Updates and Devlog

Updates Changelogs
Changelogs

Early Access version: 0.13.3R
Changes marked with ⚡ were inspired by community.

New content and features
 * ⚡ Added Harpies – a completely new playable species. They are noble and fragile, with a primal, aggressive side to them. They excel at alchemy and love to work with cloth.
 * Harpies can be unlocked in the Citadel by buying the Obsidian Archives Level 3 Upgrade.
 * Harpies have the following needs: Jerky, Biscuits, Skewers, Housing, Education, Bloodthirst and Cleanliness.
 * Added a completely new need – Cleanliness. Possible to fulfill in the Bath House and Market.
 * Added two new specializations – Alchemy and Cloth. Harpies will get the Proficiency bonus when working in buildings related to alchemy and the Comfortable effect when assigned to buildings with recipes using any kind of cloth.
 * When assigned to a Hearth, Harpy Firekeepers give 5 more carrying capacity to all villagers.
 * Added the Caravan System – an additional step the player needs to take before embarking to build a settlement.
 * Caravans can be found in the Embark Window, after selecting a hex field on the World Map.
 * Caravans can have one or two species with them. The remaining species are acquired during gameplay.
 * Caravans have a pseudo-random assortment of resources, balanced around the amount and type of villagers in a given Caravan.
 * At the beginning, the player has two choices. A third Caravan choice can be unlocked in the Citadel.
 * Added 11 new buildings:
 * Harpy House – species-specific housing for Harpies.
 * Bath House – service building. Fulfills the need for Cleanliness.
 * Monastery – service building. Fulfills the need for Leisure and Religion.
 * Clan Hall – service building. Fulfills the need for Bloodthirst and Religion.
 * Forum – service building. Fulfills the need for Leisure and Education.
 * Explorer’s Lodge – service building. Fulfills the need for Bloodthirst and Education.
 * Manufactory – workshop. Produces Pigment, Training Gear, and Packs of Provisions.

Balance
 * Reshuffled almost all Blueprints in the Reputation Reward system. There are no longer homogenous groups of blueprints based on building type, but instead, they are divided into categories by the type of goods they produce and the stage of the game when they are useful. The additional Blueprint option bought in the Citadel still remains random.
 * Reshuffled the Upgrades in the Citadel. The types of upgrades remain mostly the same, but the specific rewards from buying different updates and their location on the upgrade tree have changed. Here is the full list:
 * Tinkerer – workshop. Produces Simple Tools, Training Gear, and Packs of Building Materials.
 * Grill – workshop. Produces Skewers, Copper Bars and Ale.
 * Leatherworks – workshop. Produces Waterskins, Fabric, and Packs of Luxury Goods.
 * Press – workshop. Produces Oil, Flour, and Packs of Luxury Goods.
 * Added 20 completely new Orders, each with 3 different difficulty scales. They are all based mainly around the different playable species and will be drawn based on the player’s roster in a given run.
 * Added 4 new perks:
 * Cosmetic Specialization – The settlement specializes in Cosmetic production. Gain +1 to Harpy Resolve for every 50 Cosmetics produced.
 * Religious Settlement – The settlement specializes in Incense production. Gain +1 to Human Resolve for every 50 Incense produced.
 * Training Grounds – The settlement specializes in Training Gear production. Gain +1 to Lizard Resolve for every 50 Training Gear produced.
 * Harpy Clan Support – The Flock was neutral during the Great Civil War, but you’ve proven your worth to them now. (+3 to Harpy Resolve).
 * Added 3 new special effects tied to service buildings:
 * Good Health – Regular baths improve everyone’s well-being. Global Production Rate is 25% faster. (Bath House)
 * Ancient Ways – No species can claim the forest as their own, but the Lizard Clans are the closest to the wilderness. All camp production is increased by +50%. (Clan Hall)
 * Public Lectures – All are curious by nature. Villagers are quick to implement newly acquired knowledge in their daily lives. The chance for bonus production yields is increased by 15%. (Forum)
 * Added 2 new goods:
 * Waterskins – made out of Leather and Oil/Meat.
 * Cosmetics – made out of Oil/Eggs and Herbs/Resin/Pigment.
 * Added a new glade event:
 * Fallen Harpy Scientists – working on it will trigger a Resolve penalty for Harpies. If not solved in time, the Fallen harpies will change into Blightrot Cysts.
 * Added 6 new Embark Bonuses
 * 30 Reeds Embark Bonus on level 4
 * 30 Leather Embark Bonus on level 4
 * Ale Delivery Line (5 Ale per minute) on level 7
 * Training Gear Delivery Line (5 Training Gear per minute) on level 7
 * Scroll Delivery Line (5 Scrolls per minute) on level 8
 * Incense Delivery Line (5 Incense per minute) on level 8Glade Events that required Offerings now require Cosmetics instead.
 * Changed the Cooking specialization for Humans to Brewing.
 * Changed the Brotherhood need for Lizards to Bloodthirst.
 * Removed 3 goods from the game: Tea, Mush Soup, and Offerings.
 * Renamed 2 existing goods: Manuscripts are now Scrolls, and Ink is now Pigment.
 * Removed 5 buildings from the game: Pantry, Common Hall, Mammal Habitat, Teadoctor, and Library.
 * Needs can no longer be satisfied by two different goods.
 * Removed the Finesmith from the player’s roster. This building can now only be found in Glades.
 * Removed the Homestead from the player’s roster. This building can now only be found in Glades.
 * Changed Embark Bonuses
 * 30 Meat was moved from level 4 to level 2
 * 30 Stone was moved from level 5 to level 4
 * 30 Plant Fiber was moved from level 5 to level 4
 * 10 Planks were moved from level 7 to level 6
 * 10 Bricks were moved from level 8 to level 6
 * 10 Fabric was moved from level 8 to level 6
 * 10 Parts were changed to 5 Parts and moved from level 7 to level 5
 * Removed Resolve Bonuses to species from Embark Bonuses
 * Rewards with new villagers are now random in most cases. For example, an Order that previously gave 2 Beavers for completing it will now give 2 random villagers instead.
 * Service building costs have been slightly tuned.
 * All worker slots in the game are now universal and will accept any species.
 * Changed the ingredients in 6 recipes.
 * Changed the recipe layout in 29 workshop buildings
 * Changed the needs fulfillment in 2 service buildings
 * Removed the Seasonal Crops Forest Mystery. It’s been repurposed to a Cornerstone that adds a two-star Mushroom recipe to all farms.
 * Added new ruins to Glades: Grove, Plantation, Small Farm, Herb Garden, Greenhouse, and Clay Pit.
 * Blightrot can now destroy buildings that are in its way when it’s multiplying.
 * The Resolve to Reputation Rate has been lowered a bit for high Resolve values. This change should slow down Reputation generation late in the game.
 * Homestead perks were removed from the Cornerstone pool.
 * ⚡ Effects influencing bonus production now stack indefinitely. For example: if you achieve 120% chance for Resin from trees, you will get 1 Resin each time, plus a 20% chance of more Resin.
 * ⚡ Lowered the amount of Resin gained from the Bleeding Trees Forest Mystery from 4 to 2.
 * Crystalized Dew was moved from the Trade Goods category to the Crafting Resources category.

UI/UX improvements
 * ⚡ Changed the range indicator for camps. It should be more clean and readable now, without obstructing objects underneath it (like roads).
 * ⚡ Production amounts in farms don’t change if an effect was removed or added between seasons. The number of crops will always be determined by what was sown in Drizzle.
 * ⚡ Added visual feedback on worker slots indicating when a good has been produced, as well as when double production triggered or the good was lost due to a negative effect.
 * Changed the Embark View UI:
 * The picked Embark Bonuses section was moved to the right panel.
 * Added a Caravan section to the left panel.
 * When zoomed in on a tile in the World Map, the background UI elements will now be hidden.
 * Changed the amount of Embark Bonus slots in the Embark Window. You can now only take 5 bonuses with you before a game.
 * The Recipe Summary Panel is now disabled in the first Tutorial map.
 * Favoring is now impossible if there is only one species in a settlement.
 * Improved transition between several in-game UI elements.

