Welcome to the Against the Storm Feedback Board. Here you can post your suggestions for future changes to the game, as well as vote for features requested by other community members.
The purpose of this board is to serve as a guide for future changes and additions to the game. Although not everything will make it into the final product (due to factors like limited resources, technical problems or a conflict with our design principles), Against the Storm is very much a community driven game and we will try to incorporate as much feedback as possible.
Perhaps add a story element to explain how viceroys and the queen can live for so long. After a dozen blight cycles my in game character is many hundreds of years old, and Aunt Lori hasn't aged a day. Is it the rain? Does the bread I earn from completing settlements hold the secret to eternal life? I must know.
When I scroll too far from my base, sometimes I lose it. It would be nice if an icon pops up letting you know where your closest hearth is.
I want to know how many housing units are vacant, so that I can directly acquire them during population growth in the storm season and avoid the debuff of villagers being homeless. Right now, I have to check my houses one by one, which is very inconvenient
Introduce a visual timelapse of your settlement being built after a completed one. Oxygen Not Included does something like this, and itd be a cool feature, i think.
a way to see which buildings dont have max workers. Its annoying to have to go over every one to check where to put my excess builders.
Concern: This game works my PC's memory like nothing else.
I'm currently only in the main menu, and it uses more memory than Google Chrome with 20 open tabs. I've tried turning the graphics settings down so that my laptop's fans would (shut up!) slow down a bit but nothing seems to work. (It is an expensive gaming laptop btw and not even a year old).
Is it possible to dumb down the graphics a bit more or have a way to reduce anything that can make this game run smoother or am I stuck with being in a wind turbine (sound-wise) while I play a game that I love?
When moving a movable building, it would be good to apply the drag and drop function so that it can be moved easily. That is, select movable building and click the left mouse button at the same time and drag the building and drop the building to target point and unclick the left mouse button.
Suggestion: Adding a use for the harvester's camp in marshlands biome. Maybe have reed be a node that can spawn.
Concern: I really enjoy getting my own home in Smoldering City. However, I was disappointed the first time I entered the home. I thought it was going to be customizable, like so many other games nowadays across genres provide to the player. Instead, it is just a 'medal display case'. Lots of opportunity for replayability being missed out here taking this archaic approaches to a home. Games on the SNES and Genesis were doing what you have done for a home 30+ years ago.
Suggestion: Consider making the house interactive, allowing the player to customize it for Pro's and Con's. You could even have the player lay out their own housing floor plan, what the rooms will look like, etc. As you gain experience, you can spend some resources on expanding/unlocking areas of your home. This is, after all, a building game. I won't list examples but there are tons and tons and tons of different ways this has been accomplished in many modern games across genres, with some excellent replayability options in these games by including this kind of dynamism.
Concern: The transition from season (i.e., drizzle, storm, etc.) is rough in a number of ways. 1) The game sometimes 'hiccups' at these transitions where it feels like the game could crash. It hasn't yet crashed on me but I get the sense that on other systems it might. 2) The transition is jagged. The music changes in a strange way (missing flow/integration). 3) The change is abrupt. The time counter helps but a smoother transition like a build up to the storm or build down at the end of the storm would make the game feel better to play.
Suggestion: I am not sure about the potential crashing issue, you'll have to figure that out. As for the abrupt transitions, think spring/fall type transitions. You could even have season dynamic where sometimes there is short 'spring/fall' or a long 'spring/fall'.
Concern: Sometimes it feels like the levels are too short.
Suggestion 1: Have a sandbox mode separate from the campaign where you can just build and build and build. I recognize that you can keep building when you finish a mission, but a separate sandbox mode would alleviate a number of criticisms I have read about the short term building.
Suggestion 2: Have some sort of dynamic in the game where sometimes you have to return to a community that you have already completed. You could move on to several other missions then get some sort of "This town you built now has blight, no water, etc.". Please return to save your community. This would bring in some nostalgia for previous levels the player may have forgotten, adding another dynamic to how you can plan the communities.
Concern: Current worker skins of the races are repetitive.
