
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.
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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.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Hours played at review time, across 192 reviews with recorded playtime.
Reviews
Themes across 192 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
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!
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.
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.
This game takes the best part of city builders, the first 1-2 hours and makes it it's whole gameplay loop with actual goals and win conditions. game good
Wouldn't really call it a city builder. More like a RTS base builder but without the fighting. Anyway the gameplay is addictive as ****. Can hardly put it down. 10/10.
Im sure its a great game, but has a severely lacking common feature which makes it unplayable for me. I have a PC hooked up to a big TV with couch setup. There is alot of text to read and no way to increase the font size. I would probably want to increase the font size even with a typical setup. Im not going to strain my eyes through this one when so many other games have this practically standard display option. This game has alot of information to view and no way to do it comfortably; a pretty huge oversight imo.
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*.
I’d give Against the Storm a solid 9/10. And just for context: besides my playtime shown on Steam, I also have around 65–70 additional hours in the game from when I played it through the Xbox App while it was still on Game Pass. What initially got me was the cozy vibe. There’s something strangely relaxing about building a settlement in an endlessly hostile forest while the storm is getting worse, three glade events are ticking down, and you’re desperately waiting for one trader to bring the exact thing that might save your run. What kept me playing, though, is how flexible the game is. Sometimes I want a relatively casual session where I just build a decent little settlement and chill. Other times I want to stare at production chains, optimize worker placement, juggle trade routes, calculate hostility thresholds, and completely reorganize my economy because I suddenly realized I can squeeze out the last two reputation points by making everyone cook meat for the harpies and lizards. And that is probably my favorite thing about Against the Storm: you do not need to build the perfect city. You need to build a city that is good enough to win. The gameplay loop works incredibly well. Everyone will naturally develop their own preferred playstyle, but the blueprint system, cornerstones, species combinations and available resources often gently force you to look outside your comfort zone. I am very much a glade-opening kind of player. I like having lots of workers, I am not particularly scared of hostility, and I will absolutely open another dangerous glade when common sense suggests that maybe I should calm down for five minutes. The risk/reward system around opening glades is top tier for me. The RNG is a big part of the experience, and most of the time I think the game handles it very well. Sometimes you really want a specific blueprint or cornerstone and simply do not get it. That can be annoying, but usually the interesting part is how you adapt. A bad random event can become a huge advantage if you react to it properly, and turning a seemingly terrible situation into a profitable one feels fantastic. There is, however, one RNG-related issue that I would really like to see improved: tools. Sometimes I end up with three, four or five crates sitting in glades, but I have absolutely no access to tools. No trader sells them. No blueprint lets me produce them. Nothing. And unlike many other bad situations in Against the Storm, there is not always a meaningful strategic response here. You cannot outplay the problem if the game simply refuses to give you any possible route toward tools. I would love to see some kind of expensive emergency fallback option: inefficient production, a guaranteed but costly trader option, a special order, something. It should not be easy or cheap, but there should ideally be a way to react strategically instead of just accepting that those crates are now forest decoration. The production chains themselves are not especially difficult to understand. Usually it is something like: raw resource → intermediate material → finished product → possibly a service building The complexity comes from scale. One finished product may require two or three other buildings, which themselves need materials from another two or three sources. At some point you look at your settlement and realize that half your population is involved in an industrial conspiracy to produce twelve coats. This is fun, but I do think the game could use more advanced production and logistics rules. For example, I would love to be able to set a condition like: “Only produce flour when stored grain is above 30.” There are many situations where rules like this would make optimization much more precise and reduce unnecessary micromanagement. For a game with such deep production systems, this feels like a natural area for further improvement. I also think the hub upgrade system becomes less interesting over time. Early on, the bonuses feel meaningful. Later, upgrading hubs starts to feel more like a mandatory checklist where you spend resources and worker time placing decorations because that is simply the efficient thing to do. I would love to see more meaningful choices here, instead of hub upgrades becoming an automatic part of every settlement. The metaprogression is generally satisfying, although personally I think unlocks could happen maybe 5–10% faster. Your actual player level can sometimes feel like it moves ahead of the things you are unlocking. The UI and UX, however, are excellent, especially considering how much information the game has to communicate. There are still small things that could be improved, but the developers clearly continue working on this, including the most recent patches. Visually, the game is fantastic. The art style is sharp, distinctive and full of personality, and the atmosphere is honestly one of the best parts of the whole experience. I cannot say the music particularly stuck with me (I genuinely had a moment where I thought, “Wait, is there music?”) but the overall mood absolutely works. Against the Storm is at its best when you are completely immersed in the settlement. When you feel the importance of the next trade route in your bones. When you are deciding whether opening one more glade is genius or stupidity. When the storm is hitting hard, everything is barely holding together, and you are nervously waiting for it to end so damage control can begin. That is when the game really gets under your skin. It can be cozy. It can be stressful. It can be a city builder, an optimization puzzle, a roguelite, or all three at once. Great game, 100% recommended!
Against the Storm is a game that gives the best part of setting up a Village, and gives it over and over again. With the Tech Tree you can go back and trade with villages you have set before in the cycle, with the City and with Guilds in the City as you unlock them. And then the Cycle ends, and you wait out the Storm... to do it all again, moving farther up the Tech Tree, being able to move farther on the map, try out different biomes, balancing the Queen's Impatience and the Forest's Hostility. So much more complex than just setting up Villages, but that is where it starts.
一般,就是交付道具完成任务
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Languages: English*, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Korean, Traditional Chinese, Italian +6 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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