Against the Storm on Steam - User reviews, Price & Information

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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.

Against the Storm is a strategy, city builder and simulation game developed by Eremite Games and published by Hooded Horse.
Released on December 08th 2023 is available only on Windows in 18 languages: English, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Korean, Traditional Chinese, Italian, Czech, Hungarian, Turkish, Ukrainian, Thai and Spanish - Latin America.

It has received 31,412 reviews of which 29,837 were positive and 1,575 were negative resulting in an impressive rating of 9.3 out of 10. 😍

The game is currently priced at 29.99€ on Steam, but you can find it for less on Gamivo.


The Steam community has classified Against the Storm into these genres:

Media & Screenshots

Get an in-depth look at Against the Storm through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows® 10 (64-bit)
  • Processor: Intel® Core™ i3-530 (dual-core) / AMD® Phenom™ II X4 965 (quad-core)
  • Memory: 4 GB RAM
  • Graphics: NVIDIA® GeForce® GTS 450 (1 GB) / AMD® Radeon™ HD 7750 (1 GB)
  • DirectX: Version 10
  • Storage: 5 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2025
This game is absolutely incredible. I "finished" it a few weeks ago and wanted to make sure I left a review before I forget all my thoughts on it. I've found I can't stop talking about this game to friends, trying to describe a "rougelite citybuilder resource management game" that somehow is engaging by not micromanaging has been tough. I legit could not stop playing this, the gameplay loop of ~1 hour "runs" within a ~10 run "campaign" with upgrades along the way was just perfect, and is great pacing for a work/study break. There's a lot of conflicting mechanics going on but the presentation of all of them is very easy to read, with a steady learning curve so you aren't overwhelmed all at once - although there is a bit of tooltip overload early if you bought all the expansions, I think sprinkling some of those in as you unlock the features might work a bit better. It's hard to describe how well the "resource management" aspects play. It is far less micromanagy than a true automation game like factorio, where you unlock different "factories" and simply assign workers and manage output priority rather than worrying about things like pathing and storage. There is a LOT of QOL baked into the core game that would turn me off from this genre otherwise - you can move (most) buildings by default, and at worse destroy and rebuild them (no net resource cost) so you don't feel punished for needing to change layout as the game progresses. The "vibe" is great, the music is great, there's clearly a lot of love/details put into every aspect of the game (I think I hear what sounds like rain hitting gutters in one of the tracks, perfectly encapsulates the feel of the game). The gameplay variety is fantastic - between always having different species, playing on different maps, and getting different cornerstones and factories each run every game truly feels unique. The way the factories you select overlap resources with different efficiency levels - while having different priorities each run based off available resources and needs - means you can have some preferences of "best" factories, but every choice does end up being different and meaningful as it's not made in a vacuum but is dependent of the state of your current run. While the number of resources and factories can look intimidating, that's where I think the incredible design of this game really shines. The developers clearly put a lot of work into "bucketizing" resources while still making them unique. For example, stone and clay are "interchangeable" in that they both can be used to make bricks, so if you have one, the other is a lower priority. However they are still unique - only clay can be used to make pottery, so having stone lowers the priority of clay but doesn't eliminate it. HOWEVER - pottery is mostly interchangeable with other "container" classes (like barrels or leather pouches) so if you have either of those, the need for clay lessens further. This complex looking web of resources and needs is actually really easy to get your head around once you start playing, and again is the foundation of all the diverse gameplay decisions when linked with different maps (only certain resources available) or different species (prioritizing different needs). After "finishing" the game I did want to capture a few thoughts on possible improvements as well. My initial disappointment was that runs would sometimes end just as I felt I was building up momentum - I'd open a new hard glade, be halfway through progressing an event for a cool reward, then would randomly win due to happiness from my townsfolk. I'll talk a bit more about prestige below, but I basically was hoping increased difficulty would just extend the games rather than remove mechanics and make the early game more punishing. A specific request on that note - the "world events" were really strong and cool in theory (Do X to get a permanent unlock) but these did lead to a pretty unfun situation where I had to intentionally sabotage my town to make sure I didn't accidentally win before completing the mechanic. Similarly, completing the mechanic but losing the bonus because I won one season too late (often because I just sabotaged myself, per above) was a real feel bad moment. I think these should be changed to simply require completing the event before the year cutoff (deliver X material before year 