Against the Storm

Against the Storm game image

Overwhelmingly Positive

Total: 15.6 ThousandPositive: 14.9 ThousandNegative: 697
96%
4%
Steam review score: 9

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Community review

Against the Storm is a dark fantasy city builder with a twist, blending simulation and strategy into a roguelite experience. As the Queen’s Viceroy, you’ll lead diverse races like humans, beavers, lizards, foxes, and harpies to rebuild civilization amidst apocalyptic rains. With an AI Community Rating of 89.18%, players praise its unique blend of city-building and roguelite mechanics, calling it addictive, engaging, and satisfying. However, some note repetitive gameplay and uneven difficulty curves as drawbacks. The game features six distinct biomes, hundreds of modifiers, and a meta-progression system that keeps each run fresh. Whether you’re crafting raincoats, brewing ale, or balancing species’ needs, every decision impacts your survival. If you love strategic depth and replayability, Against the Storm offers a challenging yet rewarding experience.

What the community wishes

Add more biome variety
Biomes are not distinct enough to encourage drastically different approaches. More variety in biome mechanics would enhance replayability and strategic depth.
Improve late-game progression
Late-game progression feels grindy and lacks new surprises. Adding more meaningful upgrades or mechanics could maintain player interest over longer playtimes.
Enhance water management system
The water management system is too simplistic. Introducing more complex mechanics, like pipe-laying or infrastructure design, would add depth to gameplay.
Reduce repetitive gameplay
Gameplay becomes repetitive quickly, with limited variation in strategies. Introducing more impactful map debuffs or mechanics could keep each run fresh.
Balance difficulty curve
The difficulty curve is uneven, with mid-Prestige levels sometimes harder than max difficulty. Balancing progression would make the game feel more fair and engaging.
Add more settlement interaction
Settlements feel isolated. Adding interaction between settlements, such as trade benefits or shared bonuses, would create a more cohesive global campaign.
Expand endgame content
The endgame focuses too much on speedrunning. Adding more ways to win or deeper city-building mechanics would appeal to players who enjoy long-term city management.
Improve meta-progression pacing
Meta-progression takes too long to unlock meaningful upgrades. Speeding up progression or adding more impactful early upgrades would improve player retention.
Add more building variety
Buildings look too similar, reducing visual appeal. Adding more unique designs or customization options would enhance the aesthetic experience.
Address Vsync performance issues
Vsync causes performance issues for some players. Fixing this glitch would improve the overall user experience, especially on lower-end systems.
Expand DLC content value
The DLC feels overpriced for the content provided. Adding more races, biomes, or mechanics would justify the cost and enhance player satisfaction.
Add more strategic depth
The game often feels like there's only one correct approach. Introducing more viable strategies or reducing reliance on specific mechanics would increase replayability.
Improve visual storytelling
The addition of the aunt character feels out of place. Aligning new content with the game's established art style and tone would maintain immersion.
Add more global map features
The global map feels underutilized. Adding more features, such as unique events or challenges, would make the campaign feel more dynamic and engaging.
Reduce reliance on speedrunning
Winning through speedrunning feels unsatisfying. Adding more ways to achieve victory, such as long-term city stability, would appeal to a broader audience.
Enhance tutorial for new players
The game's complexity can overwhelm new players. Expanding the tutorial or adding more in-game guidance would improve the onboarding experience.
Add more meaningful achievements
Achievements feel incremental and lack impact. Introducing more challenging or unique achievements would provide greater motivation for players.
Improve building redundancy
Building redundancy reduces strategic depth. Reducing overlap in building functions or adding more unique structures would make each choice more meaningful.
Add more dynamic events
Dynamic events are limited in scope. Introducing more varied and impactful events would keep gameplay fresh and unpredictable.
Expand post-victory gameplay
Post-victory gameplay lacks incentives. Adding more reasons to continue playing a settlement after winning would extend engagement and satisfaction.

