Against the Storm

Against the Storm

by Eremite Games·published by Hooded Horse

Steam · Overwhelmingly Positive

The Verdict

A roguelite city-builder that distills the best 1–3 hours of settlement-building into an endlessly replayable dark-fantasy loop.
Data current as of May 29, 2026. We re-crawl reviews and metadata every 14 days.
Steam Sentiment95

Overwhelmingly Positive

Fewer than 5% of Steam games with 1,000+ reviews achieve this.

SteamPulse Analysis1,995 reviewsAnalyzed 20d ago

Analysis by Ivan Z. Ganza · Methodology →

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Quick Stats

Reviews

20,318en

35,811 total (all languages)

1,995 analyzed

Current as of May 29, 2026

Released

Dec 8, 2023

Price

$29.99

Analyzed

May 29, 2026

Velocity

11.3/day

Slowing

Metadata current as of May 2, 2026 · Source: Steam

Market Reach

Estimated owners±60%

870K

Estimated gross revenue±60%

$7.8M

Based on 35,811 reviews (all languages)

boxleiter_v2

Based on review count × genre/age/price-adjusted Boxleiter ratio. Gross revenue before Steam’s 30% cut, refunds, and regional pricing.

Design Strengths

  • Roguelite reset mechanic surgically removes city-builder late-game tedium by ending runs at peak tension, before economy stabilizes into maintenance busywork
  • Flexible recipe system — multiple valid ingredient options per production slot — turns resource management into a live adaptation puzzle rather than a solved optimization template
  • 20-level prestige system provides a continuous, self-calibrating difficulty ladder that keeps both newcomers and 700-hour veterans meaningfully challenged
  • Randomized run elements (terrain, blueprints, perks, events) are layered and partially player-controlled, creating diversity without generating unreadable chaos
  • Dark fantasy art style, hand-painted aesthetic, and rain-soaked soundtrack achieve a rare cozy-yet-tense atmosphere that sustains hours of play
  • Pausable gameplay combined with dense, well-crafted tooltips and an in-game encyclopedia makes complex systems legible without sacrificing depth
  • Run length of ~1–3 hours captures the 'just one more' compulsion of roguelikes while respecting players' time — a session fits in an evening
  • Impatience mechanic maintains genuine pressure even when resources are stable, ensuring tension persists throughout every run

Gameplay Friction

  • Tutorial is insufficient for the game's complexity — most players require external YouTube or wiki resources to understand core mechanics before runs feel readable
  • RNG blueprint and resource combinations at higher prestige levels can produce run states that feel unwinnable regardless of player decision quality, blurring the skill/luck boundary
  • Locked DLC race slots are visibly present in the skill tree for base-game players, creating a persistent reminder of absent content during normal play
  • Game not being a traditional city-builder is a structural identity problem — the roguelite reset mechanic actively conflicts with the genre expectations the tags and marketing attract
  • Mid-run tension spikes from the impatience timer are perceived as arbitrary failure by players who don't yet understand the pacing system, particularly in the first 5–10 hours

Audience Profile

Ideal Player

A strategy player who loves production-chain optimization and can embrace loss as a design feature, not a punishment.

Casual Friendliness

medium

Player Archetypes

optimizerroguelite enthusiastcity-builder veterancozy-challenge seeker

Not For

Players who want a persistent, growing city they can watch flourish over tens of hoursPlayers who reject any role for randomness in outcomes — especially at high difficultyPlayers looking for narrative depth or story-driven progression

Sentiment Trend

stable

Sentiment steady at ~90% positive over the last 180 days (1246 reviews).

Genre Context

Against the Storm operates at the intersection of roguelite and city-builder — a hybrid that remains rare enough that most reviewers lack a direct reference point, forcing comparisons across two separate genres. Within survival city-builders, it is notably distinguished by its deliberate rejection of late-game persistence, a design risk that pays off at scale: average reviewed playtime of 104 hours far exceeds the genre norm, suggesting the roguelite loop solves the retention problem that causes most city-builders to lose players at economic stability.

Promise Gap

Store claims roguelite replayability with carried-forward meta-progression — reviews confirm this is the game's defining and most praised mechanic
VALIDATED
Store promises diverse fantasy races with distinct specializations and needs — reviews confirm multi-race management is a core strategic layer players engage with deeply
VALIDATED
Store describes settlements that 'fall but don't end the game' — reviews confirm this reset structure is accurately represented and is the feature that separates long-term fans from churned players
VALIDATED
Store promises 'never-ending storms' creating hostile conditions — reviews confirm the rain atmosphere and pressure mechanics are immersive and well-executed
VALIDATED
City-builder genre framing and tags lead players to expect persistent urban growth — 86 reviews explicitly state the roguelite reset mechanic contradicts the city-builder identity the store page implies
UNDERDELIVERED
The phrase 'build a vast, prosperous network of settlements' implies long-term settlement development — reviewers note settlements are abandoned at their peak, never reaching the 'prosperous' phase the description suggests
UNDERDELIVERED
Exceptional soundtrack — singled out as one of gaming's best by hundreds of reviewers, with players purchasing the OST separately; not mentioned in store description
HIDDEN STRENGTH
Accessibility: game functions with accessibility mods for blind players and received notable community recognition for this; entirely absent from store page
HIDDEN STRENGTH
The 'perfectly stressful' balance — simultaneously cozy and tense — is the dominant emotional descriptor in reviews but is not captured in the store's survival-focused framing
HIDDEN STRENGTH
PARTIAL MISMATCH

Audience Match

The store description targets city-builder and colony-sim fans through genre framing and tags, but the actual audience that thrives is roguelite enthusiasts and production-chain optimizers — players who embrace loss and repetition as the core loop. The mismatch is structural: the store page accurately describes the mechanics but frames them in city-builder language that attracts an audience predisposed to reject the roguelite reset.

