚡ Fixed a bug that caused some small glades to not open properly.
  • ⚡ Fixed a bug where an incorrect footer was displayed under the Purging Fire resource tooltip.
  • ⚡ Added a cap of 20 housing slots to all houses to avoid UI size issues (e.g. when the Urban Planning perk is triggered many times).
  • ⚡ Fixed a bug with an incorrect label in the Vitality effect.
  • ⚡ Fixed a typo in the Forbidden Ritual effect.
  • ⚡ Changed the name of “Nauseous Spores” to “Nauseating Spores”.
  • ⚡ Changed the wording in the trader assault popup.
  • ⚡ Added some missing text (“this effect is only active when the corresponding glade event is being worked on”) to several working effect descriptions.
  • ⚡ Renamed the “Lumber Mill Efficiency Test” Order to avoid confusion.
  • ⚡ Fixed multiple typos and inconsistencies in the Simplified Chinese version of the game (Sealed Ones, Blight-related terms, Prestige, dialogue with Aunt Lori, Alarm Bells, Wild Growth, upgrades, perks).
  • ⚡ Fixed multiple typos and errors in the Korean version of the game (building names, profession names, tutorial text, world events, generic perk descriptions).
  • ⚡ Fixed multiple typos and inconsistencies in the Polish version of the game (species descriptions, perk descriptions).
  • ⚡ Fixed multiple typos and inconsistencies in the Japanese version of the game (Hearth Defect, Advent of Flame, upgrades UI, dialogue with Aunt Lori, From the Ashes, wiki, destruction tool).
  • ⚡ Fixed a few typos in the French version of the game (Secure Perimeter, gameplay settings).
  • ⚡ Fixed a few typos in the Turkish version of the game (order objectives).
  • ⚡ Fixed a few typos in the German version of the game (Tightened Belt, Forsaken Gods Followers).
  • ⚡ Fixed a typo in the Spanish version of the game (Forsaken Gods Followers).
  • ⚡ Fixed a typo in the Russian version of the game (Small Altar Box).
  • ⚡ Fixed a typo in the Traditional Chinese version of the game (Alarm Bells).
  • Fixed a bug with incorrect shading on some trees in the Sealed Forest.
  • Fixed a bug where players in the tutorial would get the Royal Resupply after an update.
  • Fixed a bug with missing spaces in building lists in resource node tooltips.
  • Fixed a bug that caused the tab buttons in the Trens panel to be inconsistently sized.
  • Fixed a bug that caused the Blight Post and Hydrant to be available in games without Blightrot.
  • Fixed a bug where Firekeepers would not have a status icon next to their worker slot.
  • Fixed a bug with a missing sound effect when opening the Consumption Control panel.

Other


  • ⚡ Improved the overall performance of the game, especially in settlements.
  • ⚡ Added new custom icons to multiple places.
    • Ghosts
    • Haunted ruins
    • Two Order objectives
    • Blight Post upgrades
    • The “comfortable” Resolve effect
    • Citadel Upgrades - factions
    • Converted Glade Events
    • Five Legendary Cornerstones

  • Added credits to the game. They are automatically shown after reaching certain milestones in the game, but can also be viewed after clicking the “credits” button in the main menu.
  • ⚡ Added an option to modify the game’s localization using a .json file.
    • To do this, simply create a .json file only with the string IDs and text you want to change.
    • The file structure should be like on the screenshot below ("ID":"text").
    • The file should be named with the language code, for example: de.json, cn.json, etc.
    • Then you need to create a "Texts" folder in the "Against the Storm_Data" folder in the game's installation location. There you just put the .json file and load the game.
    • And done, the strings mentioned in the .json file will be loaded instead of the original translation.
    • You can find a more detailed guide here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3225728345
The current game version is 1.3.2 on Steam, Epic Games Store, and GOG, and 1.3.1 on PC Game Pass (version 1.3.2 for PC Game Pass is coming soon).



PREVIOUS UPDATES


https://store.steampowered.com/news/app/1336490/view/4194610392083937884
https://store.steampowered.com/news/app/1336490/view/4059501135880748462
https://store.steampowered.com/news/app/1336490/view/5797888151160865057

Update 1.3 coming soon, prepare!