Suggestion: More skins. Maybe unlockable.
Just finished first blight cycle and enjoying the game. If any of these are a repeat of something already done, then ignore. I will make a separate comment for each suggestion.
Concern: Part of the fun I have with the game is trying to best configure my community. However, after only a few hours of play, I can see this may lead to boredom. Not much to organizing just squares and rectangles.
Suggestion: Have multiple different shaped building alternatives for the buildings. Think Tetris block shapes for placement. It would more dynamic and engaging then just placing squares and rectangles.
Ability to reroll ancient seal quests, or at least make them retroactive. I got one round where I had to either sell goods worth 100 amber (I had already sold goods upwards of 150 for orders and had nothing left to sell), do two each of loyalty, corruption, and empathy (I already chopped through too many glades getting to the seal that all the unsearched ones were too far away), or gain 6 reputation points through resolve (I got to 4 before my reputation was at max). Thus I was hard locked out of forging the seal and could only wait in despair as my beavers tried franticly to find compatible glade events and I lost to Impatience. (This was a silver seal on viceroy difficulty)
I think ancient seal quests are fixed so you can just plan ahead. The events quest is rng dependent but that's why you have a choice of three. Also the resolve quest (as well as the complex food, housing, service quest) is retroactive and you can still gain reputation even when maxed though doing so will give you nothing.
New race - Batman )) and new biome.
The game is excellent, the number of mechanics is sufficient, a variety of biomes and races are needed.
hello... i love the game i already have 300+ on the ... id like to know...if ill have to remake the other seals... sice now theres a gift for then...thanks this game is unique excelent to play
Mountain Biome would be really cool
Right Click on a resource and let you know where is it being used
I would be cool to have the ability to adjust or rearrange the UI. Currently have a super ultra wide and most of the UI is so far off to the side I miss pop ups for new villagers and notifications.
That could be fun to get a possibility to hide behind the trees, so we can't see where are the glades. This can be a malus for a zone or maybe a difficulty setting
Firstly, absolutely love the game. I'm obsessed and have been playing at least 6 hours a day. So great job guys!
- Shift clicking on a product/ingredient icon should hyperlink you to the corresponding recipes panel from anywhere. Frequently I feel I have to double check what I can build and this could really help reduce clicks for improved UX.
- Whilst the recipes panel is nice in a kind of official documentation style I wonder if there is scope for a hierarchical flow diagram of sorts to visualize more clearly how products fit into the vast array of building options.
Would love some hotkeys, for example to build roads. (Even S for Road, then Shift+S for Stoneroad like in Anno 1800)
Hello. I would like to suggest tracking the production of already created settlements to determine the requested wares. If the previous settlement produced a huge amount of planks, then it will not request them. Well, accordingly, if purchasing is possible, this settlement will offer planks. And vice versa, if there is no production of, for example, wine, but it is needed in a tavern, there will be a high demand for it. This will allow settlements to specialize and increase the role of trade, as well as reduce the effectiveness of the same strategy.
Translated by Google Translate.
A separet handheld controller layout support for disabilities, the current one is only adapted to mouse and keyboard.
Absolutely love Against the Storm!! Such a well-crafted game with a deep and beautiful soul.
My request is that when selecting trees for harvest, that the graphics be much clearer as to which trees are highlighted. Especially on certain maps when there is already a bit of a glow/radiance to the forest, it can be difficult to tell which trees I've selected. Currently what I do is pay attention to the increase and decrease in amount of glow and try to pause it when the highlighted trees are at their brightest.
Maybe what could be done is that when paused, the highlighted trees automatically snap to their brightest level?
Also, maybe depending on which map you're on, the highlighted color could be something that contrasts sharply with the color of the trees in that environment for optimal visibility?
Just my two cents! I find myself always squinting and struggling with the visuals when picking where to send my woodcutters.
I am in love with this game, but my inner autistic mind would love to have a button to fix/jump the camera to north (and perhaps rotate it by 90 degrees when pressing again). Thanks!