Player Wishlist

  • Richer narrative layer — story arcs, character development, or lore events that flesh out the Scorched Queen and Blightstorm world
  • Additional procedural biome variety or late-game map modifiers to extend freshness beyond 100+ hours of play
  • Expanded endgame or 'legacy' content that rewards long-term world-map progression beyond prestige climbing

Churn Triggers

  • Within the first 2–5 hours: players hit their first unexplained loss and, without tutorial guidance, quit before understanding why they failed — most never return
  • Around hours 5–15: players who expected persistent city-building realize the roguelite reset is a permanent core mechanic, not a phase, and leave feeling misled
  • At 40–104 hours: a high-prestige run loss attributed to RNG — especially after extended investment in a single run — triggers uninstall out of acute frustration
  • Around hours 50–100: players who have found dominant strategies begin to feel the procedural variation is insufficient, and the loop stops generating novel decisions

Developer Priorities

#1

Rebuild the new-player tutorial as integrated, hands-on gameplay sequences rather than separate text-heavy modules — cover the impatience mechanic, blueprint selection logic, and first-run failure states explicitly

142 mentions of tutorial friction; most churn happens in the first 5 hours before mechanics click. A repaired onboarding converts the largest pool of at-risk players into the 100+ hour retained base the game demonstrably creates

Freq: 142 mentions, second-highest friction topic; concentrated in negative reviews from players under 25 hoursEffort: high
#2

Audit and reframe store page tags and short description to lead with 'roguelite resource management' identity before 'city builder' — add an explicit 'NOT a persistent city-builder' clarification in the store page FAQ or description

86 reviews cite expectation mismatch as the core negative experience; these players were attracted by city-builder / colony-sim tags and felt misled. Fixing the funnel reduces churn from a structurally incompatible audience and improves review quality

Freq: 86 mentions; disproportionately represented in negative reviews (high signal-to-noise ratio)Effort: low
#3

Introduce a RNG mitigation or 'pity' system at higher prestige levels — e.g., guaranteed minimum blueprint diversity or a one-time reroll token per run — to reduce perception that late-run losses are luck-driven

112 mentions of RNG frustration; highest-voted negative reviews center on losing multi-hour runs to blueprint/resource combinations perceived as unbeatable. This is the primary driver of uninstalls among players who have already passed the onboarding barrier

Freq: 112 mentions; triggers uninstall specifically at prestige 10+ after 40–100 hour investmentsEffort: medium
#4

Reposition or visually suppress locked DLC content (race skill tree slots) so base-game players don't encounter paywalled placeholders during normal play

Cited alongside DLC price complaints; creates negative friction in the base experience for players who haven't purchased DLC, undermining the 'complete game' perception that is currently a strong selling point

Freq: Present across DLC-related mentions; moderate frequency, low severity but easily actionableEffort: low
#5

Investigate and resolve the minority crash loop (crashes every ~20 min with save-on-exit only) — add a manual mid-session save option as an immediate mitigation regardless of root cause

Crashes combined with save-on-exit-only design multiply frustration exponentially; affected players lose entire run progress. A mid-session save option is a safety net for all players and directly addresses the most severe technical complaint

Freq: 22 technical mentions; crash subset is a minority but generates high-frustration negative reviewsEffort: medium

Competitive Context

Frostpunkpositive

Most frequent direct comparison; reviewers consistently rate Against the Storm higher or describe it as the survival city-builder Frostpunk's gameplay aspired to be. Shared DNA in pressure-based survival management.

Anno seriespositive

Praised for matching Anno's production-chain depth while eliminating the endgame drag that plagues long Anno sessions. Against the Storm positioned as the tighter, more replayable alternative.

Banishedpositive

Reviewers describe it as 'Banished but better' or 'Banished on steroids' — sharing survival colony management DNA but adding roguelite structure that prevents the formula from going stale.

Civilizationpositive

Multiple players report Against the Storm has replaced Civilization as their primary strategy game, capturing the 'one more turn' compulsion without late-game bloat or session length inflation.

Rimworldneutral

Compared for colony management and emergent storytelling; Against the Storm scratches a similar itch but through shorter, more structured runs rather than open-ended sandbox simulation.

Slay the Spireneutral

Compared for escalating roguelite run structure and card/blueprint selection mechanics. One negative reviewer found Against the Storm's animations slower and less satisfying by comparison.

Factorioneutral

Compared for production-chain optimization depth; reviewers note Against the Storm has more in common with Factorio's resource puzzle than with open-ended sandbox city builders.

Cities: Skylinesnegative

Explicitly contrasted as a different genre; reviewers repeatedly clarify Against the Storm is not a Cities: Skylines-style open city designer, flagging the comparison as a common audience mismatch.

Northgardneutral

Listed as a comparable survival-oriented city-builder in the same genre space; Against the Storm recommended to Northgard fans.

Hadesmixed

Implicit roguelite structural comparison; one negative reviewer found Hades' more flexible perk system preferable, suggesting Against the Storm's run constraints feel tighter by comparison.

Sentiment History

Sentiment over time

Playtime Sentiment

Sentiment by time invested

· 10,282 post-launch reviews
?
0h
41%133 rev
<2h
43%126 rev
2-10h
86%1,204 rev
10-50h
95%3,897 rev
50-200h
97%3,760 rev
200h+
98%1,162 rev

Players who invest more time rate this game significantly higher (+54pts) — a strong signal of a slow-burn experience that rewards patience.

Competitive Benchmark

Compared to 192 similar games in the Strategy genre released in 2023.

Sentiment vs. similar gamesTop 8%
Popularity vs. similar gamesTop 2%

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Analysis based on 1,995 reviews (Aug 2025 – May 2026)