Bug fixes
 * ⚡ Fixed a bug with Resolve being rounded incorrectly when its value was close to 0.
 * ⚡ Fixed a bug with the Vassal Tax Forest Mystery not taking Amber and not applying the penalty for not paying.
 * ⚡ Fixed a bug with icons above the Scribe being misplaced.
 * ⚡ Fixed a bug with the building overlay UI staggering when moving the camera.
 * ⚡ Fixed an issue which the magnifying glass on blueprints sold by the trader – clicking them no longer causes you to buy the blueprint.
 * ⚡ Updated the description for the Gift from the Woods Forest Mystery to more accurately reflect the effect.
 * ⚡ Fixed a bug that caused buildings to break when they were destroyed by lightning or an explosion while they were being moved.
 * ⚡ Fixed a bug that caused the building materials to be left behind when moving a construction site.
 * ⚡ Fixed a bug with Embark Bonuses being randomized with every game restart.
 * ⚡ Fixed a bug with long Glade content tooltips colliding with Dangerous Glade tooltips.
 * ⚡ Fixed an issue with Glade revealing Cornerstones still being offered to the player even if they already have a perk that shows Glade content.
 * ⚡ Fixed an issue with some characters missing when the game was launched on a Turkish system.
 * ⚡ Fixed an issue with profiles not loading when there are refunded Citadel Upgrades to be claimed.
 * ⚡ Fixed the gathering animation for female Beavers.
 * Fixed an issue with some building panels being placed too low.

Other
 * ⚡ Added animated animals to the Ranch!
 * Changed models for multiple buildings:
 * Alchemist’s Hut
 * Apothecary
 * Artisan
 * Cellar
 * Cooperage
 * Finesmith
 * Furnace
 * Greenhouse
 * Changed the Plowed Field particle.

Early Access version: 0.17.2R

 * Lowered the Resolve penalty for the Small Destroyed Caravan from -8 to -6.
 * Lowered the Resolve penalty for the Big Destroyed Caravan from -10 to -8.
 * Lowered the Resolve penalty for the Termite Burrow from -9 to -8.
 * Fixed a bug with the Vassal Tax Forest Mystery not taking the Amber payment and not applying the penalty effect.
 * Fixed a bug with glitched characters for the date in the Profile Panel.
 * Fixed an issue with the cursor getting stuck in worker assign mode when previewing a reward in Ruins.

Early Access version: 0.17.1R
Changes marked with ⚡ were inspired by the community.

New content and features
 * ⚡ Revamped the entire Resolve System. It’s now based on flat values and should be easier to understand in general.
 * Each species has an initial Resolve value – so called Base Resolve.
 * Resolve modifiers are now simply added to a Base Resolve value instead of being calculated with a complex equation. For example: Humans have a Base Resolve of 30. If you have two effects, one +2 and the other -5, the final Resolve for Humans will be: 30 + 2 – 5 = 27.
 * There are two basic values for a species: Current Resolve and Target Resolve. Current Resolve reflects the Resolve a species has, and Target Resolve is the value after adding all the Resolve modifiers. Current Resolve changes over time until it reaches Target Resolve.
 * Resolve now ranges from 0 to 50. Villagers will leave only if Current Resolve is equal to 0 or lower.
 * Every species now has a different set of characteristics related to Resolve:
 * Base Resolve value (Trustful)
 * Reaction speed to Resolve changes (Resilient)
 * Reputation generation rate (Demanding)
 * Reputation threshold change after gaining a point (Decadent)
 * Stagnation was removed.
 * Some Resolve sources have been rebalanced (more info about it in the “Balance” section of this changelog).
 * ⚡ Added Player Profiles. You can now have up to 5 profiles on one machine, each with its own save files (both meta progression and settlement saves).
 * Player Profiles can be accessed in the Main Menu, in the top right corner of the screen.
 * Profiles are fully compatible with Cloud Saves.
 * You can erase progress or remove a profile by clicking on the corresponding icons in the Profile Panel.
 * You can freely rename profiles by clicking on a profile name in the Profile Panel.
 * Settings (graphics, language, keybinds, etc.) are shared across all profiles.

Balance
 * ⚡ Farmers will now transport goods to the Main Storage in Clearance.
 * ⚡ Lowered the spawn rate of Insect Resource nodes in the Coral Forest.
 * ⚡ Memory of the Forest’s Hostility value has been decreased to 50 (from 100).
 * The Resolve penalty for the Storm has been decreased from -5 to -4.
 * Species-specific housing now gives +3 Resolve instead of +2.
 * Resolve can now be negative. The lower the Resolve, the faster villagers will leave. Thresholds are at -5, -15, and -25 Resolve.
 * Sacrificing Wood in the Hearth now costs 40 Wood per minute instead of 60.
 * Sacrificing Coal in the Hearth now costs 15 Coal per minute instead of 20.
 * Sacrificing Oil in the Hearth now costs 15 Oil per minute instead of 20.
 * Coal recipes were rebalanced:
 * Coal (3 stars) production time reduced to 60 sec instead of 90 sec.
 * Coal (2 stars) production time reduced to 90 sec instead of 120 sec.
 * Coal (1 stars) production time reduced to 90 sec instead of 120 sec.
 * Villagers with high Resolve now generate Reputation slightly slower.
 * Rebalanced the rate at which different species react to Resolve changes.

UI/UX improvements
 * Added a new indicator for when villagers are leaving. Now after reaching 0 Resolve, a red bar next to the species portrait will start going down. If it reaches the bottom, a villager will leave.
 * It’s also possible to see the exact amount of seconds left before someone leaves by hovering over the Resolve bar of a given species.
 * The leaving indicator (a crossed red heart next to the Resolve Bar) is shown as soon as the Target Resolve is 0 or less.
 * The “Low Resolve” notification will be displayed as soon as the Target Resolve is 0 or less. It will no longer be displayed if the Resolve won’t eventually reach the leaving threshold.
 * Sounds and notifications of villagers leaving will be triggered as soon as someone decides to leave and starts moving to the nearest Storage.
 * ⚡ Perks revealing information about undiscovered Glades now also show Glade Events.
 * ⚡ Updated the “Unlocked Content” section in the Cycle Summary Panel. It now displays upgrades bought during a Cycle. Hovering over an Upgrade will reveal more information about it.
 * ⚡ Added a keybind option for opening the Recipe Panel ([T] by default).
 * ⚡ Added a tooltip to the Recipe Panel button on the HUD.
 * ⚡ Added a countdown to the next update in the Main Men, just below the “Play” button. There’s also now a tooltip explaining the update cycle of Against the Storm.
 * ⚡ Updated the “Incompatible Save” message to give a bit more information on why saves need to be reset after some game updates.
 * ⚡ Added new graphical settings to the options menu:
 * Motion Blur
 * Depth of Field
 * Chromatic Aberration
 * Goods that are about to be transported back to the Main Storage are now visible in the Storage tab in the Building Panel (previously they would disappear from the UI as soon as a villager was about to get them).
 * The Reset Progress button was removed from the World Map Menu. The progress can now be cleared from the Player Profiles panel.

Bug fixes
 * ⚡ Fixed a bug with the Ancient Burial Grounds not spawning Blightrot.
 * ⚡ Fixed a bug with the Back to Nature perk not being applied to Greenhouses.
 * ⚡ Fixed a bug with buildings randomly being destroyed at the start of a game.
 * ⚡ Fixed an issue with global production limits breaking when they were set to large numbers.
 * ⚡ Fixed a bug with Daily Challenge towns being placed on top of World Map Modifiers.
 * ⚡ Fixed a bug with burn timers in the Hearth not being updated after a perk was applied.
 * ⚡ Fixed an issue with the building preview panel not opening for the Workshop in the Citadel Upgrade screen.
 * ⚡ Fixed a bug with the ruined Lizard House having a Human House model.
 * ⚡ Fixed a bug with Insect Resource Nodes appearing in the Royal Woodlands.
 * ⚡ Fixed an issue with the Daily Challenge Button not being disabled after a Cycle ended.
 * ⚡ Fixed a bug with resource tooltips being stuck on screen after building a road over ore deposits.
 * ⚡ Fixed an issue with some glyphs missing in the Japanese version.