Greetings Viceroys!


We’re happy to share that Update 1.3 is coming out next week! We aim to release it on Tuesday, April 23 at around 1:00 pm - 4:00 pm UTC (subject to change based on external factors).

With that in mind, we wanted to share a final sneak of the update!



Update preview


So, what features can you expect from the update? Undoubtedly, the most eye-catching one is a new Dangerous Glade event - the River Kelpie.


Will you dare face it?

On top of that we’re adding new perks themed around a more corruption/blight-heavy playstyle, we’re looking closely at the balance of various game elements, such as Embarkation Bonuses, Blight Post upgrades, cornerstones, and others.

We wouldn’t be ourselves if we didn’t include multiple UX improvements, such as:
  • Precision tree marking mode
  • Improved visibility of highlighted trees
  • Clicking on goods in resource bar opens Recipe Panel
  • Ancient Seal overlay for World Map
  • Setting to enable house entrance arrows
  • And many more (let’s leave some tiny surprises, shall we?)

We will release the full changelog when the update goes live. Stay tuned!



Settlement Save


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. If you don't want the settlement to be closed, please make sure to finish it before the update goes live.

Alternative (Steam only): For those of you who won’t find the time to finish the settlement before the Update goes live, we also prepared a separate branch on Steam where we’ll keep the current version for an extra week.

To switch the branch, right-click on Against the Storm in your Steam library and select Properties. Then go to the Betas tab and select “Against the Storm version 1.2” from the drop-down list:



Once Update 1.3 goes live and you finish the settlement on the Beta branch, select the “None” branch to return to the main branch.




Preview livestream


We invite you to join us on our Twitch channel on Monday, April 22, at 3:00 pm UTC for a full preview of the update and a Q&A session:

Follow us on Twitch

If you can’t make it, don’t fret! We'll be uploading the recording to our YouTube channel shortly thereafter.

Subscribe to our YouTube channel

See you soon!

May the storm be gentle on you,
Eremite Games

Today’s article screenshot was inspired by Health & Safety Imp’s settlement design:
https://steamcommunity.com/sharedfiles/filedetails/?id=3225443370



Previous Updates


https://store.steampowered.com/news/app/1336490/view/4194610392083937884
https://store.steampowered.com/news/app/1336490/view/4059501135880748462
https://store.steampowered.com/news/app/1336490/view/5797888151160865057

Against the Storm is on Sale Now!

Greetings, Viceroys!


Against the Storm's tempest of challenges awaits, now 35% off until April 27th. As the Viceroy, forge a network of thriving settlements against never-ending storms and hidden dangers. Your strategic choices shape the fate of the Smoldering City and its diverse inhabitants. Can you weather the storm?


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



Sneak Peek of the 1.3 Update


Against the Storm 1.2 was released not long ago, and we already have a lot of news to share about the upcoming 1.3 Update.

Here's some of what's coming:

  • New glade event
  • Hub system iteration (read more below)
  • Precision Tree Marking Mode - cylinders on the grid
  • New perks
  • Balance changes
  • And many more
The update is expected to arrive sometime in May. You can read more about what's coming up in 1.3 in the full announcement post linked right down below.

https://store.steampowered.com/news/app/1336490/view/4193488293618255052?l=english


Community Links


Here are some useful links if you're interested in talking to other fans of Against the Storm, seeking advice, or providing feedback.
May the storm be gentle on you!



Would you like to try out some other city builders? We have the Unique City Builders bundle for you. This bundle features Against the Storm, Infection Free Zone, and Timberborn.

https://store.steampowered.com/bundle/39871/Unique_City_Builders/

Experimental Update 1.2.6E (Hub rewards, Blight Post upgrades)

Greetings, Viceroys!


We've just released a new iteration of the Hearth upgrade changes to the Experimental Branch. In a nutshell, we're scrapping the idea of Species Hubs and instead, we're making more granular changes to the existing Hubs system, mainly by giving each Hearth level a +1 Resolve bonus (instead of keeping the +2 Resolve only at level 1).

Before we dive into the full changelog, we'd like to thank you for giving the Experimental Update a try. We really appreciate you taking the time to share your thoughts, concerns, and ideas with us. This makes things a lot easier and helps us read the room better before pushing something into the live version of the game. That is what the experimental branch is for.