7) rather than requiring winning the game at the same time - you are already "punished" for games going long (as you have fixed years for a campaign) so this just seems like doubling down and hurts the immersion. Another recommendation would be changing some of the default settings. Recipes are set by default to only use the "primary" resource which I think is confusing to new players - it's not immediately clear, using the examples above, that bricks can be made with both stone and clay, they will just not have any bricks and think they "have" to have stone. On the other hand, you don't want the default behavior to be consuming all resources for something you don't care about (turning all your food into trade resources, for example). I was happy to find there are settings for all of this buried in options so was very easy to enable, I found the most intuitive default settings were to enable all recipes by default, but set a limit of about 20 to all resources. This minimizes unintended production stops by allowing all resources and preventing factories from overprioritizing a single output. While everyone's going to have different preferences for actual settings, I think this is a relatively simple change for the default new player settings as it will better balance production while pointing players to those options when bottlenecks occur. One other tweak that might be beneficial is improving how factories prioritize multiple resources. I believe currently factories prioritize in a straight list - if you can use copper or dew bars for a recipe, you will use ALL of one before even touching the other, based off (I think) either default behavior or any override priorities. This can lead you to very quickly draining a resource you might need for other recipes as well. While production caps help with this, I think a further improvement would be to prioritize alternate resources based off "number of crafts". For example if a recipe uses 3 copper bars and you have 12, or 4 dew bars and you have 8, the recipe would prioritize using copper (4 crafts available) over dew (2 crafts available). However after 3 crafts, dew would now have more available and the recipe would switch. Again, all of this could still be overruled (just like it can today) I just think setting as much default logic as possible to reduce bottlenecks or unwanted outputs will further minimize micromanagement gameplay - or more, steer the micromanagement to where it is fun/intended. While there are other great writeups addressing the issues with late-game/prestige fun and I'm approaching the character limit, I'll just note that once you max out the citadel upgrades the game starts to lose what makes rouge-LITEs fun - that even when you lose a run, you still get something out of it so are incentivized to start another. High prestige actually includes the opposite - using resources on the forsaken alter and then losing a campaign actually causes you to LOSE progress which is the antithesis to the appeal of the genre. My mentality in my prestige 20 push was that if I lost the run, I would basically choose to be done with the game regardless as I would feel bad starting over in a worse place - not somewhere you want your players to be. I'll leave further recommendations below but effectively I think there are some relatively simple tweaks to allow infinite citadel upgrades to extend the core gameplay loop and make the forsaken alter use in-run resources to make it less punishing at a macro level. In summary: Fantastic game, room for minor tweaks only, my "sleeper" recommendation for the year.
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Dec. 2025
I wanted to write this review for a while, but I decided to experience the game a "bit more" before doing it. =) This is the BEST city builder/economic strategy game I've ever played in my life! It's really hard for me to express how much I love this game! The first thing that instantly hooked me in is the athmosphere, which - in a HUGE part - is thanks to the soundtracks by Mikołaj Kurpios (big fan! <3). But after you get to know the ropes, it also becomes an extremely fun problem-solving simulator. (Seriously, they should teach this thing to kids at schools! It'd be an educational game that's actually fun at least...) This isn't however a classic RTS where you focus on one big city on a mission with all the time in the world. Your job is to build as much (smaller, but successful) settlements as possible in a given time (x years). It might sound a bit frustrating at first, but the whole game is built around this playstyle so you'll adapt to it rather quickly. What you need to understad is that fixed routines are your enemies here. This isn't a game where you memorize a build order and try to execute it every time. Don't cling to one or two methods only, because they won't work in many cases. Understand the problem(s), recoqnize the possibilities and find the best solution you can. That way you'll be thriving!
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March 2025
As a casual player, my issue with traditional building games is that I often don't have time to reach the middle/end game. I sometimes return to a game after months, finding myself to simply start a new map because I don't like the old save game any more. Against the Storm seems to be made exactly for me. Playing one settlement lasts a couple of hours, then I have the feeling of having something accomplished. And after returning after some weeks, I simply start a new settlement and be finished in one afternoon, while still making global progress and unlocking new things.
