Overview
For years, the city-builder genre has been content with iteration. We get bigger maps, more complex traffic simulations, and prettier graphics, but the core remains unchanged: build, expand, admire. Eremite Games’ Against the Storm is not content with that. It looks at the serene, god-like perspective of the traditional city-sim and douses it in a torrential, apocalyptic downpour. This is a city-builder born from anxiety, a game that understands the most compelling stories aren’t about growth, but about survival.
You are the Viceroy, a nameless functionary sent by the Smoldering City’s unseen Scorched Queen to establish settlements in a wilderness that actively despises you. The world is wracked by the Blightstorm, a cataclysm that periodically wipes the map clean. Your job is not to build a permanent metropolis, but a series of temporary, desperate outposts. You lead a diverse population of humans, beavers, lizards, and harpies, each with their own needs and talents, into forbidden glades to extract resources. Succeed, and you send vital supplies back to the capital. Fail, and your settlement is erased from existence, your memory a ghost in the eternal rain.
But here is the masterstroke: failure is progress. Drawing its other half from the roguelite genre, every doomed expedition grants you experience and resources to spend on permanent upgrades back in the Smoldering City. That failed settlement where your villagers starved because you couldn’t produce enough pickles wasn’t a waste of time; it was a lesson that unlocked a better starting caravan for your next attempt. This fundamental loop—the tactical, short-term struggle of a single settlement married to the strategic, long-term meta-progression—positions Against the Storm not as a competitor to Cities: Skylines, but as its antithesis. It’s not a sandbox; it’s a pressure cooker. And the pressure is precisely the point.
Key features
- Roguelite City-Building: Each settlement is a “run.” You are given a handful of building blueprints, a unique map, and random gameplay modifiers. You must adapt your entire economy on the fly to the tools you’re given, abandoning the rigid build orders of the genre’s past.
- Multi-Species Management: Your citizens are not a monolith. Beavers are masters of woodcutting, Lizards thrive in warm environments and handle dangerous tasks, Harpies are skilled artisans but have low resolve, and Humans are adaptable generalists. Juggling their distinct needs, housing preferences, and dietary requirements is a complex puzzle layered atop the resource management.
- The Blightstorm Cycle: The game is governed by a three-season cycle: Drizzle, Clearance, and the Storm. During the storm, villager resolve plummets. This isn’t a passive weather effect; it is the game’s central antagonist, a relentless timer that forces you to make risky plays and difficult sacrifices to keep your society from collapsing.
Analysis
Against the Storm lives and dies by its core gameplay loop, and it is one of the most compelling and ruthlessly efficient loops the genre has produced in years. The game surgically removes the lulls common to the genre. There is no “late game” where you sit back and watch your perfect city hum along. There is only the frantic, exhilarating mid-game, played on repeat, forever.
The Tyranny of Choice
Every run begins with a choice of biome and a caravan of villagers. From there, you are immediately assaulted by decisions. The Queen issues Orders—contracts that demand you deliver specific goods or achieve certain conditions. Fulfilling them earns Reputation, the currency of victory. Ignore them, and the Queen’s Impatience grows, a meter that serves as a hard timer on your entire run.
This creates a brilliant tension. Do you focus on the Queen’s order for 20 barrels of ale, forcing you to build out a complex brewery production chain? Or do you ignore it to solve a more immediate food shortage that is tanking your villagers’ Resolve? Letting Resolve hit zero causes villagers to flee, which is often a death spiral. Every blueprint choice, every worker assignment, every foray into a dangerous glade is a calculated risk. The game forces you to constantly triage, to choose the least-bad option from a menu of impending disasters. It is stressful, yes, but the intellectual satisfaction of navigating the storm is immense.
Failure as a Feature
The game’s most profound innovation is its re-contextualization of failure. In most city-builders, a collapse feels like a personal failing, a reason to quit. Here, it is an expected, and even necessary, part of the process. When your last villager leaves or the Queen’s Impatience boils over, the run ends. But you are immediately transported back to the Smoldering City, the game’s hub world, with all the meta-resources you earned.
This is where you make permanent progress. You unlock new buildings to potentially appear in future runs, improve your starting resources, and gain powerful global bonuses. This system completely sidesteps the frustration that often accompanies roguelites. A “bad run” in Against the Storm never feels like a waste of time. You always come away with something, even if it’s just the knowledge of what not to do. This respect for the player’s time is what makes the game’s design so masterful. The onboarding is steep, and the user interface is dense with information, but it’s a necessary complexity. The game demands your full attention and rewards it tenfold.
Visuals & performance
The game’s “dark fantasy” aesthetic is functional and evocative. The art style is painterly and detailed, with a muted color palette that perfectly sells the oppressive, rain-soaked atmosphere. Buildings are distinct and animations are clear, allowing you to read the state of your settlement at a glance. When the storm hits and the screen darkens, accompanied by the sounds of driving rain and creaking wood, the mood is palpable. It isn’t a graphical powerhouse designed to showcase hardware—a 2D-styled game of this scope is light on hardware demands—but a cohesive artistic vision that serves the gameplay at every turn.
Platform nuances
On Steam, Against the Storm is a showcase for the enduring power of the mouse and keyboard. The interface is a complex web of menus, tooltips, and production panels. Managing worker assignments, selecting blueprints, and navigating the world map requires a level of speed and precision that would be deeply compromised by a controller. It is a game designed from the ground up for the granular control a mouse pointer provides. This is its natural and, frankly, only logical home.
Final verdict
Against the Storm is a rare, lightning-in-a-bottle achievement. It succeeds not just as a city-builder or a roguelite, but as a new and coherent whole that is greater than the sum of its parts. Eremite Games has crafted a machine of perpetual motion, a game with near-endless capacity for new challenges and deeper strategies. It is demanding, complex, and at times, brutally difficult. It is also one of the most rewarding and intelligently designed strategy games on the market, and we rate it as outstanding. It doesn’t just ask you to build a city; it asks you to defy an apocalypse, again and again, and makes every single attempt feel meaningful.
Reviewed by the Rankeno Strategy & Sim Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review