Reviews

Toxicity trend

N-Grams

active dev teamdevs are amazingthoroughly enjoy itperfect solution everytruly a masterpiecedefinite end goalrepetitive grind feelsvery best gamesbest citybuilder idedication to supportingnever gets oldmost captivating gameunique blend ofperfect game trulydamn talented devstotal absence ofzero regrets thatextremely bloated messhighly addictive game

Keywords

What the community loves
fun
18
unique
11
interesting
9
recommend
8
updates
6
love
6
addictive
5
satisfying
5
great
4
engaging
4
fantastic
4
hooked
4
worth
4
rewarding
4
masterpiece
3
Where the community is undecided
difficulty
15
city builder
10
resources
9
DLC
7
strategy
7
challenge
7
management
6
progression
5
combat
4
mechanics
4
RTS
4
resource
4
tutorial
4
strategies
4
rogue-like
4
What the community dislikes
repetitive
16
RNG
6
frustrating
5
grind
4
problem
3
stale
3
random
3
tedious
3
struggling
2
fun
2
artificial
2
disappointed
2
chore
2
annoying
2
glitches
2

In-depth analysis of most impactful community reviews

Positive

TLDR: 10/10 recommended if you like never ending rain Do you like the first 2 hours of a citybuilder, and then get bored? Read no further, just buy this game. Here is my take as someone who really enjoys the later stages of citybuilders: This game took some time to get used to. Early games were way too inefficient. I kept trying to build settlements that would stand the test of time. No use. The storm will destroy it all. You don't need to have all the different buildings. You don't need to fulfill all your villagers needs. You don't need huge stockpiles of food and resources. You just need to drag your settlement over the finish line, then get out. Yet, as you can tell by my hours played, I thoroughly enjoy it. Every settlement is different, due to the various races, biomes, all sorts of modifiers. The meta progression is well setup. There are loads of ingame achievements (the steam achievements and a whole list of further ingame achievements). There are ingame goals to work towards, that will take quite some time. So you won't feel like you're just spamming settlements for the sake of it. (At least for the first couple of hundred hours.) The RNG took some getting used to, as someone who never played roguelites. But now I appreciate the challenge to make it work with what you get. The devs are amazing! They really listen to the community. Very responsive in case of any issues. It's a small team, and it shows that they put their hearth and soul into it. Now that the game is released, it's not abandoned. There are a couple of smaller free updates planned, and a paid DLC (see roadmap). All in all, zero regrets that I gave this a shot. If any of the elements speak to you, try the demo. You won't regret it. Even if it's just that you like rain. Especially if you like rain. So much rain! May the storm be gentle on you.

  • Sentiments

    • I thoroughly enjoy the game, as evidenced by my hours played, and find every settlement unique due to the various races, biomes, and modifiers.
    • The meta progression is well set up, and there are loads of in-game achievements and goals to work towards, which keep the gameplay engaging for a long time.
    • The RNG (random number generation) was initially challenging to adapt to, but I now appreciate the challenge of making it work with what I get.
    • The developers are amazing, responsive to the community, and clearly put their heart and soul into the game, which is evident in their ongoing support and updates.
    • I have zero regrets about giving this game a shot and highly recommend it, especially if you enjoy elements like rain and unique gameplay mechanics.
    • The game's early stages were inefficient for me, as I kept trying to build settlements that would stand the test of time, but the storm always destroyed them.
    • I learned that you don't need to fulfill all your villagers' needs or build huge stockpiles of resources; you just need to drag your settlement over the finish line.
    • The game is not abandoned after release, with smaller free updates and a paid DLC planned, which shows the developers' commitment to the game.
    • The game's demo is worth trying if any of the elements appeal to you, and you won't regret it, especially if you enjoy rain-themed settings.
    • The storm mechanic, while initially frustrating, adds a unique challenge that makes the gameplay dynamic and forces you to adapt your strategies.

