

Against the Storm
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.



01About Against the Storm
Against the Storm is a dark fantasy roguelite city builder: as the Queen’s Viceroy, you build a network of settlements for civilization’s last bastion, leading humans, beavers, lizards, foxes and harpies through recurring Blightstorms. Each expedition can carry resources, upgrades and experience into the next. It includes six biomes and hundreds of gameplay modifiers. Steam PC players rate it 94% positive from 33,488 reviews (Very Positive). The Steam PC version lists interface languages: Simplified Chinese, Traditional Chinese, English, French, German, Spanish, Polish, Portuguese-Brazil, Russian, Japanese, Korean, Italian, Czech, Hungarian, Turkish, Ukrainian, Thai, and Spanish-Latin America. Release date: December 8, 2023.
Credits
Lowest recorded in 36 months
$3.162026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 15 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Czech | Yes | Yes | — |
| Hungarian | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
| Thai | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Single-player and Steam Cloud
The Steam PC store categories list Single-player and Steam Cloud. You can manage settlements at your own pace and keep cloud saves.
Audio and subtitles
The Steam PC version provides English full audio. Other supported languages are listed with subtitles and no full audio.
03Frequently asked questions
What kind of game is Against the Storm?
It is a roguelite city builder where you serve the Scorched Queen by building a network of settlements and managing fantasy races.
Does a failed settlement end the whole game?
Settlements can fall, but the expedition may end while the game continues; later runs carry forward resources, upgrades and experience.
Which races appear?
Humans, beavers, lizards, foxes and harpies live together, each with specializations and needs.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
This game is an excellent example of in what state an early access game should be released. It works splendidly and gets regularly updated. The developers really have a vision and they believe in their project. The game itself is a solid town-builder with mission based levels, which doesn't drag the game too much. Once you have completed enough objectives, you can move on to another region. You can also continue building your town, if you want, but this doesn't get you anywhere further in the bigger picture of the game. It's just for us who have trouble letting go of the work we've put in. I've often had a problem with other building games that I build one city fanatically and after awhile I don't know what to do next and after one or two cities built I have a feeling I have seen all the game has to offer and I lose interest. Money not well spent. That is not the case here. You want to see where the story takes you. There are also different difficulties and seeing your townspeople die after you've gotten greedy and stretched the materials you have too far, makes you lose hair. If you have any, luckily I don't. The game has many aspects and I don't even pretend to know half of them. Every town is a learning lesson, and you forget fast that the game is only in early access. Also the music is great!Show moreShow less
First up, I don't think this is a terrible game, but it wasn't what I was expecting and I didn't find it very fulfilling. If you're here purely for challenging game mechanics, this might be fun. If you're hoping to enter a beautiful world (which it is), interact with it and shape it to your liking, I don't think this is what the developers were going for. The game is basically like a card game: you have a hand X, the table looks like Y, can you eke out a victory with the pieces available to you. The hand is the buildings and starting resources, the table is the settlement location and available resources/events, and the town is the result. You can't really develop a personal style. You can't say, I'm going to go all-in on this race (you get other races anyway, and if you don't meet their needs it drags the entire settlement down, so you end up going for everything), or I'm going to go all-in on this food source (because other races need other food sources), or I'm going to go all in on exploring (because the exploration events require things you get by not going all-in on exploring, or require random races to be happy), or etc. The level up perks are the same: very general, not conducive to specializing. The perks themselves are barely noticeable: 2% increase in X or Y, for things that you need regardless of how you might want to play. You don't unlock a perk and enter the game and feel like you've opened up some new play style, or can now do something you previously couldn't. You don't challenge yourself by choosing a new way to try playing, the game challenges you (by making happiness drop faster). And I feel like the game mechanics are specifically chosen to make it hard to find synergies, or eke out bonuses or whatever. It's like, if you get race X, the game gives you non-synergistic resource Y in the map and events about Z. Nothing ever aligns, and you never end up with some massive windfall at the end.Show moreShow less
My reviews are never seen. Just know that this game is positive (8.5 out of 10) from me and move alongShow moreShow less
