
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 10.43/day in the week to Aug 23 → 14.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
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.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, GOG, PlayStation, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 37.5Kreviews | 94% | — | $37.7M |
| $29.99 | 1.1Kratings | 80% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1179 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
与其叫做城市建造,不如说是策略闯关更适合一些。 不是那种一局能玩很久的游戏,而是一关一关完成任务结束去下一关…… 挺无聊的,至少我是不推荐的。 喜欢自己亲手慢慢把一个定居点打造更繁荣的玩家慎入
I spend a lot of time on this game but you dont need to spend a lot of time reading review so I try to be short. But overwhelmingly positive, is in my oppinion, fully deserved. Why you should buy this game. - You like roguelike. - You like having different valid choice\route and challenge. (Never the same game) - You like "Possible" harder challenge if you choose so. - You like city builder, but you rather be up close and personal with your population rather than plan thing around stat and number. (Assign worker to builder, event, farm, depending of their force or weakness (Race bonus)) Why you shouln't buy this game -You don't like anything I mention above. -You don't like restriction and want to focus only on building a cute city. (Sandbox style) (You can continue the city once you did the main objectif) But the focus of the game is usually complete and move on a new city with new challenge, restriction, ressource, start from zero but never in a feel bad way. Nothing wrong in playing the way you want, I just feel like if you want a sandbox city building game, there better option than agains the storm. Take this game as a roguelike first and then a city building game.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Korean, Traditional Chinese, Italian +6 more
| $8.99−70% |
| 422ratings |
| 92% |
| — |
| not modelled |
| $29.99 | 402ratings | 93% | — | not modelled |
| $29.99 | — | — | — | not modelled |
| $29.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I got this when I bought my Steam Deck and then quit because it was too hard. Slay the Spire 2 of all things helped me with this game: the problem was that I was treating this like a normal city builder instead of a roguelike. You shouldn't build everything; instead focus on what you need based on the orders, the available resources, and the population types you have (much like focusing on one deck strategy in StS instead of just picking every card). I really like how each scenario is different thanks to the randomization of available resources and which buildings you can choose from. Definitely wait to pick orders and blueprints until you know what you need and what you can do!
This game is good fun but its another game that doesnt care about accessibility options. There is no way to increase the font size which is very small. This is a big issue because there is a lot of text to read in the game.
Howdy! I play against the storm because I am bad at it. It punishes me for mismanaging my time. It punishes me for forgetting to address a threat 4 minutes ago. It punishes me for being too ambitious. It punishes me for lacking mindfulness. I play this game because it punishes me. If you like X-com or the souls-like genre, this game will fit a special place in your heart. I want to get better at time management and mindfulness, therefore I fail again and again and thank the gods for bringing this game into being *bows to developers*.
Всегда любил стратегии. В своё время начинал с Warcraft 2, Red Alert 2, Герои 1, 3, Disciples II и других старых, но приятных игр. Потом были и "Генералы", LoTR:BFTME. Но, в какой-то момент, стратегии начали затухать, как жанр и новые игры перестали приносить удовольствие. Можно сказать, у меня началась игровая импотенция в жанре стратегий. Пока я не наткнулся на Against The Storm. Стратегия совмещённая с жанром "рогалика". Каждое новое поселение - это вызов. Никогда не знаешь, что встретишь на новой поляне. Цветок, что сожрёт всю твою еду или корабль, способный избавить тебя от и так дефицитных материалов. А может, на поляне будет пещера рыбников, что достанут своими тотемами? Играй на свой страх и риск, страдай и получай удовольствие. И, если тебе показалось слишком легко... добро пожаловать в испытание десницы. Для закрытия всех (8 печатей), мне понадобилось около 200 часов. Испытание десницы же я закрыл лишь после 504 часов. Кроме игровой составляющей, в игре так же захватывает ЛОР тёмного фэнтэзи. Здесь много недоговорок, недомолвок и нет ответов на многие вопросы, но меня так захватила эта мрачность, что я написал рассказ по миру игры. Даже отправил его разработчикам... но не уверен, что они его читали. В общем 10 сточных кротов из 10. Рекомендую.