Positive

Against the Storm is one of the very best games ever created. I have hundreds of games in my Steam library, and if I had to pick 1 single game to play for the rest of my life, it would be Against the Storm with almost no competition. I have never simped as hard for a game, as I am about to in this review. Other survival city builders (which I also love) often run into the problem of being 'solved' after you spend enough time with them. You know what you need to build, and in what order, and then you've usually more or less got things under control. Against the Storm's drafting and random resource nodes make every game an unknown challenge. The difficulty can be set high enough to consistently challenge even veteran players, and it simply never gets old. Pushing the prestige difficulties feels super rewarding. The new player experience is perfect. The way the game introduces new mechanics over time does an amazing job of easing new players into a rather complex game. The number of quality of life features in the UI (more of which have been added, frequently) is superb; all game designers should be studying the interface options in this game. The constant time crunch is oppressive in the best way, doing an amazing job of keeping the tension high. The horrible cello(?) sound effect that plays when a race's resolve is too low, is horrible in the best way. I could keep going, but it would probably be redundant at this point. I do not have a single bad thing to say about this game. I really don't. I've thought about it often while playing and of course while writing this review, and I truly think that this is just a perfect game. 12 out of 10 and I can't wait for the DLC coming out later this month. I thought I had already reviewed this masterpiece of a game. My bad!

  • Sentiments

    • I believe Against the Storm is one of the very best games ever created, and if I had to pick one game to play for the rest of my life, it would be this one with almost no competition.
    • I have never simped as hard for a game as I am about to in this review, which shows my immense admiration and love for Against the Storm.
    • The drafting and random resource nodes in Against the Storm make every game an unknown challenge, which keeps the gameplay fresh and exciting.
    • The difficulty can be set high enough to consistently challenge even veteran players, and pushing the prestige difficulties feels super rewarding.
    • The new player experience is perfect, with the game introducing new mechanics over time in a way that eases new players into a rather complex game.
    • The number of quality-of-life features in the UI is superb, and all game designers should study the interface options in this game.
    • The constant time crunch in the game is oppressive in the best way, keeping the tension high and making the gameplay engaging.
    • The horrible cello sound effect that plays when a race's resolve is too low is described as horrible in the best way, adding to the immersive experience.
    • I do not have a single bad thing to say about this game, and I truly think that it is just a perfect game.
    • I am eagerly waiting for the DLC coming out later this month, which shows my continued excitement and support for the game.

Positive

You know the moment. The moment you know you've won. The moment when a strategy game run goes instantly from exciting to tedious. Because you've won, so why bother now ? For the achievement maybe ? Sure... You've started hundreds over hundreds of Civilization, Endless, GalCiv, AoW, Old World, Total War or other games. How many did you finish till the very end ? If you're like me, a few dozen. It's just not fun to button-push when the struggle is gone. But here, when the game is finally won, it's the end of the game, give or take 2 minutes. The exploration & struggle phase is until the end. And when it's the end, it's time to restart again, a new, harder exploration & struggle phase with a different twist. It's the most captivating game that has any relationship with a map, units, resources, and it blows my mind it's not even a 4X, considering I've nearly played them all, since Civilization 1. A total absence of enemy military, and yet, there's quite enough adversity. I've seen more victory (or defeat) screens with Against the Storm in a year than with a lifetime of Civilization. That means something.

  • Sentiments

    • I feel that the moment when a strategy game becomes tedious after realizing victory is a common and frustrating experience.
    • I find it refreshing that in this game, the end comes quickly after winning, avoiding the tedious button-pushing phase.
    • I appreciate that the exploration and struggle phase lasts until the very end, making the gameplay consistently engaging.
    • I am impressed by how the game manages to be captivating without traditional enemy military units, offering a unique challenge.
    • I feel that the game's design encourages replayability with new, harder challenges and different twists each time.
    • I am amazed that this game, despite not being a 4X, has captivated me more than any other map-based strategy game I've played.
    • I find it meaningful that I have seen more victory or defeat screens in this game than in a lifetime of playing Civilization.
    • I feel that the absence of enemy military units is a bold and innovative design choice that still provides enough adversity.
    • I think the game's ability to maintain excitement until the very end is a rare and commendable feature in strategy games.
    • I believe the game's structure, where the end is truly the end, is a refreshing departure from traditional strategy game mechanics.