Other
 * ⚡ Added new Town names based on a recent Community Brainstorm. Thank you all for participating, and a special thank you to @Eep, for a gigantic list of original names.
 * And when it comes to the rest of the brainstorm (Modifiers, Seeds), don’t worry, they will find their way into the game pretty soon with the already planned meta progression and world map overhaul.
 * Villagers around the Hearth now no longer look in one direction after loading a save.

Early Access version: 0.16.4R

 * 1) Fixed an issue with camps, mines, and collectors producing everything way too fast
 * 2) Reversed workshops limit to 999
 * 3) Fixed an issue with game unpausing while choosing a new building to construct

Early Access version: 0.16.3R
Changes marked with ⚡ were inspired by the community.

New content and features
 * ⚡ Added the Recipe Summary Panel – a place where you can control all recipes in your settlement.
 * The panel can be accessed via a new button in the top right corner of the screen.
 * It includes all recipes available in a given settlement – from buildings already placed and blueprints available to be built (it does not show recipes that are not in your roster in a given session).
 * It is divided into 7 categories based on the types of goods available in the game: All, Food, Building Materials, Consumable Items, Crafting Resources, Trade Goods, Fuel & Exploration.
 * You can browse through goods in two modes: ingredient and product.
 * The “ingredient mode” will show a list of resources that can be used to produce other goods. Upon selecting a good, you will be shown all available recipes a given good can be used in.
 * The “product” mode will show a list of goods and their sources. Upon selecting a resource, you will be shown all available recipes where it can be created.
 * After selecting a good you can see the buildings in which it’s produced, the star ratings of recipes, time requirements, ingredients, as well as a count of all recipes per grade.
 * The Recipe Summary allows you to set global production limits per good, change ingredients, enable or disable recipes in specific buildings, set local limits that override the global limit.
 * There is a “Related Goods” section that lists all resources tied to a selected recipe. You can click any item in this list, and the Panel will search for other sources or recipes with this good (depending on the selected mode: ingredient or product).
 * If you don’t have a building in your settlement, but it’s available in your roster, you can press the “build” button in the Summary Panel to go straight into construction mode.
 * Added 25 new Forest Mysteries to the already existing 35, making it a total of 60 effects that can be generated when starting a new map. They apply to almost all biomes (with 2-5 exceptions for every biome, as some effects are unique to some environments).
 * Humid Climate – The humidity in this region is unbearable. Fuel efficiency is 30% lower. This effect stacks with the Hostility level.
 * Overheating – Machinery tends to overheat in this climate. 5 Sparkdew is taken from you every Storm (multiplied by the number of years). If you can’t pay, global production speed will be reduced by 15% (the penalty stays even after the Storm has passed).
 * Vassal Tax – Due to this region’s location, the Crown requires you to pay 5 Amber every Storm (multiplied by the number of years). If you don’t, Impatience will grow 20% faster (the penalty stays even after the Storm has passed).
 * Seasonal Crops – The soil in this region is so fertile that Mushrooms spring up by themselves. All farms can plant Mushrooms on farm fields during Drizzle.
 * Crimson Rainfall – The rain in this region has a weird red hue and iron taste to it. Ink can be collected in the Rain Collector in Drizzle.
 * Worms after the Rain – Insects are extremely easy to collect after heavy rainfall. During Drizzle, Insects can be gathered in the Scavengers’ Camp.
 * Piercing Winds – Extremely strong winds make it difficult to sustain the Holy Flame. Fuel efficiency is 250% lower.
 * Lightning – The Storm is more violent than usual. Every 50 seconds a building is destroyed by lightning.
 * Thunder – A terrifying sound of a raging sky. Every 50 seconds 3 buildings are destroyed by lightning.
 * Aura of Despair – No amount of amenities can distract villagers from the terrifying Storm. Reputation generated from Resolve grows 95% slower.
 * Vanishing Goods – Some goods seem to mysteriously disappear. Maybe there’s a thief in the settlement? Villagers have a 10% chance of consuming double the amount of goods when using services. This effect scales with Hostility.
 * Bleeding Trees – A red sticky substance is oozing from beneath the tree bark. Gain 4 Resin for every cut down tree.
 * No contact – Harsh weather conditions make it impossible to reach the Citadel. Gaining Reputation doesn’t lower Impatience.
 * Acid Rain – The rain dissolves some of the resources transported to the Storage. Recipes producing building materials yield 50% fewer goods.
 * Wild Growth – Small energizing drops cause uncontrollable growth in some species. All resource nodes discovered during Drizzle have 10 more charges.
 * Rot from the Sky – The Rain smells like Blightrot… Global food production is 15% slower. This effect scales with Hostility.
 * Lightweight Wood – The evaporating rainwater has made wood a lot lighter in this region. Woodcutters can carry 10 more goods in Drizzle.
 * Insatiable Hunger – Working in this environment requires a lot of energy. Villagers have a 10% chance to consume double the amount of food each break. This effect scales with Hostility.
 * Death and Decay – This damp and rotting landscape is the perfect breeding ground for sickness. Villagers dying during the Storm instantly turn into Blightrot.
 * Quaking Bog – The ground is moving and swaying from all the absorbed rainwater. Gathering speed is decreased by 50%.
 * Sacred Flame Rituals – Only the Sacred Flame can protect the settlement from the darkness surrounding it. Sacrifice 3 Wood for every villager. If you don’t, they will leave.
 * Royal Funding – The Queen’s generosity knows no limits. Gain 2 Amber every time you sell goods worth 10 Amber.
 * Resisting Flora – The trees seem to come to life during the Storm… Woodcutting is 90% slower, but each fallen tree gives 5 Meat.
 * Corrosive Rainfall – The charged rain is slowly eating away at all metal objects. All recipes using metal or ore have a 50% lower yield.
 * Fresh Breeze – A refreshing current of air lifts the spirit. Those with basic needs taken care of are more willing to work. (Energized effect for satisfying Housing and Complex Food).

Balance
 * Downpour now requires Housing and Services instead of Clothing. Its penalty also changed – from Exhausted to Gluttonous (50% chance to consume double food).
 * Removed the Piercing Winds effect. A new effect was added with the same name instead.
 * Removed the Invigorating Winds Seasonal Effect.
 * Cold Snap no longer requires clothing and is now affecting all species (not only Lizards). Its penalty has also been changed from Fading to Gluttonous (50% chance to consume double food).
 * Rich Branches, Barren Lands was renamed and now only affects camps, without the penalty to production on farm fields.
 * Cursed Rain is now categorized as Very Harsh and will occur on harder maps.
 * Muddy Ground will occur a bit more often on easier maps, as the speed penalty is not as harsh as originally assumed.
 * Increased the speed penalty from the Muddy Ground effect to 30%.
 * Grim Fate now activates on Hostility level 7 instead of 8.
 * Removed the 10 Simple Tools reward from Embark Bonuses.
 * ⚡ Changed the generation range for the Cursed Royal Woodlands. They can now appear one tile closer to the Citadel, and the distance is further decreased in the last Phase of the world map (Phase of the Sealed Ones).
 * ⚡ Increased the Focused effect’s value from 10% to 20% (chance for double yields).

UI/UX improvements
 * ⚡ Added a magnifying glass icon to building blueprint icons. You can now preview a building’s recipes by clicking on it (in all locations: Order rewards, Trader, Glade Events).
 * ⚡ Added a red highlight to recipes where a given ingredient has run out.
 * ⚡ Added a sound effect when hovering over clickable elements of the UI (buttons, ingredient slots in recipes).
 * ⚡ Added a small scaling animation when hovering over clickable ingredient slots.
 * ⚡ Added the “Ingredients” section to service buildings panels, so it’s easier to see what is being stored.
 * ⚡ Added the option to rebind keys for moving between instances of the same building (arrow keys by default).
 * ⚡ Added goods icons and star ratings to all Cornerstones that unlock a new recipe in a given building.
 * ⚡ Added a scroll bar to the Trade Panel (in the “My Offer/Trader Offer” sections).