What was the issue in the first place


Let's start with a quick reminder of why we wanted to change the Hearth upgrades. We've regularly received reports that micromanaging Hearths is tedious and boring, and we've always felt that the system lacked something in terms of meaningful and interesting choices. We set out to find an elegant solution that would reduce unnecessary micromanagement and possibly even open the door for more variety in gameplay styles. This is how the idea of Species Hubs was born.

Feedback and thoughts about the Species Hubs


During this short experimental period, we received a lot of accurate comments about the new Species Hubs, and we got to see a lot of insightful gameplay footage/commentary. As we analyzed the feedback, some inherent flaws were brought to our attention:
  • The early game is much more difficult because now it's much harder to get that initial +2 to resolve.
  • The early meta is much more difficult now, as new players are yet to unlock the essential houses for each species.
  • The system makes the Queen’s Hand Trial mode significantly harder.
  • Higher Hub tiers are too hard to obtain.
  • The last tier rewards don’t bring enough to the table considering how late they’re unlocked.
  • For some players, the Species Hubs don’t fit the game thematically.
  • The system solves one particular issue we wanted to address, but introduces a variety of new design and balance problems at the same time.

While some of these issues could be easily solved with balance tweaks, others require extensive or risky redesigns of multiple systems. That's why we decided to go back to the old system and try a smaller change. In the future, we may revisit this issue and try a different solution, but for now, we feel there are bigger fish to fry.

New changes


We decided to return to the original hearth upgrade system and modify the rewards for each level:
  • Encampment (Level 1): Gathered around the blazing fire, folks keep each other's spirits high. Global Resolve is increased by 1 and the Ancient Hearth's resistance to corruption is increased by 150.
  • Neighborhood (Level 2): Some viceroys say aesthetics don't matter out in the wilds, but you know better than that. Global production speed is increased by 10% and global Resolve is increased by 1. The Ancient Hearth's resistance to corruption is increased by 150.
  • District (Level 3): The town is booming with activity and industry thrives. Workers have a 10% higher chance of producing double yields and global Resolve is increased by 1. The Ancient Hearth's resistance to corruption is increased by 150.

While this doesn't solve the inherent problems of the Hubs system, we think it's a small step in the right direction. We hope this will make upgrading Hearths beyond level 1 more attractive, and reduce the need for micro a bit.

You can test the new changes in the experimental branch. We have also added a small number of additional improvements.

Changelog


  • Removed the Species Hubs system.
  • Changed the rewards for each Hub level:
    • Encampment (Level 1): Gathered around the blazing fire, folks keep each other's spirits high. Global Resolve is increased by 1 and the Ancient Hearth's resistance to corruption is increased by 150.
    • Neighborhood (Level 2): Some viceroys say aesthetics don't matter out in the wilds, but you know better than that. Global production speed is increased by 10% and global Resolve is increased by 1. The Ancient Hearth's resistance to corruption is increased by 150.
    • District (Level 3): The town is booming with activity and industry thrives. Workers have a 10% higher chance of producing double yields and global Resolve is increased by 1. The Ancient Hearth's resistance to corruption is increased by 150.
  • Changed some of the Blight Post upgrades.
    • Upgrades are now a lot cheaper, but require pipes (other metal options were removed).
    • The upgrade costs are lower for the first level and higher for the second level.
    • Upgrades have been reshuffled slightly.
    • Mobile Sparkcasters increase speed by 30% instead of 25%.
    • The Triple Ignition System upgrade also affects Blight Automatons now.
    • Alchemical Forge no longer increases production speed, but adds a 50% chance of producing double the amount of Purging Fire.
    • Manned Lookout now decreases Cyst generation by 10% per worker instead of 5%.
  • Rebalanced a few additional perks: Crowded Houses (Stormforged), Prosperous Settlement, Protected Trade. Tweaked the early Cornerstone drafting in favor of some early-game effects.
  • Buffed the Forest Offerings and Leakage Forest Mysteries.
  • Changed the objective text for trade route multiplier orders - it now states the exact value of the multiplier.
  • Improved perk sorting on the HUD.
  • Perks and orders mentioning glades now have dangerous/forbidden icons in their description to make things clearer.
  • Added a keybind setting for the World Map Seal Overlay.
  • Plus a few additional small changes under the hood. More details about specific changes will be shared once 1.3 leaves the experimental branch and goes live.