Let me be clear upfront: this is not a bad game. It's just not the game I thought I was buying. I'm a city-builder veteran — Anno, Cities: Skylines. My joy comes from the slow pride of watching a town I planned grow into a permanent metropolis. Against the Storm's gorgeous art and moody atmosphere pulled me in instantly. But thirty hours in, I've reached a conclusion: this is a roguelite wearing a city builder's skin. Every run follows the same script: chop wood, open glades, fill orders, survive the storm — and then, win or lose, your city is gone. The finest moment in any builder is when the supply chain finally clicks, the town takes shape, and you start dreaming about what comes next. Against the Storm picks exactly that moment to take it all away. Next run? Back to planks and firewood. There's a running joke that players don't even bother with screenshots — why capture something that vanishes in ninety minutes? And yes, the Citadel's permanent upgrades tick upward in the background, but a few percentage points of production speed is no substitute for the feeling that my city is still standing. What frustrates me even more is how thoroughly randomness tramples planning. The joy loop of a city builder is plan → execute → reap. Here, it's draw → improvise → accept. Blueprints arrive as random three-way picks, fertile soil is scattered at random, traders haul random stock. One run hands you a farm blueprint on a map with no fertile soil; the next, you commit to a trade economy and the merchants stock nothing but junk. You're not planning a city — you're working for the RNG. Long-term strategy simply doesn't exist here; forest events and bad blueprint draws will shred a carefully laid route without apology. For a genre built on planning, that feels fundamentally wrong. I can see why roguelike fans adore this loop: fast cycles, constant adaptation, climbing the Prestige ladder. The production values are genuinely high, and this review isn't written for them. It's for players who love city builders for accumulation and permanence. There are no cities here, only wave after wave of disposable settlements. No legacy, only resets. I don't want a hundred fresh starts. I want one city I can call my own. Not recommended — not because it's bad, but because it takes away the very thing city-builder players treasure most: the sense of belonging that only time can build. This game hands you sandcastles, and the tide always wins.
マインクラフトで生活の基盤が整った所でワールドを作り直したことは無いでしょうか。 リムワールドで脱出の見込みが立った所でワールドを作り直したことは無いでしょうか。 このゲームはそんなあなたにオススメです。 このゲームは箱庭系ゲームの安定するまでをひたすら繰り返すゲームです。 一定期間ごとにリセットされる世界で首都に物資を送るため、あなたは森を切り開いて町を作り上げます。 そして町がある程度安定したら移住者に全てを任せて次の開拓地に向かいます。 サバイバルがお好きであれば是非プレイしてみることをおすすめします。
⭐⭐⭐⭐⭐ Recommended I originally only planned to try Against the Storm because it was free to play for the weekend. I figured I'd play for an hour or two just to see what it was like. Instead... I somehow ended up putting 16 hours into it over two days. This game really surprised me. What I liked: Deep gameplay – There's a lot to learn, and every run teaches you something new. It has enough complexity to keep you engaged without feeling overwhelming. Great visuals – The graphics are clean, detailed, and fit the atmosphere of the game really well. Challenging – It can be tough, but the difficulty options let you find the level that's right for you. Excellent city builder – City builders are one of my favorite genres, and this one adds a unique roguelite twist that keeps every settlement feeling fresh. I came in expecting a free weekend demo, and I left buying the game. If you enjoy city builders, resource management, and games that reward planning and adapting, this is definitely worth checking out. 16 hours in two days is probably the best recommendation I can give.
I was added this to my wishlist in 2023, and I was excited to play because I like roguelikes/roguelites and city builders. I appreciate the idea, but I just didn't like most of it. First, this is micromanagement hell. You have to check which race goes where, what each workplace produces, and which raw materials it needs. Once a resource is depleted, you have to keep juggling recipes. Then you juggle workers, moving them from here to there. If you pause a workplace for whatever reason and start it again, you have to manually assign the workers all over again. Then you juggle buildings too, constantly moving them left and right. You produce way too many things, but most of the time you don't know why. You can set production limits, but you don't know what you will need, when you will need it, or how much you will need. Will this event ask for planks? Will it ask for eggs? Should I stop my workers from eating eggs? How do I let them eat eggs while keeping exactly 12 in storage in case an event needs them? It's just too confusing. Building parts are another annoyance. They're an artificial bottleneck that stops you from building what you actually need. Instead of expanding your settlement the way you want, you're constantly forced to demolish buildings just to recycle the parts and place something else. It doesn't add meaningful strategy; it just creates even more unnecessary micromanagement. Then there are the building and perk unlocks. Multiple buildings do the same thing. One workplace produces A, B, and C, while another produces A, D, and F. Some buildings are simply larger or upgraded versions of existing ones, while others just overlap with what you already have. But when it comes to unlocks, it's micromanagement hell all over again. You have to check every building to see whether it can produce A or B; otherwise, you end up with three different buildings all collecting or producing the same resource. For example, five different buildings produce fabric, and six different buildings produce coats. The perks aren't any better. They say things like "Increase X by +1," but you can't even produce or use that thing yet. Maybe you will unlock it later, maybe you won't. Every time you unlock something, you have to go through every perk and every building you've already unlocked just to figure out whether that perk is actually useful. I played the two tutorial missions and one regular mission from the map in 5 hours. Every completed mission gives you upgrade currency that slowly adds tiny passive bonuses like "+2% villager speed" and similar stats. The UI is crazy too. You even have to micromanage your stats in that UI. The game buries you under dozens of modifiers, bonuses, penalties, resolve thresholds, consumption preferences, corruption, hostility, impatience, reputation... you're constantly opening panels, switching tabs and mouse over on an icon to figure out why something suddenly changed. I'm overwhelmed.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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