Bug fixes
 * ⚡ Fixed a bug where villagers would become stuck after removing a Makeshift Hearth.
 * ⚡ Fixed a bug with Hostility multipliers affecting the “Others Positive” summary.
 * ⚡ Fixed a bug with the Politically Outmaneuvered effect increasing Impatience reduction instead of lowering it.
 * ⚡ Fixed an issue with the arrival times of traders being incorrectly calculated.
 * ⚡ Fixed a bug with the “trader arrived” indicator not showing up after loading a save.
 * ⚡ Fixed a bug where the Trade Panel would not adjust if the Trading Post was destroyed while it’s active.
 * ⚡ Fixed a bug with the Hidden from the Queen Cornerstone not disabling Impatience gain from villager deaths after loading a save.
 * ⚡ Fixed a bug with Hostility modifying effects being incorrectly calculated on high difficulties (causing Glades to subtract Hostility points on Impossible difficulty).
 * ⚡ Fixed a bug where Grim Fate wouldn’t scale with years passed.
 * ⚡ Fixed an issue with the Devastating Storms description incorrectly claiming that the effect stacks with Hostility.
 * ⚡ Fixed an issue where villagers working in service buildings would be incorrectly marked as “idle”.
 * ⚡ Fixed an issue where Daily Challenges could be started at the end of a Cycle.
 * ⚡ Fixed a bug with production times not recalculating after a slowing effect is removed.
 * ⚡ Fixed a bug where using [TAB] on the last recipe in a workshop wouldn’t cycle back to the beginning of the list.
 * ⚡ Fixed an issue with large building panels being partially off-screen.
 * ⚡ Fixed a bug with missing description and title texts in the villager panel (like the death chance effect of the Overtime Cornerstone).
 * ⚡ Fixed some inconsistencies in the English localization (“Workplace Highlight”, “hz”, lack of capitalized letters, etc.).
 * ⚡ Fixed the incorrect label text in the Ways of the Forest Cornerstone.
 * ⚡ Fixed an issue with the cursor obscuring UI elements when the worker overlay is active ([ALT])
 * ⚡ Fixed an issue where it was possible to block biome selection on the World Map when quickly exiting the Citadel screen.
 * ⚡ Fixed a bug where Mold Supply perks (increasing Grain production) were incorrectly tiered.
 * Fixed an issue with Cursed Royal Woodland maps not generating correctly (wrong Glade layout, a smaller pool of available Glades, large areas of just trees).

Other
 * ⚡ Lightning effects during the Storm now rotate with the camera.

Early Access version: 0.15.7R

 * Japanese translation is introduced in a full form (by courtesy of Poge).
 * Fixed an issue with Japanese font using some of the Chinese symbols.
 * Fixed the Queen being much too lenient towards sabotaged villages (issue with "Sabotage" modifier preventing player for gaining impatience).

Balance
 * Downpour now requires Housing and Services instead of Clothing. Its penalty also changed – from Exhausted to Gluttonous (50% chance to consume double food).
 * Removed the Piercing Winds effect. A new effect was added with the same name instead.
 * Removed the Invigorating Winds Seasonal Effect.
 * Cold Snap no longer requires clothing and is now affecting all species (not only Lizards). Its penalty has also been changed from Fading to Gluttonous (50% chance to consume double food).
 * Rich Branches, Barren Lands was renamed and now only affects camps, without the penalty to production on farm fields.
 * Cursed Rain is now categorized as Very Harsh and will occur on harder maps.
 * Muddy Ground will occur a bit more often on easier maps, as the speed penalty is not as harsh as originally assumed.
 * Increased the speed penalty from the Muddy Ground effect to 30%.
 * Grim Fate now activates on Hostility level 7 instead of 8.
 * Removed the 10 Simple Tools reward from Embark Bonuses.
 * ⚡ Changed the generation range for the Cursed Royal Woodlands. They can now appear one tile closer to the Citadel, and the distance is further decreased in the last Phase of the world map (Phase of the Sealed Ones).
 * ⚡ Increased the Focused effect’s value from 10% to 20% (chance for double yields).

UI/UX improvements
 * ⚡ Added a magnifying glass icon to building blueprint icons. You can now preview a building’s recipes by clicking on it (in all locations: Order rewards, Trader, Glade Events).
 * ⚡ Added a red highlight to recipes where a given ingredient has run out.
 * ⚡ Added a sound effect when hovering over clickable elements of the UI (buttons, ingredient slots in recipes).
 * ⚡ Added a small scaling animation when hovering over clickable ingredient slots.
 * ⚡ Added the “Ingredients” section to service buildings panels, so it’s easier to see what is being stored.
 * ⚡ Added the option to rebind keys for moving between instances of the same building (arrow keys by default).
 * ⚡ Added goods icons and star ratings to all Cornerstones that unlock a new recipe in a given building.
 * ⚡ Added a scroll bar to the Trade Panel (in the “My Offer/Trader Offer” sections).

Bug fixes ⚡
 * Fixed a bug where villagers would become stuck after removing a Makeshift Hearth.
 * ⚡ Fixed a bug with Hostility multipliers affecting the “Others Positive” summary.
 * ⚡ Fixed a bug with the Politically Outmaneuvered effect increasing Impatience reduction instead of lowering it.
 * ⚡ Fixed an issue with the arrival times of traders being incorrectly calculated.
 * ⚡ Fixed a bug with the “trader arrived” indicator not showing up after loading a save.
 * ⚡ Fixed a bug where the Trade Panel would not adjust if the Trading Post was destroyed while it’s active.
 * ⚡ Fixed a bug with the Hidden from the Queen Cornerstone not disabling Impatience gain from villager deaths after loading a save.
 * ⚡ Fixed a bug with Hostility modifying effects being incorrectly calculated on high difficulties (causing Glades to subtract Hostility points on Impossible difficulty).
 * ⚡ Fixed a bug where Grim Fate wouldn’t scale with years passed.
 * ⚡ Fixed an issue with the Devastating Storms description incorrectly claiming that the effect stacks with Hostility.
 * ⚡ Fixed an issue where villagers working in service buildings would be incorrectly marked as “idle”.
 * ⚡ Fixed an issue where Daily Challenges could be started at the end of a Cycle.
 * ⚡ Fixed a bug with production times not recalculating after a slowing effect is removed.
 * ⚡ Fixed a bug where using [TAB] on the last recipe in a workshop wouldn’t cycle back to the beginning of the list.
 * ⚡ Fixed an issue with large building panels being partially off-screen.
 * ⚡ Fixed a bug with missing description and title texts in the villager panel (like the death chance effect of the Overtime Cornerstone).
 * ⚡ Fixed some inconsistencies in the English localization (“Workplace Highlight”, “hz”, lack of capitalized letters, etc.).
 * ⚡ Fixed the incorrect label text in the Ways of the Forest Cornerstone.
 * ⚡ Fixed an issue with the cursor obscuring UI elements when the worker overlay is active ([ALT])
 * ⚡ Fixed an issue where it was possible to block biome selection on the World Map when quickly exiting the Citadel screen.
 * ⚡ Fixed a bug where Mold Supply perks (increasing Grain production) were incorrectly tiered.
 * Fixed an issue with Cursed Royal Woodland maps not generating correctly (wrong Glade layout, a smaller pool of available Glades, large areas of just trees).

Other
 * ⚡ Lightning effects during the Storm now rotate with the camera.

Early Access version: 0.15.6R

 * Fixed an issue where traders were incredibly lazy and it took them almost twice as long to arrive.
 * Fixed an issue with Positive Hostility Effects being scaled by difficulty
 * Flame Amulets base influence was increased from 1 to 4

Early Access version: 0.15.5R

 * Fixed an issue with consequence effects not being removed after finishing a Glade Event.
 * Fixed an issue with incorrect Hostility point amounts being displayed in the Hostility tooltip.
 * Fixed an issue with negative Hostility events not being influenced by the difficulty modifier correctly.
 * Fixed a bug with villager speed increasing effects giving a 100% boost instead of a 10% one.
 * Fixed a bug where the *Blight* effect would trigger even when the timer in Blightrot Glade Events hadn't yet ran out.
 * Fixed a bug where visual effects in the Citadel Upgrade screen could pass through the building preview UI.
 * Rebalanced Hostility values in Working Effects for some Glade Events (from 200 to 150, and from 300 to 250)

Early Access version: 0.15.3R
Changes marked with ⚡ were inspired by the community.