TLDR: Try it but keep an eye on your play time; I was 50-50 about this game. I only went for negative once I saw fans are attempting to discourage negative reviews by clowning them all, since I feel I might be balancing out other people who didn't have a great time but were put off by the trolls. Speaking more charitably to start with, I would suggest that if you're looking for a city-builder sim, you'll probably enjoy this. It's a beautiful and well-polished optimisation game; almost like a cutesy Factorio base building game. Speaking less charitably, I might ask: are you looking for an unpaid second job as a clerical assistant? If so, boy is this the game for you! If you dislike tedious administrative work being sold as a recreational experience via pretty graphics, however, you're probably better off steering clear. The only "stakes" here are a built in doom clock of sorts for the base building and task management that various busywork pushes back - there's no actual combat, TD, strategy-micro or anything of that nature. Imagine base building macro from a strategy game but that's it - the game never eventually builds up to some sort of battle or big adventure or anything - the best analogy I think of would be like an entire game designed around base-building from AOE III; it's all about optimal worker assignment, building placement and workflow creation to earn more resource-drops. If you're into that sort of thing, frankly I don't see why you wouldn't just go play Civ to scratch that same itch plus a whole lot more at the same time. So anyway, it might be a gem for some - and judging by the review score, it was a gem for many - but it's definitely not for me. Frankly, it's way too similar to stuff that I could be paid real money to do in the business world, and contrary to the "overwhelmingly positive" status this game currently has, I think there's very much a non-zero chance that it won't be for you either, because it has the "strategy" tag and this will catch many inappropriate 4X type players in the drag net. I definitely wouldn't go so far as to suggest people shouldn't go ahead and at least give it a go, though, it's by no means a bad game per se, I'd just suggest to keep an eye on your playtime so you don't find yourself unable to refund if it's not really your cup of tea, because this is definitely a game that hints at something more that's not coming in the first 2 hours. To the fanboys jestering all the negative reviews in an effort to discourage critics, you should know that as I mentioned at the start I probably just would have stayed neutral if not for you. I feel even more duty-bound to leave my honest opinion when I see this happening. There's nothing wrong with leaving honest negative feedback - prospective buyers are interested in all genuine opinions - people that do this because they invested their personal identity in a game and feel personally attacked somehow by a negative review for a game they didn't even design or develop need to grow up.Show moreShow less
First off let me ask who on earth this Dev is and what manor of chaos has occurred in there life to make them this way? They pushed a solid update and some re-balancing 2 days before X-Mas, they even suggested in the update notes that if you don't have the game you should wait a few hours because it's going on sale for the winter sale and you can save a few bucks, they have a link, A LINK! In the game that will let you see the road map and it actually makes sense, seriously, you can look at it and understand what they are trying to deliver! Micro transactions? Where are the micro transactions, there aren't any...why on earth would I only want to buy a game once and get all the content? Just watch, next thing they will do is release this game then it's done instead of unfinished or worse there will actually be DLC that adds to the game instead of fixes the pre-me release. This is ridiculous of a game that should be called a AAA 4X game. This game is all about the struggle to start a base and get a basic economy going without all the mid-late game parts where you try to dial everything in because you need some astronomical turn in to win. Each time you win a round you will gain campaign resources you can then use to make global unlocks that will help you thru the campaign. There is also a lot of flexibility in the difficulty of the game, If you play aggressive you will have punishing de-buffs from glades that you will have to quickly tackle and failing can be punishing but you can also win a round fast if all goes well. Play very conservative and you will feel a steady grip of the global de-buffs you will need to play for and manage until victory is yours.Show moreShow less
TL;DR: You'll like it, at first. But once you realize that the majority of the difficulty has to do with hoping that the early game production building RNG works with your map and plan, you'll grow tired quickly. The concept of this game has tons of promise. A roguelike city builder with quick win conditions and some rng to help with replayability. But the implementation has major issues. Given the time and map and building constraints for a single town, you generally focus on a small number of main outputs for your town to make it stable and profitable. Lets say biscuits. Biscuits need flour, flour needs grain, grain needs farms. You get 3-5 buildings to realistically get your economy set up early game, and all 3-5 of those buildings are 100% rng until you've done enough grinding to unlock them in the "roguelike" upgrade menu. The game is happy to throw biscuit producing buildings as your first choice, regardless of the fact that it requires multiple lower tier production buildings to be of any use. If you pick that biscuit producing building early game, but never once get rng for a production building that can produce flour, you lose. The game needs to either tier the production buildings (grain tier 1, flour tier 2, biscuits tier 3) and limit the rng to buildings that make sense for your stage of the colony (only tier 1 choices in early game), or it needs to abandon the idea of creating artificial difficulty by locking economic choices behind RNG. Otherwise the frustrating reality is that a majority of the difficulty of the game is hoping you get semi appropriate choices for your production buildings early game.Show moreShow less
