SUGGESTION BOARD - RULES & GUIDES
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.
The general principles:
- Please keep the title short and descriptive, and use the “details” section to further elaborate on your idea/feedback.
- Please try and avoid repeating already posted suggestions. Notice, that when typing something in the “title” section of a new suggestion, the site automatically filters through already existing posts.
- Use the vote feature and comment on posts. This is the main way we will determine if a feature or change is highly requested by the community, or something that can wait a bit longer before we consider it.
- Notice that all posts have a status (“open”, “under consideration”, “in progress”, etc.). These indicate what is currently happening with a given topic
- open - it’s waiting/not yet reviewed/collecting upvotes
under consideration - we’re actively talking about it in the studio
- planned - the suggestion will be implemented and is planned for a future release
- in progress - we’re on it!
- done - the suggestion is implemented and released
- unlikely - the suggestion is put on hold, we’re unlikely to implement it
- You can filter suggestions based on category and status, as well as sort them (Trending, Top, Newest, Olders).
Activity Newest / Oldest
jack prior
Firstly, absolutely love the game. I'm obsessed and have been playing at least 6 hours a day. So great job guys!
Some ideas:
- 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.
Markus Kilian
Would love some hotkeys, for example to build roads. (Even S for Road, then Shift+S for Stoneroad like in Anno 1800)
Chandler Piché
Would be nice to see what the villagers are carrying at a given moment.
Денис Кузовкин
Improved trading.
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.
Oskar Aggfelt
A separet handheld controller layout support for disabilities, the current one is only adapted to mouse and keyboard.
Wolfram359
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.
Boonetown
I'm dumb, moved the post
Boonetown
I'm dumb, moved the second post
Chris Koller
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!
Chris Koller
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).
ShangWu Yang
I want the camera to keep the view I'm currently using when I use the "H" key to return to home base.
Omegafire17
Just want to say that I love the game guys! Keep up the good work, and may the Storm be gentle on you :P
Rohit Ramnath
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 :)
希望可以有:“重新挑战”的功能
有时候一场游戏最终失败了真的非常可惜,带来的挫败感很强
如果能够回到开局状态再次挑战就好了
请务必考虑这个建议
——————
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.
Please !!!
getting spamed
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
Retaureau Antoine
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.
The good:
- 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"
The bad:
- 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
Retaureau Antoine
well I disagress with ya, the speed is perfect to me. My pleasure actually come from contempling the prgress of my camp
Jared Roder
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.
Jared Roder
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).
Suggetie
Burning priority not switching around or stuff in general.
Suggetie
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.
Boonetown
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.
Suggetie
Name Changer for Profile so i dont lose my progress.
Suggetie
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.
Галина Кузнецова
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!
ShangWu Yang
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!
ShangWu Yang
I want the camera to keep the view I'm currently using when I use the "H" key to return to home base.
We need infinitely built game modes
Alex Chaffee
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. 😂
Erik Pfisterer
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.
Katy Sessums
I like the idea of an autostop feature on producing certain goods
Katy Sessums
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
Katy Sessums
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
Vladimir T
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.
prpr shuckle
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.
Glyph3x
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
E.g.
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?
Justin Bates
edit: I'm dumb and didn't put this in the right spot. Sorry about that
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)
Example:
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."
BECOMES
"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
Peter müller
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.
Angel Hench
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.
Guilherme S. Grittz
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
Nicholas Alford
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
Luke | Eremite
Status changed to: Done