The current Experimental Branch version number is 1.2.6E.

Previous Updates


https://store.steampowered.com/news/app/1336490/view/4193488293618255052
https://store.steampowered.com/news/app/1336490/view/4194610392083937884
https://store.steampowered.com/news/app/1336490/view/4059501135880748462
https://store.steampowered.com/news/app/1336490/view/5797888151160865057

Update 1.3 Sneak Peek & Experimental Update

Greetings Viceroys!


We recently celebrated a major milestone for Against the Storm (thank you all for your love!), but we're not resting on our laurels. We're currently working on the next free update teased in the post-release roadmap - Update 1.3 - and it's finally time to share some sneak peeks with you.

Here's what's coming:

  • New glade event
  • Hub system iteration (read more below)
  • Precision Tree Marking Mode - cylinders on the grid
  • New perks
  • Balance changes
  • And many more

The update is expected to arrive sometime in May. Yes, that's a long time to wait, but to sweeten the deal, we've just released an experimental update that lets you try out some of the new features coming in Update 1.3.

The biggest change is the introduction of the Species Hubs system - an enhancement to the existing Hubs feature. We're particularly interested in hearing your thoughts on this system once you've tried it out.

But first, let's take a look at why we're making this change.



Experimental Update - Species Hubs


From the moment we implemented the Hubs system in version 0.28, we were aware of two inherent problems with the system.

First, from a gameplay perspective, all hubs were the same and offered almost no interesting choices (other than when to pursue the next hub and when to upgrade the old one).

Second, there were several scenarios where the hub system actively encouraged very tedious and boring micromanagement in the form of manually distributing population and decorations between hubs. There were many instances where the best way to get a few temporary resolve points was to dismantle a large and vibrant hub and spread the population all over the map.

This set of issues merged with our ever-going efforts to make runs as different from each other as possible. With new species on the horizon, we are also looking for new ways to further differentiate species.

Thus, we’re introducing Species Hubs - a way to fix existing problems within the Hub system while providing more ways to plan and build around the species in each settlement.

From now on:
  • The population requirements for hubs will be slightly lower.
  • Each species can be assigned its own hub.
  • The last Hub upgrade (Level 3 - District) has been replaced with a species-specific effect that reflects the specialization of a given species.
  • Only the population of a matching species housed in advanced houses will count toward the hub's upgrades.



While this makes the hubs a little harder to level up early on, the changes introduce deeper strategic decisions about which species to focus on and when to move from shelters to advanced housing.

Significantly stronger, last stage upgrade also helps to further differentiate between species and provides additional rewards for aggressive specialization.

The first iteration of Level 3 species-specific effects are:
  • Human District - All farms produce more goods.
  • Beaver District - All trade routes are faster.
  • Lizard District - Gatherers have a higher chance of producing double yields when harvesting resource nodes.
  • Harpy District - Every fulfilled service need grants more Resolve.
  • Fox District - Increases the chance of doubling event loot (this doesn't apply to perks and blueprints).

Equally important, since there can only be one hub per species, these changes ensure that there's never an incentive to tear down big hubs and micro-optimize by constantly moving houses around the settlement.

This also opens up avenues for further improvements in areas that are still lacking and are often cited as weaknesses of the game, such as decoration management.

We realize that these are pretty big changes, and while there are new opportunities in the mid- and late-game, they do make early games a bit more challenging. That's why we decided to test them with the community and discuss them openly.



Additional changes


Aside from the Species Hubs, the Experimental Update also includes other features from the upcoming Update 1.3, such as:
  • Embark Points and Caravan rebalance
  • Blight Post upgrades rebalance
  • 3 new perks
  • Perks balance changes
  • Housing Status tooltip (for the villagers summary panel in the left upper corner)
  • Precision Tree marking mode (hold Shift while in tree marking mode)
  • Seal indicators on World Map (hold Alt)
  • Goods tooltip improvements

The current Experimental Branch version is 1.2.5E.