There seems to exist a lot of misunderstanding around what Against the Storm is about, so I'll approach it from a fairly high-level angle. Against the Storm is a superb adaptation-focused roguelite logistics simulator wrapped in a pleasant city-builder skin. It is notably faster-paced than a typical city builder, and revolves around optimally using a small, mostly-random subset of a very large toolkit to solve local optimization problems in a time-bound setting. The toolkit is so broad, it's difficult / impossible to hold it all in your head - well, my head anyway - which means a modicum of intuition and experience is needed to solve the problems the game revolves around, resulting in a delightful situation where every playthrough is different enough that common patterns are fairly scarce and have limited usefulness. The game's aesthetic is notably peaceful, rather calm and largely non-violent, with excellent sound design and decent graphics direction. The time pressure imposed upon by the game rules is the main source of pressure, with few other sources, and combined with an extremely wide selection of difficulty levels, it might lend itself well to those of us who struggle with anxiety. If you value adaptation and exploration in games, enjoy frequent - perhaps scarily so - updates, and like a challenge that, as developers intend, is always solvable, while helping your subjects survive in a harsh environment, this might just be a game you could enjoy.Show moreShow less
I have to, right now, with the saddest heart, give this game a thumbs down and I deeply, deeply hope I can change it down the line. All the amazing things other reviews say about this game are true. They absolutely are. The art, the gameplay, the atmosphere, the idea of a rougelite citybuilder - they are all amazing! The one thing that's not amazing is the presentation of the difficulties and how they are tied to story mode. And for me, this is gamebreaking. When you start the game, you get a list of difficulties and one of them - the apparently hardest - is locked until you beat the difficulty before that. Fair enough! The second difficulty appears to be the normal one (given the 1x reward multiplier) and in no way or form does the game tell you the truth. The truth is that there are twenty locked difficulties and to finish what the game presents you as storyline, you will have to master the hardest of them all, as the 'storyline quests' have a set difficulty you need to use. The last storyline mission has the hardest difficulty; a difficulty you can't even see existing when you start the game. So people who buy this game will very likely be far more than two hours in when they realize that not just are they forced to play on high difficulties (which is, at first glance, totally optional), but also how many there are. I personally find the high difficulties not fun to play. That's it. They're absolutely doable, but I don't enjoy the amount of micromanagement and, to a lesser degree, RNG needed to succeed in them. I am more of a casual player and I am beyond demoralized that I got 'tricked' into being invested into a story I will never finish unless I want to play the game in a way I don't like, which I won't do. I play games to have fun, after all. So this is, to me, a devastating flaw of the game. Not showing what is needed to play the storyline from the start by hiding 19 difficulties and also not making the storyline more accessible to lower-skill or more casual players is what currently makes me give this game a thumbs down. I hope that the devs, who have been, from what I heard, extremely engaged with the community, will change this down the line because it definitely sucked a lot of enthusiasm for the game out of me.Show moreShow less
I'm coming at this as a person who has been obsessed with city-building and economy-based games my entire life. I've tried just about all of them, from more normal city-builders to 4X games to factory simulators. I've seen a lot of novel game designs. Normally they're interesting for about a couple weeks, then you get kinda bored once you've mastered the gameplay mechanics and move on to the next one. Not this game. That's why I've come to spread the word, my friends. Eremite games have created a real masterpiece here. Not just because the game is so well designed, but because they've essentially invented a new genre: the Rogue-like (randomized) City-Builder. Now some of you are probably thinking: "Isn't that what Frostpunk did?" Well, not really. There's aspects of this game that are definitely very inspired by Frostpunk (the storm cycle, for one), but other than that, it's quite different. Frostpunk had a randomized story generator laid over the game. But Against the Storm is something else - the randomization is built into the very core of the gameplay itself, which essentially means every game you have different buildings, buffs, and supply chains. I'd almost describe Against the Storm as "What if Frostpunk and the Anno series had a baby?" If this sounds interesting to you, let me explain a bit. If you're into Rogue-like games at all, you know that they're designed to be infinitely replayable. Every round is different than the last because you start mostly blank, and develop all your skills and powers as the game progresses through a randomly generated map. And then in addition there's generally a difficulty level that can be raised continuously (Hard 1, Hard 2, Hard 3.. etc) so that a pro player can continue to make the game more and more difficult as they get better. This game follows the same design philosophy. I'm not gonna go way into detail about how the randomness works exactly - It