Positive

Years ago i wrote a very short review on Anno 1404 and the 2500 hours i spent on the game, saying without an inch of doubt that the game was the best citybuilder i ever played and thanking the devs for it. Against the Storm makes me reconsider (the best status, not the "thanks" part obviously). I ll give thanks this time around to creativity, ingenuity, originiality. Damn Mother**** talented devs. 40 year i ve been gaming, and you still manage to surprise me and drink my time like it's your 7 o'clock coffee. Curses and love !

  • Sentiments

    • I spent 2500 hours on Anno 1404, which I consider the best citybuilder I ever played, and I thanked the developers for it.
    • Against the Storm makes me reconsider my stance on the best citybuilder, though I still hold Anno 1404 in high regard.
    • I am deeply impressed by the creativity, ingenuity, and originality of Against the Storm.
    • I express immense gratitude and admiration for the talented developers of Against the Storm.
    • After 40 years of gaming, the developers of Against the Storm still managed to surprise me and captivate my time effortlessly.
    • I feel a mix of curses and love for the developers, as they have both frustrated and delighted me with their game.

Positive

Does what most city builders fail at, endgame. Each settlement can be completed , there is a definite end goal to succeed. This process can be refined for optimum build / work orders. Add some sprinkles of roguelike elements to keep each run fresh. Even without combat those CPS ( Clicks per second) matter. *note- Pause often, think logically about your next move and bask in never ending rain.

  • Sentiments

    • I appreciate that the game addresses a common flaw in city builders by providing a satisfying endgame experience, with each settlement having a clear and achievable goal.
    • I find the ability to refine the build and work orders for optimal efficiency to be a highly engaging and rewarding aspect of the gameplay.
    • I enjoy the inclusion of roguelike elements, which add variety and freshness to each playthrough, making the game feel dynamic and replayable.
    • I appreciate that even without combat, the game emphasizes strategic thinking and quick decision-making through the importance of clicks per second (CPS).
    • I value the advice to pause often and think logically about each move, as it highlights the game's focus on strategy and planning.
    • I find the atmosphere of the game, with its never-ending rain, to be immersive and adds a unique aesthetic to the experience.

Negative

There is the bones of an exceptional 20-40 hour game here that is let down by the fact it aspires to adopt rogue-lite mechanics to pad that number into the hundreds of hours range but there is really not enough variance in the actual run to run gameplay to justify this. Meta-progression takes too long and matches feels very samey once you've unlocked most of the tech and have a grasp of how the meta strategies play out. There is a very uneven difficulty curve where early-mid Prestige progression can actually be harder than the hardest difficulties with max upgrades which feels very artificial when it takes several times longer to reach that point than it does to accrue the necessary experience/game knowledge to succeed at the highest levels.

  • Sentiments

    • I feel that the game has the potential to be exceptional, with a solid foundation for a 20-40 hour experience.
    • I am disappointed that the game tries to extend its playtime to hundreds of hours using rogue-lite mechanics, which feels unnecessary and poorly executed.
    • I find the run-to-run gameplay lacking in variance, which makes the extended playtime feel unjustified.
    • I think the meta-progression system takes too long to feel rewarding, which detracts from the overall experience.
    • I notice that matches start to feel repetitive once most of the tech is unlocked and the meta strategies are understood.
    • I perceive an uneven difficulty curve, where early-mid Prestige progression feels artificially harder than the highest difficulties with max upgrades.
    • I feel that the time required to reach the hardest difficulties is disproportionately long compared to the time needed to master the game.
    • I believe the game could benefit from more meaningful progression and variety to justify its extended playtime.