New content and features


 * Added 3 new effects to the Daily Modifier pool:
 * The Generous Envoy – You have preferential treatment in the Queen’s Court. The pool of Order choices is bigger by 1.
 * Under the Queen’s Eye – The Queen has a close interest in your endeavors. You can’t choose Orders.
 * Royal Tax – The Crown requires you to contribute to the Royal Treasury. At the end of each Drizzle, you have to pay 1 Amber for every 3 villagers. If you don’t, 2 people will leave.
 * Added 4 new Cornerstones:
 * Flame Amulets – An artifact infused with the power of the Holy Flame. Hostility from Woodcutters is decreased by 1.
 * Work Safety Guide – A standardized set of rules. Every 2 villagers with the need for Education fulfilled increase global production speed by 5%.
 * Luxury Tax – Amber is worth 5% more for every 2 villagers with the need for Luxury fulfilled.
 * Letters to the Citadel – Reputation from Resolve grows 5% faster for every 2 villagers with the need for Leisure fulfilled.
 * Experimental only – added a community translation into Japanese (thank you @Poge for your amazing work!)

Balance
 * ⚡ Small Glades now give fewer Hostility points for discovering them (5 instead of 10)
 * ⚡ Decreased the Internal Storage size for the Clay Pit and Greenhouse from 30 to 20.
 * ⚡ Slightly lowered the rate at which Lizards are reacting to Resolve changes. They now should be a bit easier to maintain in harsh situations.
 * ⚡ Changed the goods category for Clay and Stone. They are now considered crafting goods, not building materials.
 * ⚡ The Cellar can now be built on Fertile Soil.
 * ⚡ Lowered production times for recipes in the Ranch.
 * ⚡ Negative Hostility effects (such as the ones in Dangerous Glade Events) now scale with difficulty (this is the first step before more effects and requirements will start to scale)
 * ⚡ Some specialization slots in buildings have been adjusted to better reflect the species’ character. More changes will come with the harpies update.
 * Added Resin as an option to the Crystalized Dew recipe.

UI/UX improvements
 * ⚡ Redesigned the building card preview in the construction menu.
 * It now shows you how many buildings of a given type you have.
 * There is a new “shortcut” section with possible keybinds and actions for a building card
 * Pressing the [Right Mouse Button] on a building card will now display a building preview (with recipes and effects)
 * Pressing the [Arrow Keys] while hovering over a building card will now cycle through all buildings of the same type in your settlement.
 * ⚡ Redesigned the UI for production buildings.
 * The building panel is now divided into 3 tabs: Production, Storage, and Effects.
 * Added an “Ingredients” section to the Storage Tab which displays goods being stored in a given building for use in Recipes.
 * Added an option to return selected ingredients to the main storage.
 * Added a counter below the building name for buildings of the same kind.
 * Added the option to cycle through all buildings of the same kind with arrow keys or arrow buttons next to the building name.
 * Added a new and bigger “Effects & Upgrades” section in the Effects tab that lists all perks or Cornerstones influencing a given building.
 * Added a “Specialization bonus” section which lists the specializations of a given building.
 * ⚡ Added a Production Overlay. Now after pressing and holding [CTRL] you will be able to see the recipes for buildings in your settlement.
 * ⚡ Added a Resource Overlay. Now after pressing and holding [B] you will be able to see icons above resource nodes around you.
 * ⚡ Added a shortcut for Continuous Construction. Hold [SHIFT] when building something and you won’t exit construction mode after placing a building.
 * ⚡ Added a preview button for building unlocks in the Upgrade Window in the Citadel. You can now see the recipes and effects of a given building before unlocking it.
 * ⚡ Updated old texts in the game mentioning Goals to now refer to Deeds instead.
 * ⚡ Alerts informing about a villager leaving or dying now redirect the player to the building the villager worked in after clicking on them.
 * ⚡ Added a stack counter to perk tooltips.
 * ⚡ Added specialization icons to species descriptions.
 * ⚡ Impatience and Reputation tooltips now display exact numbers up to two decimal places.
 * ⚡ Added an option to switch between textboxes in building panels using [TAB].
 * ⚡ Added burning time information to all fuel types in the Hearth.
 * ⚡ Cornerstones are no longer lost if not chosen in a given year. Instead, they will be queued. At the same time, there is now a new button in the Cornerstone UI to skip a given choice.
 * ⚡ Blueprints acquired by other means (trading, rewards) will no longer appear as a choice after gaining a Reputation Point.

Bug fixes
 * ⚡ Fixed a bug with the Wine Shortage modifier not being displayed on the perk HUD.
 * ⚡ Fixed a bug with the Clear Skies effect being active in maps with the Trade Block modifier.
 * ⚡ Fixed a bug with villager pathfinding breaking when too many speed modifying effects are active.
 * ⚡ Fixed a bug where items carried by villagers would randomly expand or squash.
 * ⚡Fixed a bug with Caches found in Glades not counting towards “Solve Glade Events” requirements in Orders.
 * ⚡ Fixed an issue with Ancient Tablets not being displayed in the Goods HUD.
 * ⚡ Fixed an issue with all farming perks (bonus to Small Farm, Homestead, Herb Garden) having the same name.
 * ⚡ Fixed a bug with Efficient Brewing still being available in some Cornerstone choices.
 * ⚡ Fixed a bug with production speed effects not affecting recipes in buildings correctly.
 * ⚡ Fixed an issue where the game would sometimes crash while saving.
 * ⚡ Fixed a bug with the Clear Skies effect only affecting trader arrival times when the trader started their journey in Drizzle.
 * ⚡ Fixed an issue with faction town names repeating.
 * ⚡ Fixed a rare bug with all UI texts being invisible.
 * ⚡ Fixed a bug with the game unpausing when opening the Trade Route window from the Trader Panel.
 * ⚡ Fixed a bug that caused some towns on the World Map to have empty nameplates.
 * ⚡ Fixed a rare bug where the Trade Route Panel would not open after reloading.
 * ⚡ Fixed a bug where the Ruined Settlement modifier was considered a negative effect.
 * ⚡ Fixed a bug with the Blightrot Resolve effect not stacking correctly.
 * ⚡ Fixed a bug with the Quick Deliveries perk being incorrectly applied to some recipes (or not applied at all).
 * ⚡ Fixed a bug with the Fragrant Roots perk incorrectly counting cycles instead of goods produced.
 * ⚡ Fixed an issue with perks like Ancient Pack of Mist Piercers being offered on maps with a Glade information block modifier.
 * ⚡ Fixed a bug with the Hidden from the Queen perk incorrectly blocking Impatience gains from all sources.
 * ⚡ Fixed a bug where season duration effects could break the calendar and award Cornerstones twice in a row or not at all.
 * ⚡ Fixed a bug with ore deposits being visible through the fog in undiscovered Glades.
 * ⚡ Fixed an issue with unlocked Blueprints showing up as possible Reputation picks.
 * ⚡ Fixed a bug with the Protected Trade perk showing incorrect values in its tooltip.
 * ⚡ Updated the Wildfire icon to now also display flames.
 * ⚡ Fixed an issue with incorrectly scaled 4 digit numbers in the Hostility Points counter in the Hostility tooltip.

Other
 * ⚡ Updated the description for the Hunger effect. It now informs about the penalty stacking with every break.
 * The eye icon for the building preview has been replaced with a magnifying glass icon.

Early Access version: 0.14.5R
Small hotfix to the Daily Expeditions maps generation, preventing from rolling the same geography on different days. Pretty sure that's the very last update... this year

Early Access version: 0.14.3R
We just released a small hotfix changing how Daily Expeditions are generated. The geography of the map should now be randomized with each run.

Early Access version: 0.14.2R
Changes marked with ⚡ were inspired by the community.


 * ⚡ Daily Expeditions – a special challenge map generated once per day, with predefined embark bonuses, unique modifiers, and selectable difficulty. You can access Daily Expeditions after reaching level 6 of the Obsidian Archives in the Smoldering City.
 * Each day, a map is picked (on a random biome) with a set of Embark Bonuses and three Modifiers (one positive and two negatives).
 * Every player has the same Daily Expedition.
 * Daily Expeditions reset at 00:00 GMT.
 * Added a brand new scoring system (only accessible in Expeditions), where your performance during the game is evaluated and scored after you finish the challenge.
 * Added 21 unique gameplay modifiers dedicated to Daily Expeditions.
 * After winning a game, the settlement from the Daily Expedition will appear on the World Map, just like any other settlement.
 * Rewards for the Daily expedition are the same as playing any other settlement near a modifier. Rewards are granted only once a day.
 * Deeds are disabled in Daily Expeditions.
 * Added 8 new perks to the pool of Cornerstones given to the player at the beginning of the year, and 4 new perks available to buy from traders.
 * Added 8 new Orders with 3 difficulty levels each.
 * Added a new Deed – winning a game in the Coral Forest.
 * ⚡ Changed the way the Reputation Reward Pick Upgrade works – now the additional blueprint choice is always a wildcard, and no longer belongs to the same thematic set as the other choices.
 * ⚡ Added a third Trade Route to the Citadel, to make the first settlement in a Cycle a bit easier to complete.
 * ⚡ Added a new decoration – the much-awaited Fence Corner!