I am so super happy you guys implemented the camera reset key, thanks so much! There is a very small bug remaining, when i am fully zoomed out and press H, the camera aligns but zooms all the way in. Maybe this is a quick fix? Thanks again!
This world deserves some birds! How about a special building that provides postal pigeons? These fly from hearth to hearth, increasing resolve. This would be another incentive to build several hearths.
Would be nice if building several trading posts had an extra effect: traders will visit more often, but prices are worse (because the traders compete with one another).
Just want to say that I love the game guys! Keep up the good work, and may the Storm be gentle on you :P
It would be nice if there were some clear icons near resources... Sometimes it is hard to see a wheat field or small leech broodmother against a blue background, Having the option of a small grain or wheat icon near them would make it so these aren't missed
This can be achieved by pressing the resources overlay button (default key binding:B)! Off-screen nodes will have icons on the edges of the screen
This overlay will also appear when selecting a camp on the map. Useful when relocating a camp after all the nodes are gathered.
Hope this helps :)
Sorry. I'm not a English speaker so may be my words are strange.
Can you make a option “Re Challenge”?
Sometimes I had a prefect beginning but at last I lose the game.
It‘s’ make me very frustrated.
I wish to return back to the beginning and challenge again.
This and also it is really frustrating when the early buildings are just "late game buildings" would be great if buildings had differnd weights or a changing rarety based on the year
Please can you add (far) better rewards on the daily quest ? (royal campement) It has been 4 times in a row / 4 That I have better reward of tool/machinery/food somewhere with a normal game within my reach. I don't see the point of it, usually in any video game the dailies are powerful xp/mats buffer compared to normal playthroughs. Nothing is motivating me here (at all !) beside the description for a fun-ish game but well ... for lesser rewards : meh . (Also your game is really awesome, a true jewel cheers !)
Need the ability to set combination shortcut keys in the Key Bindings. Like "X" for marking trees and "Shift + X" for clearing trees.
Not sure if this is the best place for this. I love parts and pieces of this game, but have some features I would really like to see to give it some more oomph. Also I know some stuff is in development already.
- Pacifist Roguelite city-builder.
- Discrete shortish gameplay units.
- Cool lore and game concept. Love the different peoples Love making them happy.
- Cool glade events.
Some limitations: (I could be missing some of the meta-story based on how far I have played (or it could be in development). But...
- The tension of influence points to finish the map and the year countdown on the storm cycles means that some choices are clearly optimal and others only serve to extend the time on each map for no benefit and are therefore never pursued.
- There are "deck-like" elements to the game, but perks (so far?) can only add cards to the various decks of perks or buildings or orders, but there is no means to remove them. This results in no meaningful strategic choices. Sure I can reroll, but that gives me another randomized offering. Making tailoring a strategy to a map type or available resources, or chained buildings impossible. I want to curate my options. Favor specific types of builds like: Humanocentric, go all in on textile production, trade routes, or glade-busting with massive tool production. Something to have agency / strategy in how I play the game.
- Related to above. There are persistent unlocked buildings and persistently locked buildings. I want to have the ability to control this more so than the linear level up system. I want to "trade up" some of my starter buildings, once I have the starter resources for them. Or at least put them in a limited subpool of x guaranteed offerings out of y.
- Meta story. There are some factions. But what do they do? How does choosing one help me? Unique buildings? Unique rewards? Unique obstacles?
- I want some more semi-persistent boons within/between cycles. Things I can target on the world map, more so than seals. Extra trade route. Supply caches. Survivors. I know the Queen's resupply is there and there are events that are map modifiers giving a local adjustment to surrounding tiles. But things I can "add to my caravan"
- Winning and losing seem to take a long time. I want to win quicker and lose quicker. High-tension nailbiters are good sometimes too, but I feel like I my options now are I can win slowly or lose REALLY slowly. (I play at pioneer right now. I know there's added complexity / difficulty at veteran with blight mechanics)
- So much of the lore, which is really cool, seems obtuse. I wish I could decipher the ancient tablets or collect them for benefit. I wish they could reveal things about the world. I want to know about corruption and the frogmen. I want to interact with them. Gain their favor or have them interfere through boons and modifiers in glade / map events.