Negative

I really like the concept and enjoyed first few settlements. Ideas in general are nice, graphics are cool, whole scary forest thing is also nice. What I realized after closing 2 seals, when I couldn't close 3rd, because I was too slow (lacked 3 seals), is that it is not really a city builder. The goal of this game is not to build functioning village or making sure there are materials etc. This game is basically speedrun simulator. After those 30h I have on record I went on sites other than wiki to read about strategies etc. and I realized, it is all about cheesing the victory as fast as possible, mostly using complex food mechanics. You are not supposed to make planks/bricks/fabric constantly - youshould build just enough to build needed buildings. You are not supposed to give coats to your villagers when available. You are supposed to block usage of everything, barely making your villagers survive, just to make "final push" with resolve levels that will get you win - and then you leave the village forever. You should sell/buy everything that you don't need for that final push. I consider possibility of winning without opening single glade as unacceptable (saw posts of people doing that on highest difficulty). I consider possibility of winning in day 3 as unacceptable (saw posts of people doing that on highest difficulty). If you are looking for making functioning cities it is not for you, trust me. After I realized, this game is all about cheese and speedrunning, I don't even want to open it again. Consider if this is game for you (based on above) before buying it.

  • Sentiments

    • I really like the concept and enjoyed the first few settlements, finding the ideas and graphics cool, especially the scary forest theme.
    • I realized after closing two seals that the game is not a city builder but more of a speedrun simulator, which was disappointing.
    • I found the game's mechanics to be about cheesing the victory as fast as possible, which felt unsatisfying and not aligned with my expectations.
    • I consider the possibility of winning without opening a single glade or winning in day 3 on the highest difficulty to be unacceptable and unbalanced.
    • I discovered that the game encourages blocking usage of resources and barely surviving, which felt counterintuitive and frustrating.
    • I realized that the game is not about building functioning cities, which made me lose interest and not want to play it again.
    • I found the complex food mechanics to be overly focused on speedrunning, which detracted from the enjoyment of building and managing a village.
    • I felt misled by the initial impression of the game, as it did not align with the actual gameplay mechanics and goals.
    • I recommend considering the game's focus on speedrunning and cheesing before purchasing, as it may not suit everyone's preferences.
    • I enjoyed the initial experience but ultimately felt the game's design was not for me, leading to disappointment.

Negative

Not really a city builder, its more-so a production line puzzle game. The game becomes very repetitive quickly, and whilst there are different map de-buffs that are supposed to change the way you play, the ones I experienced in the 20 hours of playtime didn't actually alter my approach to the game. They only restricted my freedom. One of the big appeals of games like this, is all the different ways you can skin a cat, and whilst the game does offer some flexibility in decision making, it feels like there is always 1 correct approach. (Which of these choices will bone me less in the long-run) The games frantic pacing and race against death also feels like it adds needless artificial tension to the game. There is never a point where you sort of get to sit back and see your creation work. There is always something that needs changing, right up until you win. And as soon as you do win, there is seemingly 0 incentive to continue that level.

  • Sentiments

    • I feel that the game is not really a city builder but more of a production line puzzle game, which was not what I expected.
    • I found the game to become very repetitive quickly, which made it less enjoyable over time.
    • I noticed that the different map de-buffs, which were supposed to change the way I play, didn't actually alter my approach and only restricted my freedom.
    • I appreciate that the game offers some flexibility in decision-making, but it feels like there is always one correct approach, which limits creativity.
    • I felt that the game's frantic pacing and race against death added needless artificial tension, which was not enjoyable.
    • I was disappointed that there was never a point where I could sit back and see my creation work, as there was always something that needed changing.
    • I found that as soon as I won a level, there was seemingly no incentive to continue playing that level, which reduced replayability.