Marking Modes

Seal Indicator (hold Alt)

Full changelog


You can check the full list of changes below after unfolding the section. Please bear in mind that some of them are still work-in-progress and may change before Update 1.3 goes live. The list is not final and you can expect more changes to be added in the actual Update 1.3.

[expand type=details]
Changes marked with ⚡ were inspired by the community.

New content and features


  • Changed Hearth upgrades and the way they are progressed.
  • Hearths can now be assigned to a specific species. Every species changes the upgrade requirements of a Hearth and the last bonus at the District level.
  • Hearths can no longer be upgraded with Shelters. Instead, they require villagers of a given species housed in advanced housing.
  • Only one Hearth per species can be upgraded. Additional hubs will no longer be upgradeable.
  • The species-specific bonuses at the District level are:
    • Human District - All farms produce more goods.
    • Beaver District - All trade routes are faster.
    • Lizard District - Gatherers have a higher chance of producing double yields when harvesting resource nodes.
    • Harpy District - Every fulfilled service need grants more Resolve.
    • Fox District - Increases the chance of doubling event loot (this doesn't apply to perks and blueprints).
  • The previous two levels (Encampment and Neighborhood) are the same for all species.
  • The population requirements for Hearth upgrades have been lowered slightly because of this change.
  • ⚡ Added 3 new Legendary Cornerstones.
    • Mark of the Sealed Ones - A faint image of an underwater landscape shimmers inside the ancient jewel. While the Ancient Hearth is being corrupted, resources sacrificed in it burn 50% longer.
    • From the Shadows - Confused, empty-eyed creatures emerge from the Hearth. Each time Voice of the Sealed Ones triggers after the Hearth reaches 100% Corruption, 3 new villagers appear in the settlement.
    • Blightrot Pruner - Blightrot spores aren't technically eggs, but they taste the same. You gain 5 Eggs when a Blightrot Cyst appears in your settlement.

Balance


  • ⚡ Rebalanced some Embarkation Bonuses.
    • Additional Villagers - changed the cost bracket from 1 - 2 to a constant 2.
    • Royal Permit - changed the cost bracket from 2 - 3 to 1 - 2. The Royal Permit now gives 3 rerolls instead of 1.
    • Amber - changed the cost bracket from 2 - 5 to 3 - 5.
    • Wood - increased the base amount of Wood from 30 to 40.
    • Packs of Provisions - changed the cost bracket from 2 - 4 to 3 - 4.
    • Parts - changed the cost bracket from 3 - 5 to 3 - 4.
  • ⚡ Added two new items (Sea Marrow and Porridge) to the random item pool in Caravans in the Embarkation Screen.
  • ⚡ Increased the base amount of Oil in starting Caravans from 10 to 20.
  • ⚡ Lowered the cost of Blight Post upgrades by around 30%.
    • 14 Pipes > 10 Pipes
    • 12 Tools > 8 Tools
    • 4 Parts > 3 Parts
  • ⚡ Changed the Manned Lookout upgrade in the Blight Post.
  • This effect no longer gives a flat global bonus of 25% slower Blightrot Cyst generation. Instead, it now gives a 10% bonus for every worker assigned to the upgraded building.
  • ⚡ Rebalanced several Cornerstones.
    • Alarm Bells - the chance for double yields is now based on Corruption per minute instead of the Corruption percentage.
    • Market Shift Plan - lowered the number of trade routes required to disable this effect’s drawback to 3 (from 5).
    • Overexploitation - added a 30% gathering speed boost and lowered the node charge bonus slightly (from +15 to small nodes and +40 to large nodes, to +10 to small nodes and +25 to large nodes). Also changed this effect’s drawback - it no longer increases hostility, and instead spawns one Blightrot Cyst every time a resource node is depleted.
    • Queen's Gift - this effect no longer gives 250 Hearth Resistance for every 2 woodcutters. Instead, it gives 150 Resistance for every woodcutter.
    • Counterfeit Amber - this effect no longer has the drawback of increasing the Blightrot Cyst generation rate. Instead, traders will now have 1 less blueprint or perk on sale.
    • Cannibalism - increased the amount of Meat gained for villager deaths from 30 to 40.
    • Cheap Construction - this Cornerstone has been removed from the pool.
    • Driving Water - this Cornerstone has been removed from the pool.
    • Because of these changes, some Stormforged variants had to be adjusted as well.
    • Other perks - work in progress.
  • ⚡ Changed the balance of the Sadrath the Wise World Event. Players will now get 40 Food Stockpiles instead of 25 for 10 Artifacts.
  • ⚡ Rebalanced the Untapped Wealth Forest Mystery. It now doubles the amount of secondary goods gatherers bring back from harvested nodes.
    • Previously, this effect was described as an increase in crit chance, but under the hood, it just increased the number of secondary yields by a small percentage… which did absolutely nothing, as the numbers were too small. So this change is more of a bug fix.
  • ⚡ Disabling a recipe in a service building now automatically opens up the Consumption Control panel.
    • It’s no longer possible to disable a service while having the same need enabled in the Consumption panel.
    • Disabling a service need in the Consumption Panel will stop the service building workers from transporting goods related to that need.
  • Changed the first World Map layout after the tutorial. It now should have a few more modifiers and more biome variety.
  • Changed some level-up rewards.
    • Level 9 - unlocks the Blightrot Pruner Cornerstone instead of Cheap Construction.
    • Level 12 - unlocks the From the Shadows Cornerstone instead of Driving Water.