Balance


 * ⚡ Changed prices for all items in the game – they are now based on resources used when crafting and the star grading of the recipe. This way, there should no longer be instances of converting low value ingredients into disproportionately valued items. There are too many changes to list here, but the highlights are as follows:
 * Food in general now costs more,
 * Amber is worth slightly less than before,
 * Packs of Goods (Trading Goods, Luxury Goods, Building Materials, etc.) are now sold for less,
 * Perk prices have been updated to better fit the current balance.
 * ⚡ Slightly lowered the amount of goods some traders have.
 * Added previously missing luxury goods to some traders (Training Gear, Manuscripts).
 * Increased the amount of time traders stay in the settlement by 20 seconds.
 * Changed the Manuscript recipe – it now requires 1 Coal instead of 2.
 * Infused and Simple Tool recipes now require less metal and wood.
 * Crystallized Dew no longer requires Resin.
 * Packs of Trade Goods can no longer be crafted with Tools. They can now require Crystallized Dew or Copper Bars instead.
 * Adjusted the amount of goods required when crafting Packs of Luxury Goods.
 * Increased the chance of dropping Mushrooms from Mushwood Trees in the Marshlands from 5% to 15%.
 * ⚡ Adjusted the rewards and objectives of Orders based on need fulfillment to better fit the new service buildings introduced in update 0.13.
 * ⚡ Lowered the requirements for exploration based Orders (Ancient Tablets, exploring Glades) to better fit the changes introduced in the exploration revamp.
 * ⚡ Removed the Petrification Deed and lowered the requirements for the Blightrot Farmer and Ancient Vaults Deeds to better fit the current exploration balance.
 * ⚡ All Dangerous Events with resource requirements now require more building materials to be solved.
 * ⚡ Destroyed Buildings found in Glades now take half as much time to rebuild.
 * Increased the Working Effect severity for Stonetooth Termite Burrows and Dark Gates.
 * Changed the consequence and time requirements of Fallen Villagers events. The event now turns into 4 Blightrot Cysts after 8 minutes.
 * Increased the amount of Blightrot Cysts spawned after the timer of the Ancient Burial Grounds runs out.
 * The amounts of resources and rewards on most Glades have been evened out. Previously, there were big gaps between the most abundant and empty Glades. Now all Glades of the same type should have a fairer distribution of nodes.
 * ⚡ Cornerstones offered by traders now change price due to perks increasing or lowering the worth of Amber.
 * ⚡ Removed Sloppy Woodcutting, Efficient Brewing and Extraction Tools from the Cornerstone pool.
 * ⚡ A few Cornerstones have been rebalanced:
 * Increased the effect time in Thrill of Exploration to 300 seconds,
 * Improvised Tools now gives 5 instead of 3 Tools,
 * Leftover Crops now gives Packs of Crops every 16 Grain instead of 10,
 * Local Taxes now gives 1 Amber instead of 2,
 * Prosperous Settlement now requires 45 Amber instead of 30,
 * Moldy Grain Seeds now gives 3 Mushrooms instead of 5,
 * Lumber Tax now requires 40 Wood instead of 30,
 * Small Press now gives 5 Oil instead of 3
 * Adjusted the amount and placement of ore nodes on some Glades. They should now be less numerous, but spawned a bit closer together.
 * Added a bit more resource nodes and fertile soil patches to small Glades.
 * Food gathering time has been lowered by 15% for all camps.
 * Increased the penalty for villagers leaving or dying (from 0,2 to 0,3 Impatience)

UI/UX improvements


 * ⚡ Forest Mysteries now take map modifiers into account. This means no more Clear Skies effect on maps with a Trade Block.
 * ⚡ Added a “stored” counter on goods tooltips. You can now see how many of a given item you have stored when hovering over a good.
 * ⚡ Added the option to mute in-game audio when the game is in the background.
 * ⚡ Added an option to disable lightning flashes during the Storm.
 * ⚡ A trader portrait is now displayed in the “trader arrived” icon above the Trading Post.
 * ⚡ There are no longer two separate alerts when a trader arrives. Now a message appears with the trader’s name and disappears automatically after they leave.
 * ⚡ There is now a timer on the trader’s arrival progress bar.
 * ⚡ Alerts about completed Orders, new Orders, Cornerstones and new villagers can now be dismissed.
 * ⚡ The game now automatically detects if the player is using a QWERTY or AZERTY keyboard and adjusts keybinds accordingly.
 * ⚡ The glow around Working Effects will now disappear right after an event is finished.

Bug fixes
 * ⚡ Fixed a bug with the Cursed Royal Woodlands not spawning on the World Map as often as they’re supposed to.
 * ⚡ Fixed a bug with effects from restored Glade Events not stacking (Totems and Termite Nest).
 * ⚡ Fixed a bug where assigning workers to the Library would remove stacks of the Wealth effect.
 * ⚡ Fixed a bug where trees couldn’t be marked after loading the game multiple times.
 * ⚡ Fixed a bug with some perks displaying incorrect progress amounts after loading the game.
 * ⚡ Fixed an issue with the Hunter-Gatherer and Rich Branches Barren Lands effects not working correctly together.
 * ⚡ Fixed a rare bug with missing text in the game’s UI.
 * ⚡ Fixed an issue with the Inspiring Pressure effect granting an incorrect production bonus.
 * ⚡ Fixed an issue with some ore deposits becoming invisible.
 * ⚡ Fixed an issue with the Farmer’s Diet perk not giving bonuses to all types of farmers.
 * ⚡ Fixed a bug where Mist Piercers wouldn’t give Impatience for some Glades.
 * ⚡ Fixed a bug with the Cycle Summary Screen not updating after spending resources in the Citadel.
 * ⚡ Fixed a bug where newcomers would sometimes bring 0 goods.
 * ⚡ Fixed a bug where the worker overlay (alt) would be displayed above the HUD.
 * ⚡ Fixed a bug where resetting progress would also reset the game’s settings.
 * ⚡ Fixed a bug with Rebellious Spirit doubling its effect after reloading the game.
 * ⚡ Fixed an issue with need tooltips having incorrect service buildings listed in their descriptions.
 * ⚡ Fixed an issue with buildings being marked as idle when workers were resting at a nearby Hearth.
 * ⚡ Fixed an issue with missing objective texts in Orders with requirements tied to needs (Luxury, Education).
 * ⚡ Fixed a bug with a visible color tag in the trader window.
 * ⚡ Fixed an issue with the Farmer’s Diet being displayed as a negative effect in the villager window.
 * ⚡ Changed the position of some ingredients in recipes, so they are more consistent.
 * ⚡ Removed the out-dated worker amount from the Mine description in Russian.
 * ⚡ Fixed a bug with 3 digit numbers not displaying correctly in the Resolve Summary view.
 * Fixed a bug with production speed effects (such as Contaminated Food) not working and not applying the speed modification.
 * Fixed multiple issues with incorrect icons being shown in need and perk tooltips.
 * Fixed an issue with incorrect text being displayed in the Russian version of the trader window.
 * Fixed incorrect labels for a number of perks and effects in the game.

Early Access version: 0.13.3R

 * With yesterday's small patch we granted the possibility to transfer meta progress from the demo to the Early Access version.

Early Access version: 0.13.2R

 * Fixed an issue with service buildings displaying incorrect amounts of worker slots for passive effects to trigger.
 * Changed the name "Active Effects" to "Passive Effects" in the service building UI.
 * Updated icons for Lore Tablets.
 * Updated labels for Lore Tablets.

