
Review · 12 Feb 2026
Against the Storm
A city builder with a roguelike's spine, and the first one in years that respects your evening.
PepesintoWriter · Strategy, simulation, managementafter 71 hours
Eremite Games · City builder · PC · released 08 Dec 2023 · Prestige 12 cleared, all species and biomes played
Played 58% longer than the game usually takes to finish.
Tested on Any modern machine · 1440p · locked 60 fps, trivial requirements
The problem with city builders is that they have no ending. You build until you are bored, and the last four hours of every session are maintenance. Against the Storm fixes this by burning the city down every ninety minutes and calling it a design.
Settlements are runs
Each settlement is a self-contained scenario: a random biome, a random mix of three species with different needs, a random set of production buildings offered as you go. You have a limited number of years before the storm forces you out. You are not building a city, you are solving one, and when it is solved you leave.
Ninety minutes is the right length. The whole arc of a city builder — scarcity, breakthrough, comfort — happens inside one sitting, and the meta-progression carries perks forward so that failure costs you nothing but time.
- Settlements
- 118
- Abandoned to the storm
- 17
- Longest single settlement
- 2h 40m
The tension is in the recipes
Every good produced has two or three possible recipes using different inputs, and which one you can afford depends on what the map gave you. That single system generates almost all the difficulty. You need coats; coats need leather or fabric; leather needs a trapper you have no room for; fabric needs a farm the biome will not support. The whole game is that argument, escalating.
Species needs layer on top — beavers want luxury, harpies want education, lizards want meat — and keeping three populations from leaving simultaneously is a genuine juggling act rather than a slider.
Where it slips
The presentation is functional at best. Buildings are small and samey, the map is a top-down disc of trees, and after seventy hours the visual variety between biomes amounts to a colour filter. This is a spreadsheet with good taste and it does not pretend otherwise, but a little more character would go a long way.
The higher prestige levels also stack modifiers rather than introducing ideas, so difficulty scaling in the last third is arithmetic rather than design.
The verdict
Seventy-one hours in ninety-minute pieces, which is the best structural argument this genre has produced in a decade. If you have ever abandoned a city builder at hour six because the challenge ended, this is the fix.
Play on Steam Deck. It works perfectly and the pause is your friend.
Accessibility
- UI scaling from 75% to 150%, which is rare in this genre and welcome
- Colourblind-friendly resource icons distinguished by shape, not just colour
- Full pause at any point; nothing is real-time dependent
- Dense tooltips, all keyboard-navigable
Checked during play, not from a feature list. Tell us what is missing and it gets added.
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