From city building to grand strategy, turn-based tactics to RTS, see more strategy games from Hooded Horse.
You are the Viceroy – a leader charged by the Scorched Queen to reclaim the wilderness and discover lost riches for the Smoldering City, civilization's last bastion against the Blights...
From city building to grand strategy, turn-based tactics to RTS, see more strategy games from Hooded Horse.
You are the Viceroy – a leader charged by the Scorched Queen to reclaim the wilderness and discover lost riches for the Smoldering City, civilization's last bastion against the Blightstorm that destroyed the old world. Unlike most survival city builders where your focus is on a single city, in Against the Storm you must build a vast, prosperous network of settlements populated by diverse fantasy races, each with their own specializations and needs.
The wilderness holds many hidden dangers, and never-ending storms will batter your population into submission. If your settlements should fall, then the expedition may end – but not the game. Against the Storm is a roguelite city builder, meaning you will carry forward the resources, upgrades, and experience of your past expeditions each time you set off for a new journey into the wild.
Foxes, Beavers, and lizards stand alongside humans and harpies in the struggle to survive. Utilize each group's strengths as you balance their varying needs, from housing and culinary preferences to taste in luxuries and recreation. Will you manufacture raincoats, brew ale, and bake pies to boost morale in the face of the oppressive hostility of the forest, or will you prioritize the needs of one species over another to operate more swiftly for the Scorched Queen?
Experience core city builder gameplay enhanced by roguelite replayability. Build and manage multiple settlements spread out across a large world map, all while collecting valuable meta-progression resources to upgrade the Smoldering City. Feel the pressure of an expectant monarch as the Scorched Queen demands constant progress while recurring Blightstorms pose an inevitable threat to your settlements. Manage your reputation to secure your success at any one settlement before moving on to establish another, constantly seeking new opportunities for growth, taking on unique challenges across multiple biomes, and bracing for the inevitable destruction of everything but the Smoldering City itself. How will you maximize each cycle to not just ensure the best fate for the Smoldering City, but for your career as Viceroy as well?
With hundreds of gameplay modifiers and 6 distinct biomes, every city location presents unique challenges for even the most resourceful Viceroy. Adjust your strategy to changing weather conditions and experiment with rosters of building blueprints and perks that can help your society thrive or bring it to ruin. Will you take on and complete additional objectives and delve deeper into the dangerous forest for potential boons, or will you approach with caution to ensure you operate within your capabilities? All the while, you never know what wares the Trader will bring next year, and the forest holds treasures and resources, but also ancient threats.
Laying the foundations for a new city is one of the most exciting moments in a city-building game. In Against the Storm, you'll have the opportunity to repeatedly experience this by creating new settlements, while still interacting with your network of previously established cities in a growing world.
Popular achievements
First Real Expedition
Win a game in the Royal Woodlands biome, and on Settler difficulty (or higher).
common
·
36.26%
Overcoming Difficulty
Win a game on Pioneer difficulty (or higher).
common
·
30.71%
Coral Forest
Win a game on the Coral Forest biome.
common
·
30.35%
The Marshlands
Win a game on the The Marshlands biome.
common
·
32.24%
The Scarlet Orchard
Win a game on the Scarlet Orchard biome.
common
·
30.84%
Taking Action
Win a game after completing 5 Glade Events.
common
·
37.78%
No Deaths
Win a game with 0 villagers dying.
common
·
37.61%
System requirements
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Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
A game for people who enjoy variety! We all now random maps, events and missions, but this game tops it all with random production chains! In addition to the aforementioned randomness and a number of different biomes, you also get random selections of buildings in every game that challenge you to build your strategy around what recipes are available to you.
Sounds tricky? It certainly is! But it is also expertly balanced, so you'll never really get stuck because of the randomness if you know what you're doing. The game also features several different difficulties, some of which introduce wholly new game mechanics, so you can learn the basics of the game at a reasonably tame level and then crank up the difficulty once you feel ready for more.
All in all, this game offers endless hours of non-repetitive fun, but still allows you to apply learnings from past games to future ones. It's definitely the most thrilling city builder I've ever played, partly also because there's no save-and-load in this slightly rougelike game. There's only one direction to go, and that is forward, into the unknown.
so it's a city builder with roguelike elements. In order to win each city, you must complete randomly selected tasks. Your ability to complete these tasks is dependant on randomly spawning resources, and picking from random building blueprints. Completing tasks fills a completion bar that can also be filled by meeting luxury needs of your citizens.