UX/UI improvements


  • ⚡ Changed how the precision tree marking tool works (the smaller pointer activated by holding Shift).
    • Going into “precision mode” now changes the pointer to a 3D cylinder instead of a flat circle.
    • The cylinder is the size of one tile and snaps to the grid, making it easier to select single trees.
  • ⚡ Added a “housing status” tooltip that is displayed when hovering over the homeless icon in the top left corner of the HUD.
    • This tooltip shows the number of homeless villagers, free spaces in shelters, and free spaces in advanced houses.
  • ⚡ Changed the resource tooltip layout. The “produced in” building list was moved to a separate line to make the entire tooltip more readable.
    • “Flawless” building variants have been removed from the list to keep it shorter.
  • ⚡ Added species names to resource tooltips for Complex Food and Consumable Items, so players will know at a glance how a good might be used.
  • ⚡ All goods on the resource bar in the top part of the HUD can now be clicked. Clicking a resource will open the Recipe Panel.
  • ⚡ Added Seal indicators to the World map (Seal icons pointing at the edge of the screen where a Seal is located). To enable them, simply hold Alt while on the World Map.
  • ⚡ Houses of species that are not yet present in a given run are hidden by default (until the first member of a species joins the settlement).
  • ⚡ Added a “show house entrances” setting to the Options menu.
  • ⚡ Changed the “use water” Order objective on the HUD to specify that the rainwater has to be used in engines.
  • ⚡ All events that can be converted into a positive decoration now state the exact bonus (how much resolve, how many goods per minute, etc.) in their description.
  • ⚡ Added a separate icon to worker slots to distinguish the “going to take a break” action from other “going to” activities.
  • ⚡ To cancel an ongoing Glade Event, the “cancel” button now needs to be held (to make it impossible to do this by accident).
  • ⚡ Changed the time information in the Glade Event panel. It now shows “estimated time”, to make clear that the timer is not exact and can be influenced by random events or worker behavior.
  • ⚡ Added a “save warehouse limits” setting to the Options menu. Turning it off will reset the minimum values set in Warehouses at the start of every game.
  • ⚡ The wildcard panel can now be searched by descriptions (so also produced items or rainwater types) and not just building names.
  • ⚡ Changed the offer sorting in the trade route panel.
    • Offers are now sorted and displayed as available based on a base value (instead of the multiplied value after selecting a higher goods count).
    • The trade offer slot will now highlight why a given offer is unavailable.
  • ⚡ The Demanding and Decadent species attributes in the in-game encyclopedia are now displayed as plain numbers.
  • ⚡ Improved the wording in the tooltip for the Demanding species attribute in the in-game encyclopedia.
  • Added resource icons to a few perk descriptions that were missing them.
  • The last textbox of the first tutorial will now automatically disappear after a few seconds.