Early Access version: 0.13.1R
Changes marked with ⚡ were inspired by the community.

New content and features
 * ⚡ The new exploration revamp has been introduced. This is a massive update to almost every aspect of this system – how glade events work, how resources are spawned, how glades are sized and distributed in the forest, etc.
 * All glade events in the game have been changed – they now have different effects and requirements, ranging from simple good delivery to surviving hostile effects for a period of time. Rewards have also been adjusted and more events allow for a “send” or “keep” reward choice.
 * A new requirement type has been added to Glade Events – working effects. Working Effects are penalties or challenges that trigger when an event is being worked on. The player’s objective is to adapt and survive them in order to solve the event.
 * Added 3 new Glade Events and replaced 2 older events with completely new ones.
 * Added Lore Tablets – a new extremely rare type of object found in glades. They contain lore snippets and hints about the world of Against The Storm. And more of them are coming in the future.
 * Added new types of structures with positive effects as rewards for solving some Glade Events (for example “flipping” a Totem to become a decoration with a Resolve boost).
 * The way glades are generated has changed – now there are no longer “free” big glades, and there is now a bigger difference between Normal and Hard difficulty.
 * There are no longer three different values for Hostility when exploring. All glades, regardless of size and threats, now give the same amount of Hostility points.
 * Resource generation has been adjusted to better reflect what is stated in the biome preview displayed before each game.
 * All ruins have been rebalanced – they now cost a bit more and give fewer rewards. Ruins spawn rate in glades has also been adjusted.
 * There are now more than double the amount of unique glades that are possible to appear on a map.
 * Rebalanced glade rewards and resources. There are now fewer things to find in regular Glades, but much more treasure in Dangerous and Forbidden Glades.
 * Service buildings have been changed. Now all structures such as the Tavern, Temple, Teadoctor, etc. are mechanically more distinct.
 * Added unique effects to all service buildings in the game. These effects are activated based on the number of workers assigned. There can be one or more effects per structure (the only exception to this is the Common Hall).
 * Removed the “free” tier of needs in service buildings. Now all needs require goods to be fulfilled.
 * Rebalanced the costs and worker slots of all service buildings in the game.

Balance


 * Hostility of the Forest has been rebalanced to fit with the new exploration revamp.
 * All glades now give a flat amount of Hostility points.
 * Increased the amount of Hostility coming from all villagers.
 * Increased the amount of Hostility coming from woodcutters.
 * Each Impatience Point now subtracts more Hostility points.
 * Positive Hostility modifiers (such as Hearths and Impatience) will now always subtract the same amount of points and no longer scale with difficulty.
 * Adjusted some Resolve bonuses to better fit the service building changes:
 * Biscuits and Pie now give 5 instead of 6 Resolve.
 * Brotherhood gives now 8 instead of 5 Resolve.
 * Education and Luxury now give 10 instead of 5 Resolve.
 * ⚡ Housing needs are now instantly fulfilled after a villager is assigned to a home (no more waiting for a villager taking a break to update their status).
 * ⚡ Increased the chance of Sahilda having certain goods for sale (like Eggs or Mushrooms).

UI/UX improvements


 * ⚡ Added status icons on worker slots – it’s now possible to see what a worker is doing in a given moment (if they are fetching resources, resting, idling, etc.). All status icons also have a tooltip when hovering over with a description of the villager’s actions.
 * ⚡ Added an “idle workers” icon above buildings in which no one is working.
 * ⚡ Allowed tree marking without the need for a Woodcutters’ Camp being built (outside of the tutorial).
 * ⚡ Greatly reduced the amount of fog around the camera.

Bug fixes


 * ⚡ Fixed numerous issues with the world map fog not loading correctly or covering up the entire screen on some machines.
 * ⚡ Improved the overall performance of the fog on the world map.
 * ⚡ Fixed a bug where sometimes Cornerstones would not be given to the player after starting a new year.
 * ⚡ Fixed a bug where the players would be rolled back into Phase I after a forced world map reset.
 * ⚡ Fixed a bug where some Coral Forest maps would have incorrect forest generation (some trees and glades were placed on water).
 * ⚡ Fixed a bug where some Glade Event effects would not be removed after solving them.
 * ⚡ Fixed a bug where some tooltips would go off-screen.
 * ⚡ Fixed an issue with the Survivor Bonding Cornerstone giving the Resolve Bonus from the Ancient Artifact.
 * ⚡ Fixed a bug that caused the Drainage Mole to appear on Dangerous Glades instead of Forbidden.
 * ⚡ Fixed a bug where Glade Events sometimes wouldn’t spawn in Dangerous Glades.
 * Timers in Glade Events are now real-time and also update based on the number of assigned workers.
 * ⚡ Fixed a bug with Glade Info tooltips (from Cornerstones like Ancient Pack) covering regular glade tooltips.
 * ⚡ Fixed an issue with marked trees being difficult to spot on certain biomes (like the Coral Forest or the Cursed Royal Woodlands)
 * ⚡ Fixed a bug with player settlements disappearing from the world map.
 * ⚡ Fixed a bug with the Small Farm being given to the player as a reward for completing an Order in a Barren Lands map.
 * ⚡ Fixed a bug with Embark Bonuses being rerolled each time the game is loaded.
 * ⚡ Fixed a broken icon in the Leaking Cauldron Glade Event.
 * ⚡ Fixed a bug where the camera zoom would be interrupted when hovering over UI elements.
 * ⚡ Fixed a rare bug with negative resource numbers appearing on the HUD after selling goods to a trader.
 * ⚡ Fixed a bug with the perk overview in the building panel not being scrollable.
 * ⚡ Fixed an issue with needs having different icons in different places (species panel vs villager panel).
 * ⚡ Fixed a bug with the Clay Pit worker incorrectly being called a Greenhouse worker.
 * ⚡ Fixed an issue where the trader Vliss Greybone had a visible color code in her description.
 * ⚡ Fixed an issue with incorrect resource numbers displayed in the Cycle Summary after a force world map reset.
 * ⚡ Fixed a bug where the Cellar Blueprint would give access to the Bakery instead.
 * ⚡ Fixed a bug with the Order icon frozen mid-blink.
 * ⚡ Removed Reputation and Impatience tooltips from the Reputation Bar after a game was won.
 * ⚡ Updated the names of perks increasing Barrel and Leather production to no longer be duplicated of other existing perks.
 * Updated the descriptions of Deeds requiring the player to win multiple games near a modifier to more precisely reflect the Deed’s meaning (that this should be done near different modifiers of the same kind).
 * Fixed a bug where the “Trader Arrived” icon was still visible even if the Trading Post was destroyed.
 * Improved save stability.

Other
 * 1) Missing translations will now default to English.
 * 2) Slickshell Broodmother textures have been updated.
 * 3) ⚡ If you take more villagers with you at the start of a game, they will now position themselves around the Hearth, and no longer be crammed into one spot.

Early Access version: 0.12.6R

 * Added Community Vote (available via button in the right bottom corner of the Main Menu)

Early Access version: 0.12.3R

 * We just pushed a small hotfix which should prevent the seasons from not changing if Violent Dusk (+100 to Hostility) became active during the storm.

Early Access version: 0.12.1R
Changes marked with ⚡ were inspired by the community. New content and features


 * ⚡ Added a new biome – the Coral Forest. Besides the standard differences, like resource availability and visuals, this region also brings a set of new content:
 * three different types of trees with varying bonus resources
 * a new forest layout – trees are now clamped together into distinct “islands”, making it easier to mark the ones you want for a specific resource
 * an effect that boosts bonus production based on the Hostility level
 * Added 6 new Forest Mysteries with unique effects to all biomes
 * Implemented the first iteration of the new Order generation system
 * Orders should now generate based on settlement conditions and unlocked meta progress, without impossible tasks like a farm on Barren Lands
 * Added 20 completely new Orders and objective variations to existing Orders
 * Added new objective types (like selling goods worth X Amber, opening up Caches or solving Dangerous Glade Events)
 * Changed some objectives with the delivery of complex consumable goods to now require satisfying a need
 * The amount of available Orders and their difficulty is now based on the map that is played. This means that games played on “Normal” (close to the Citadel) will have 12 easy Orders, whereas games on “Impossible” will now have 9 very hard Orders.