uses standard Rogue-like methods (choose 1 of 3 randomly selected buffs, etc). But the point of my review is to convey the point of this. A lot of people seem to be skeptical of playing a randomized city-builder where you don't have total control over what buildings you have on any given round. And I want to alleviate that concern by stating why that actually makes it way more fun. It's the replayability factor. It's knowing that every game I jump in is gonna present new challenges that are different from the previous game. That I'm gonna be given a different set of buildings to work with, and that I have to figure out a way to make a strong economy using the hand I was dealt, with a completely different set of negative effects on my villagers, with a completely different set of passive bonuses that interact with my buildings or my workers. Exploring the maps is actually both fun and stressful because I haven't even discovered all the "dangerous events" that you find out in the woods as you chop down trees, and if you don't deal with them as you find them they can take your village down. In many ways I view this game as being like the Yin to Anno 1800's Yang - where that game is a "Macro" game, and revolves around maintaining many, many different supply chains at the same time across numerous cities, Against the Storm is a "micro" game that takes place in fast, completely randomized rounds. The base concept is somewhat similar - create products through increasingly complex supply chains that make your villagers happy. But here, the game has a Micro feel that's a lot more similar to Frostpunk - It's punishing, there's randomization of what buildings and passive buffs you have available, and it's a constant struggle to figure out what goods and services you're going to be able to provide to your villagers. Even if you're a bit skeptical at first, you owe it to yourself to give it a shot. If you're already familiar with rogue-likes at all, I think you'll find the combination is quite natural. For me, I know I'm gonna be slowly cranking up the difficulty on this game for the conceivable future. Oh, and with the steady stream of updates that these devs are putting out, it doesn't look like there's gonna be a lack of new content, either.Show moreShow less
I... I don't get it. The collection of reviews for this game bulges to overflowing with nothing but endless praise for this title. On and on, on and on, from players who have put in hundreds of hours. It's great. It's fantastic. It's everything I ever dreamed of in a city builder. So I tried the demo. I was not impressed. I've played city builders and world spanners. I've simmed cities. I've civilized. I've even EU'd. This did not grip me; this did not excite me. I shrugged and moved on. Then the game went on sale; 35% off. Yay. And still the reviews glowed. So I bit the bullet, and tried the full game. Perhaps the demo was missing some key elements that would make the game more appealing to me. Perhaps I just didn't understand the game. Perhaps I was having a mild brain seizure that day. In any event, I went back at it. Nope. Same thing. You put down some buildings. Your minions, of some races that apparently aren't even important enough to describe in the tutorial, wander around, building your structures and gathering some resources, with very little available guidance from you, the uh, Viceroy or whatever. They gather some stuff. You somehow manage to get them to cut down the right trees. Eventually. You open some glades, that give you some... more stuff. Or maybe a terribly exciting choice: do you want free resource A... OR free resource B? Choose wisely! Your fate could be determined by this terribly gripping decision! (sweating-guy-looking-at-two-red-buttons-meme.jpg) There's no combat. Okay, fine. My city builder doesn't have to have combat. But there's no tension. I mean, there's this "Queen", who for some reason thinks you're the only Obi-Wan hope yet simultaneously taps her foot impatiently as you rush to accomplish things. I suppose that counts as tension. It feels more like pressure. Or a reason to pause constantly. I don't identify with the city. It's not mine. I slap down some buildings. Then, when those buildings are done harvesting the resources nearby, I destroy them. (Instantly!) And use those resources to build new buildings. Somewhere. For some reason. Ever-expanding, until I... win? Win the scenario? And then start all over again from scratch on the next one? Over and over and over again? I mean, I've done the whole Warcraft / Starcraft thing. But at least there you're, well, fighting. Your enemy, either human or AI, is also building; thus your enemy is both him, and time. And tradeoffs must be made. Strategy and tactics rear their heads. But here, there appear to be no meaningful decisions. You need wood. So you harvest wood. You need to get to nearby glades. I guess. So you harvest wood. You need to put more buildings down for your humabeavzards to live in. So you clear the land. By harvesting wood. And build them some homes. Out of wood. And you teleport these several wood-eating buildings around the map, repeatedly destroying and recreating them, over and over, endlessly, as you eat away at the trees like some sort of forest plague. And this? This is a city-building game? It feels more like a phone app to play in the bathroom. I mean, I don't hate it. If I hated it, I'd write a *really* negative review. But so far, I'm underwhelmed. Like, I want my money back, underwhelmed. So please, random person who read my review and is now shaking his fist in the air angrily, explain why I'm wrong. Tell me why this game is, in fact, awesome. Convince me, or rip down my negativity; whichever. But I just do. Not. Get it.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.