I want my previous settlements to be able to help my future ones. To provide unique / tailored trade routes. Or resource donations to further the caravan
Would be nice to be able to see which feedback posts I've interacted with (viewed/voted/commented/created). It's a little tedious navigating the infinitely scrolling list of posts.
I'm a dummy. I see the filter options for "My Votes" and "My Posts" under the far right filter select. Would still like a "Viewed" filter (a post is viewed by a user if they've gone to the post's page).
Easier way to remove not build things. Like shift + delete does remove all unbuild things of that type or a drag like farm field for deleting.
Budding in here!
I think if selecting the building itself where you have the 'move' icon, an additional icon to delete/remove it would be wonderful. Or the ability to set up hotkeys ourselves.
Nothing big just abit of a time saver. A auto remover of workers for seasons in buildings. (bigger "problem": I see my self pausing like 50%+ of game time.)
There should be an option to auto fill a building with a worker when one is available. For example, when workers are done with a cache they can be auto assigned to something else.
Good day everyone! I got acquainted with this game not so long ago, but I already managed to get my friend hooked on it, we love this kind of games, but we also love ... fishing. It would be interesting to add to the game something similar to fishing, or lakes that appear in the clearings as well as vegetable gardens. And the race that is adapted to fishing and water is definitely cute frogs) Although mermaids or water spirits also sound inspiring)
This game is really well done. I've recommended it to friends because, I assume you're nearly done. A nice addition would be to have a larger circle toggle for marking trees
Sometimes the density of trees makes it feel like erasing in MS Paint. Mind you I'm only level 6 at the moment. Definitely one of the few games recently that is worth buying!
I hope the game can add more rewards for passing levels, such as being able to use castle resources to exchange for certain items, so that veteran players can have more incentive to play on, I have over 30,000 castle resources right now, with no use for them!
We need infinitely built game modes
My suggestion is for you to rephrase your opening sentences since "Welcome... here you can post your suggestions" has misled 70+ people into posting their suggestions as comments to this post instead of making a new post per suggestion. 😂
Map filter that highlights all currently visible nodes. It's great to have the feature on the camp buildings themselves, but i would really appreciate the ability to scan the map to quickly assess if anything is about to dry up or if a new node was unlocked i happened to glance over in a new glade.
As buildings are built around the smouldering city, I think it would be cool to be able to click on them to see what they are, their stats, or how i earned them. Thanks guys, I LOVE this game
I'd like a popup where I can maybe scroll through all my buildings I have up? So I don't have to click all over the map to view what every building is doing
On top, when hovering over food, materials, items, the popup blocks the numbers of items in that category. it would be useful if it popped up just below those numbers or just somewhere else. Also, when selecting workers for a building, it would be useful if it said which worker (human or beaver or lizard) benefited from that job (farming, wood, meat etc), instead of having to hover over their icons all the way on the left side of screen. Thank you
a reverse trade route, where you can request a type of item for X amber, and other tradeable settlements ll send u the items in exchange for the ember. how long it ll take depends on how good the ratio item/amber is and of course item price.
No access to porridge
Porridge cannot be produced by nearly any means in the first few levels before certain buildings unlocked by the milestone. I think that the milestone should be adjusted to make porridge accessible.
Provide information on total/available housing
Suggest tooltip on the general homeless icon or re-engineer to show Total housing/occupied/unoccupied housing
Same for each race, showing racial specific Total housing/occupied/unoccupied housing
Being able to adjust the difficulty higher without the prestige system
Increase the amount of influence points needed to win
Increase the rate that impatience increases
The purpose is to increase the difficulty in ways each play likes to find challenging - I like fast increasing impatience
A better explanation of what different biomes are and do. Are you only allowed certain species in different biomes? Will you find some things more prevalent in different biomes and some things not at all? I'm sure that's all true, but I wish there were an easier way to access that information while on the world map.