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March 2025
As strange as it sounds, this strategy game is my favorite comfort game I've never written any reviews before, but for this game I think it's worth it. [*] The meta progression makes it rewarding to go through every settlement [*] The game encourages you to challenge yourself, but you always have the option to choose the difficulty [*] It blends in roguelike element perfectly with city builder, which is crazy game design [*] The game balancing is also decent - no matter how bad of a situation you might get yourself into, you can always find a creative way to solve your problem [*] The devs clearly care about their game and put all their heart to it <3 Another game that I love is Slay the Spire. If you like it you might like this one too :)
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Feb. 2025
The game has a similar philosophy as "Settlers" or "Banished". You start with workers from different species that excel in various tasks. The target is to complete the game's objective while keeping the food and resolve (morale) in check. I completed the hardest difficulty (Adamantine Seal) - which takes quite some take to reach it. As such, I would like to think I experienced a good part of the available game & mechanics. Positives: - It's quite easy to learn the game. The UI / mechanics are intuitive. - Difficulty scales gradually. The pace feels about right. - The game is well made. I only encountered a few minor bugs in hundreds of hours. - I like the general system and playstyle. I enjoy colony-type games so I am probably biased. - There is reasonable diversity between runs (different species, different cornerstone, different starting buildings ...etc). - I like the seal system (every mission has their individual objective but it contributes to the overall main quest line). Neutral: - I like the city and upgrade approach but I would have liked to have more options there. Like exchanging starting benefits options before a new settlement or seal specific challenges. - Seal missions have predetermined completion quests. I would have preferred the quest to have some randomness. It would be more difficult but I think it would be more interactive. Negatives: - My biggest complaint would be the end-game design decision. In order to be effective, your target is to complete a settlement as soon as possible ( faster completion = more years = more missions = more rewards). This creates a scenario where most of the settlements are aimed to be a "speed run". From a player perspective, it is more interesting/interactive to have a massive settlement with 80+ workers with multiple supply lines and brutal nights. But if you reach that point, you are working against the game goal (to finish the settlement as fast as possible). This also results in some imbalances: cornestones that aim for fast wins are the best; those who aim for bigger settlements are among the weakest; some species are better than others, some starting locations are far better than others ...etc. I would have liked to see some rewards that are given provided one can successfully sustain a bigger base (e.g. 1 seal for every forbidden glade, 1-time seal for surviving a night with 100 workers, 1 seal for every x completed dangerous events ...etc). This way the player would have the option to either go for a quick and fast settlement or decide for a bigger one. - There is a bit of micromanagement that - in my opinion - doesn't add much to the positive player experience. For example, exchanging between builders -haulers - and farmers all the time. I think there should be a default "work". If the current task (.e.g farming) is completed, then a default assignment (e.g. hauling) is assigned. I agree with changing assignments when there are pros and cons to consider. But there is no positive in letting the farmers do nothing each 1/3 of a season. Either one is efficient or not. And that should be automated. Overall rating: 88 / 100.
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Frequently Asked Questions

Against the Storm is currently priced at 29.99€ on Steam.

Against the Storm is currently not on sale. You can purchase it for 29.99€ on Steam.

Against the Storm received 29,837 positive votes out of a total of 31,412 achieving an impressive rating of 9.30.
😍

Against the Storm was developed by Eremite Games and published by Hooded Horse.

Against the Storm is playable and fully supported on Windows.

Against the Storm is not playable on MacOS.

Against the Storm is not playable on Linux.

Against the Storm is a single-player game.

There are 3 DLCs available for Against the Storm. Explore additional content available for Against the Storm on Steam.

Against the Storm does not support mods via Steam Workshop.

Against the Storm does not support Steam Remote Play.

Against the Storm is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Against the Storm.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 26 January 2026 00:36
SteamSpy data 25 January 2026 22:37
Steam price 31 January 2026 12:48
Steam reviews 28 January 2026 19:59

If you'd like to dive deeper into the details about Against the Storm, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Against the Storm
  • SteamCharts - Analysis of Against the Storm concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Against the Storm compatibility
Against the Storm PEGI 12
Rating
9.3
29,837
1,575
Game modes
Features
Online players
1,684
Developer
Eremite Games
Publisher
Hooded Horse
Release 08 Dec 2023
Platforms
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