Bug fixes


  • ⚡ Fixed a bug where the upgrades panel in the Blight Post had an incorrect tooltip.
  • ⚡ Fixed a bug that prevented players from cycling between Dangerous and Forbidden Events.
  • ⚡ Fixed a flow issue in one of the dialogue options with Aunt Lori (about Zhorg).
  • ⚡ Fixed a bug with an incorrect label in the Vitality effect.
  • ⚡ Fixed a typo in the Forbidden Ritual effect.
  • ⚡ Changed the name of “Nauseous Spores” to “Nauseating Spores”.
  • ⚡ Changed the wording in the trader assault popup.
  • ⚡ Added some missing text (“this effect is only active when the corresponding glade event is being worked on”) to several working effect descriptions.
  • ⚡ Renamed the “Lumber Mill Efficiency Test” Order to avoid confusion.
  • Fixed a bug with incorrect shading on some trees in the Sealed Forest.

Other


  • ⚡ Added new custom icons to multiple places.
    • Ghosts
    • Haunted ruins
    • Two Order objectives
    • Blight Post upgrades
    • The “comfortable” Resolve effect
    • Citadel Upgrades - factions
    • Converted Glade Events
    • Five Legendary Cornerstones
  • ⚡ Added an option to modify the game’s localization using a .json file.
    • To do this, simply create a .json file only with the string IDs and text you want to change.
    • The file structure should be like on the screenshot below ("ID":"text").
    • The file should be named with the language code, for example: de.json, cn.json, etc.
    • Then you need to create a "Texts" folder in the "Against the Storm_Data" folder in the game's installation location. There you just put the .json file and load the game.
    • And done, the strings mentioned in the .json file will be loaded instead of the original translation.
    • We will publish a more in-depth guide once the patch goes live.
  • Added credits to the game.





How to play the Experimental Update


We prepared a short guide that explains the purpose of the Experimental Branch, its limitations, and how to activate it:
https://steamcommunity.com/sharedfiles/filedetails/?id=3210939497
Inside, you can also find a list of the available commands for the developer console.



What are we interested in?


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

Primarily, we are interested in your answers to the following questions:
  • How do you feel about the new Species Hubs? Are they fun?
  • How would you rate the challenges posed by managing the Species Hubs?
  • Is there anything that stuck out? Any moments that were especially memorable for you (good or bad)?
  • Is there anything about this new system that makes the gameplay feel worse (especially more repetitive) or better (especially more diverse)?
  • How do you feel about the Precision Tree Marking mode (its cylindrical shape and grid movement)?

We can’t wait to hear your impressions once you give the new Experimental Update a try! Let us know what you think in the comments section of this announcement or on the dedicated #experimental channels on our Discord.

We wish you a great time with the new update and look forward to hearing from you!

May the storm be gentle on you,
Eremite Games



Previous Updates


https://store.steampowered.com/news/app/1336490/view/4194610392083937884
https://store.steampowered.com/news/app/1336490/view/4059501135880748462
https://store.steampowered.com/news/app/1336490/view/3963797741109388898
https://store.steampowered.com/news/app/1336490/view/5797888151160865057

1 Million Steam Copies!

Greetings, Viceroys!



We've hit a major milestone with Against the Storm, selling over one million copies on Steam! This achievement represents the countless hours you've spent building villages, weathering storms, and overcoming the game's challenges. Each copy sold reflects a unique story of perseverance and strategy in our game's world.

Since we set sail on this adventure, the outpour of love, feedback, and the occasional plea for mercy from the Blightstorm has been overwhelming. It's as if every copy sold has laid another stone in the foundations of our Smoldering City, making it stronger, grander, and more alive.

To everyone who's ever completed orders for the Scorched Queen, puzzled over which crop to plant next, or cursed when the rain turned against them, we owe you our gratitude. Your stories have turned Against the Storm from a game into a saga. Thank you for being a part of this incredible journey.

If you've found a home within the tempest, consider sharing your story through a Steam review.

May the storm be gentle on you,
Eremite Games



Hooded Horse Spring Sale

Hello! From now until March 21st, you can save 35% on Against the Storm, and get great deals on all other games published by Hooded Horse during the Steam Spring Sale. Come check the game out!