UNFORTUNATELY, there are "boss fight" type cities in which you can't just fill the bar by meeting luxury needs; you must complete specific, particularly difficult tasks. It is impossible to know what these tasks will be in advance. Therefore, it is impossible to actually strategize. This in addition to having to guess which buildings you may or may not need in the future, to not knowing what resources you will randomly find, makes it very easy to end up in a situation where you literally cannot complete any of the tasks. My current save file for a boss city is softlocked, where I must complete one of the following:
A) increase morale of citizens using goods that I never got the blueprints to produce
B) Find 4 extremely rare artifacts that only spawn in areas of which there are a finite amount, and which I have yet to find a single one, and I'm going to run out of time before I will even be able to explore any more,
C) engage with a mechanic that I am flat-out not allowed to use because I have not unlocked the technology to enable it in my home base, which can only be done outside of active runs.
Lacking any sort of mitigation for bad rng with the potential to make runs impossible, and especially requiring an out-of-game upgrade that the player has not unlocked yet, is INCREDIBLY slipshod and thoughtless game design. The game pretends you have some ability to succeed with strategic choices but in the end your ability to complete tasks is really just the result of a slot machine.
True, I am one of these persons, that are excited about base building and rogue lites. So I am the perfect target audience for this. That is why I forgot my principles and bought an early access game.
But this game is just great. No it is not great for an early access, it is just great. It is easily worth the money if they would stop developing it now. It is not one of these early access titles, that have a good base but never managed to get a game out of it, it is a blast to play right now.
Even better though, the opposite is the case. The devs are insanely active every few weeks there is new stuff to explore. They are active in their reddit, take in bug reports over multiple channels and seem to have understood, what makes the game special.
Excellent game. I love old school RTS base builders and city builders. This game scratches the itch for replayability by having you build relatively short lived towns. The ability to substitute recipe components makes the roguelite gameplay possible. Though, it does require you to learn where you can substitute materials, unless you pause to look things up. I haven’t run into a situation (yet) where anything but my own mistakes have killed me, but your experience may vary.
Progression is great. It starts off easy and gradually layers mechanics in. Leveling and unlocks do help increase the number of options you have, and are needed to make some things viable. You can't, for example, initially produce your own tools. So, your playstyle will likely end up changing as you advance in the game. Similarly, critically useful elements like trading have to be unlocked.
The sound track is nice and relaxing. You can pause at any time so it’s also not particularly stressful in most situations. Town building is also relatively quick so it doesn’t feel too bad if you ultimately end up losing a run.
... The looming Chronos and his scythe getting closer - seeing your efforts slowly crumbling; these kind of games are like a child running on the beach, threatening your sand castle. You saw the little brat from a mile away, but no damage control is gonna save your pride. Who likes that?
Against the Storm is all about time-pressure. Each settlement is a fight against time, as the storms get stronger and the queen’s finger of death gets closer. Why is it good despite that?
I tend to squeeze every drops of gameplay a game has to offer. It’s no surprise I love city builders. They traditionally set pressure through events (fires, diseases…) and decay (resource exhaustion, census…), offering time to place the most delightful flower beds in your rich neighborhood.
Against the Storm greatness is about how the time pressure is directly influenced by the players actions. Players can fulfill goals in so many different ways that the expectations truly are planning and problem solving. Not how fast you click, scroll or set shortcuts.
This game mechanically focus the gamer toward objective-focused plays. It punishes passivity, rewards risks taking behavior and smart decision taking. Things are going bad? Let's explore more. Let’s sell everything. Let the queen be impatient and villagers die. Anything the sort in any other city builders would feel like a loss, but this game is about riding the bumpy waves. When everything goes well: the game becomes hard. When everything goes awry: the game soften. Victory feels earned. Defeat also.
I think this game outlined a new sub-genre.
What could be better? Aesthetic. Fundamentals are superb, but delivery falls short sometimes (the aunt?). It lacks atmospheric productions and details that compliment the weird fantasy tone the game already have. Then not only the game would be great, but the artistic experience too.
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