A tooltip pointer that points to your main warehouse when it's off screen. I've gotten lost on the map more than one when my mouse fell. A little pointer that shows you to the center of the map would be extremely helpful.
Fertile soil placement, could be unlocked? or a building that starts generating fertile soil around it, for the exchange of rain water?
Given as a cornerstone? a new building? a perk from a trader?
For upgrade cards, could you space/bold/color change the technical text away from the flavor text so we don't have to keep fishing for the bonus on repeated runs? (since repeated runs are the core design)
FIREKEEPER'S SECRET TECHNIQUES
"An old manuscript detailing forgotten burning rites. Fuel burns 33% longer in Hearths. Sacrificing in the hearth consumes 33% less resources."
"An old manuscrip detailing forgotten burning rites.
-Fuel burns 33% longer in Hearths
-Sacrificing in the Hearth consumes 33% less resources"
This game is insanely addictive and I love it, but the closer i get to the top level I wish there was more left to unlock. Love to see some additions to the top of the upgrade tree, maybe some late-game production buildings that can produce four items instead of three, or buildings that can double as production and service buildings
Produce only till X ressources are left in store / only produce when there are more than X ressources in store feature:
With Packs of crops etc. it is sad running out of food or having too much food but having to fear producing packs will end up in starvation.
With ressources needed for different things it is sad running out just because one building grabbed all ingredient and the other can't do anything anymore...
Also for managing your ressources and not running out of one because you depleted it with production...
Or just thinking that one thin i don't really need but if i have too many ingredients and only than why not produce it
Having a feature/button that helps not depleting all ressources but only produce till X ressources are left in store and than autostop would really be nice and helpful.
A search feature in the encyclopedia would help tremendously (unless there's something I'm missing in the UI, in which case, please make it a lil more obvious). Love the game a whole lot, it kinda my first base building game and its made we wanna try out all sorts of em' now, thank you for making one so approachable and fun!
When we rebuild a building that is found in a glade, why on earth can we not move them? especially the ones that need to be in the hearth area... this is the only thing that drives me absolutely nuts lol.
The ability to move open menus around the screen would be very helpful IMO. I constantly have to close pop-ups so I can see my list of orders.
A button that lets me immediately unassign all idle workers.
I have one/two suggestions for the end game
Bought the game less than a week ago and been playing it every day so far, and loving every bit of it.
I'm on lvl 13 now and I see that max level is 17. This to me feels a little "empty" as far as end goals go.
The replayability is fantastic as far as there is something to be obtained, such as levels and perks, but once that is gone then the completionist in me gets bored.
So my suggestion for the end game conceptually the same, but twofold.
One possibility could be to make "smouldering outposts" similar to the Smouldering city. By similar I mean as a permanent piece on the board that takes up one hexagon. the function could be to have greater reach and/or passive bonuses, for example that it passively draws resources from the surrounding hexagons. To create these outposts one would have to find exclusive resources around the map, or buy them for a very high price of the common resources within the smouldering city, which could make the completionist grind be interesting for much longer. The outposts could be built only on fixed locations to avoid the player filling the whole map with them.
The other suggestion I have is: make the Smouldering City upgradable. But won't that make the game too easy with too many additional bonuses? Yes it would. So instead of getting more perks and more resources, how about getting the pleasure of completely conquring the map? When the Smouldering City reaches level 2 you can start to permanently reclaim hexagons on the map by purchasing the hexagons the same way perks are bought at lvl 1.
Hi guys, first of all: AMAZING GAME.
So, here's my suggestion: when we hover the mouse on a map deposit (for example roots), a window pop-up and tells us in which places the deposit can also be obtained apart from the map. It would be really nice if the window also tells us which types of recipes can be made with the item, i.e., what can I do with roots?
you can use the RECIPE menu point " top right to see what resource/ingredient can be obtained or made in what way and what they are used for, Its pretty handy.
Steam Workshop support / Mod support / Modding Tools
Indication of workers being idle, supply chain with buildings needed included in UI for the
mouse only control; back button
Why is there no Amber counter as a baseline component of the UI? It should be right there in the top bar of the UI at all times IMO