Negative

I’ve spent a good amount of time playing various cities in this game, and while it’s undeniably fun with a solid foundation, there are a few key issues that hold it back for me. The gameplay is engaging and challenging, offering plenty of interesting interactions that keep you hooked early on. The mechanics are solid, and the overall experience is well-polished. However, the progression feels a bit too drawn out. Once you've unlocked all the core buildings and mechanics, the sense of discovery fades, and it becomes more of a grind than an exciting challenge. The game demands a significant number of hours just to advance, and after a while, the progression doesn’t offer much in the way of new surprises or excitement, which makes it hard to stay motivated. The water management system, in particular, is a letdown. Instead of offering a complex, creative system like pipe-laying or intricate infrastructure design, it mostly boils down to tweaking parameters and adjusting sliders. It feels like a missed opportunity to add depth to the gameplay. In the end, I’m giving it a thumbs down, not because the game is bad, but because the sheer number of hours needed to finish it outweighs the enjoyment. If you're the type of player who doesn’t mind sinking 200+ hours into a game without a ton of variety later on, you’ll likely have a good time. For me, the initial excitement wore off, and I just couldn’t justify the time investment for what felt like diminishing returns.

  • Sentiments

    • I find the gameplay engaging and challenging, with plenty of interesting interactions that keep me hooked early on.
    • The mechanics of the game are solid, and the overall experience feels well-polished.
    • The progression in the game feels too drawn out, and the sense of discovery fades after unlocking core buildings and mechanics.
    • The game demands a significant number of hours to advance, which feels more like a grind than an exciting challenge.
    • The water management system is a letdown, as it lacks complexity and creativity, boiling down to tweaking parameters and adjusting sliders.
    • The initial excitement of the game wears off over time, making it hard to stay motivated due to diminishing returns.
    • I give the game a thumbs down because the time investment required outweighs the enjoyment I get from it.
    • If you don't mind sinking 200+ hours into a game with limited variety later on, you might still enjoy it.
    • The game has a solid foundation and is undeniably fun, but key issues hold it back from being great.

Negative

I hate to write a review that comes across as complaining about "too much content" or "too many updates", because developers who care so much about their game are a rarity, but unfortunately the devs have gone into "slap whatever on and see if it sticks" territory. The first signs of this were the visual-novel-esque aunt character who jarringly sticks out from the rest of the game art and vibe. For someone who has played this game from very early access days, the undeniable fact is that, the amount of content kept increasing for a while till it hit a sweet spot , and then simply kept going. And at this point the game is simply too bloated to be fun. while people who have hundreds of hours in the game definitely enjoy the new challenges and refreshes it brings, i absolutely can not "recommend" this game to any new player any more, because it is, quite frankly, simply not fun to play any more. the game has become an extremely bloated, extremely complicated mess where at this point the developers themselves admit they are making updates just to make the gameplay more complicated (boots, paste etc). It is a shame because the devs got so many things right (visuals, sound, the base gameplay loop), but they could not thread the line of respecting the players time.

  • Sentiments

    • I feel that the developers care deeply about their game, which is a rarity and something I appreciate.
    • I find the visual-novel-esque aunt character jarring and out of place compared to the rest of the game's art and vibe.
    • I believe the game hit a sweet spot in terms of content at one point, which was enjoyable.
    • I think the game has become too bloated with content, making it less fun to play.
    • I feel that the game is now overly complicated and not enjoyable for new players.
    • I appreciate that the developers got many things right, such as the visuals, sound, and base gameplay loop.
    • I feel that the developers are now making updates just to complicate the gameplay further, which I find frustrating.
    • I believe the game no longer respects the players' time, which is disappointing.
    • I think the game has become an extremely bloated and complicated mess, which detracts from its enjoyment.
    • I feel that the game is no longer recommendable to new players due to its current state.

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