Balance


 * ⚡ Changed the Resolve balance based on feedback from the previous patch
 * ⚡ Added a system for dynamically moving the Reputation threshold (the blue bar) on the species Resolve indicator. It’s now easier to generate Reputation early on during the game, but the more Reputation is gained, the more Resolve is required.
 * Stagnation no longer grows with gained Reputation.
 * Stagnation is now a flat number and no longer a range.
 * Lizards now generate more Reputation after reaching the blue threshold.

UI/UX improvements


 * Added a new tooltip when hovering over a species’ Resolve bar. It now shows the current Resolve, Reputation gained from a given species, and the Reputation threshold.
 * ⚡ Perks with unique effects (like Mist Piercers) will no longer appear in the Cornerstone selection window if the player has already picked it.
 * ⚡ Perks will no longer appear in the Cornerstone selection window if they are useless in a given environment (like trading focused Cornerstones on a Trade Block map).
 * In-game reports that were not sent due to network errors are now saved and possible to be sent again after reopening the feedback window.
 * ⚡Added a biome summary screen with information about resources, fertile soil, and seasons in the ESC menu when playing on a map.
 * Added a new panel with a summary of a given biome’s effects underneath the “Forest Mysteries” section when starting a new game.
 * Added labels to villager needs’ tooltips (like “services”, “clothing”, “complex food”, etc.).
 * Bug fixes
 * ⚡ Fixed a bug where the Woodcutters’ Camp would go invisible when moving it after saving and loading the game multiple times.
 * ⚡ Fixed a bug where destroying a building wouldn’t return goods located in its internal storage.
 * ⚡ Fixed a bug where hovering over the UI would interrupt input while moving a building.
 * ⚡ Fixed a bug where opening up the construction panel would not close the building window of a selected building.
 * ⚡ Fixed an issue with the Important Matters effect lowering the Queen’s Impatience only by around 50% instead of 80%.
 * ⚡ Fixed an issue with the Devastating Storms effect incorrectly stating that it stacks with Hostility.
 * Fixed an issue with missing minus symbols in descriptions of effects shortening season durations.
 * ⚡ Fixed a bug with the Prosperous Archaeology Cornerstone not giving Resolve for opened Caches.
 * ⚡ Fixed a bug with the Prosperous Settlement Cornerstone not correctly counting its Resolve bonus based on traded goods.
 * Changed the Prosperous Settlement description to more accurately reflect its effect (it now only counts goods sold to the trader).
 * ⚡ Fixed an issue with ingredients overlapping in the goods selection UI.
 * ⚡ Fixed a bug where the Feedback Window couldn’t be opened when in the Citadel, Deeds or Upgrade view.
 * ⚡ Fixed an issue with incorrect tooltips and descriptions for alerts regarding idle scouts and freshly discovered Glade Events.
 * ⚡ Fixed a bug with resource tooltips still being visible when opening the ESC menu in-game.
 * ⚡ Fixed an issue with the goods counter overflowing when the player has more than 9999 resources of a given type (seriously, how? Are you cheating?).
 * ⚡ Fixed a bug with the Trade Route window not opening again after closing it.
 * Fixed an issue with the Rebellious Spirit Cornerstone not working correctly.
 * Improved meta save backup stability.

Other


 * Brought back the temporarily disabled seasonal effect Gift from the Woods.
 * Removed the town preview in the biome summary view (we’ll bring that back in the future, once we iterate upon the entire world map system).
 * Renamed the “Pan Camera Outside Main Screen” option to “Constrain Cursor”.

Early Access version: 0.11.4R

 * Fixed a bug that caused the *Rebelious Spirit* cornerstone to to display an incorrect status in the tooltip
 * Fixed a bug that caused the *Lost Supplies* cornerstone to display and incorrect status in the tooltip
 * Fixed a bug that caused the *Exploration Contract* cornerstone to display and incorrect status in the tooltip
 * Fixed a major issue that caused incorrect Hostility stacking after saving and loading a game. This bug was making the game harder than intended for some players (thanks to <@!183663406589411328> for reporting this)

Early Access version: 0.11.3R
Balance:
 * Crystalized Dew recipe now has Insects instead of Resin in the third ingredient slot. This is however a temporary measure and the recipe will be updated in an upcoming patch.
 * Lizards now give more passive Reputation from Resolve after surpassing the blue threshold
 * Adjusted species sensitivity to Resolve changes. Beavers will now react a bit quicker to Resolve changes, whereas Lizards are now slightly more resilient and won't drop Resolve as drastically as before (but all species are still different in that matter)

Bug fixes:
 * Fixed a bug where clicking on a built Homestead would highlight Fertile Soil hidden in nearby undiscovered Glades
 * Fixed a bug where turning off Complex Effects would cause Blightrot to be invisible
 * Fixed the "Turkish-I-problem" again, for good this time (probably?)
 * Fixed an issue with the Trading Post still showing an upcoming trader message on maps with the Trade Block modifier

UI/UX imporvements:
 * Added a timer to Recipes in the Rain Collector, Clay Pit, Greenhouse and Mine
 * Adjusted the UI Size slider in the options menu to allow for an even smaller UI setting

Early Access version: 0.10.7R
New content and features Changes marked with ⚡ were inspired by the community.
 * ⚡ Farm field preparation: Farmers now prepare fields during the Storm for a 20% chance of double yield next year.
 * Yearly Newcomer groups now come with food or resources.
 * Added Cloud Saves.
 * ⚡ Added a system that detects low-end GPUs and turns off some of the more demanding particles that were causing game crashes.
 * Balance
 * ⚡ Resolve and Stagnation have been heavily rebalanced. The number of value changes in all aspects of the game is too numerous to list (food, housing, services, etc.), but it’s now way harder to get to the maximum Resolve and the passive Reputation generation threshold.
 * Adjusted the trading value of most goods in the game, especially luxury goods used to fulfill villagers’ needs (Tea, Wine, Manuscripts, Ale).
 * Barrel production in all buildings has been buffed significantly.
 * Crystalized Dew production has been buffed in all buildings, and its trading value has been increased to match other metals.
 * Manuscript production has been buffed.
 * ⚡ Greenhouse production has been nerfed significantly (from 10 to 3), but an additional worker slot has been added.
 * ⚡ Goods per minute cornerstones now give less resources and have a lower chance of appearing each year.
 * ⚡ Mushrooms have been slightly nerfed – more Mushrooms are now required to make Flour and some Cornerstones boosting mushroom production were removed or shuffled around.
 * ⚡ The Grove now has a two-star recipe for Berries.
 * ⚡ Trade Routes have been rebalanced – they are now equalized, making it impossible to get free resources from back-and-forth exchanging.
 * ⚡ The Workshop now costs more resources to build and has one worker slot less.
 * The last three orders in the second tutorial have been nerfed – they now require fewer packs of goods and less resolve.
 * Doubled the production time for Coal in the Mine.

 UI/UX improvements
 * ⚡ Added cycles and goods counters to tooltips of progressing perks (like Mushroom Specialization).
 * ⚡ Added a timer to tooltips of timed effects (like Thrill of Exploration).
 * ⚡ Added a death count to tooltips of effects that kill villagers (like Ancient Pact).
 * ⚡ Added an alert for newly discovered Dangerous Events in Glades.
 * ⚡ Added an alert for when workers have been assigned to a Glade Event, but the investigate button was not pressed.
 * ⚡ Added an alert when no Firekeeper is assigned to the Main Hearth.
 * Added an hourly alert that monitors the player’s playtime.
 * ⚡ Added a checkbox for edge scrolling (you can now disable camera movement when the cursor is near the edge of the screen).

Bug fixes
 * ⚡ Fixed a bug where goods bought from the Trader could still be stolen.
 * ⚡ Fixed an issue with the incorrect save popup not being localized.
 * ⚡ Fixed an issue with the blue dots staying on the Reputation bar after acquiring a Blueprint.
 * ⚡ Fixed an issue where the Abandon button wouldn’t work right at the start of the tutorial.
 * ⚡ Fixed a bug where the Storm would last only a few seconds due to incorrect time calculations after solving a Dangerous Glade Event.
 * ⚡ Fixed a bug where the Finesmith Blueprint had the Smithy building attached to it.
 * ⚡ Fixed an issue with the Æ and Œ characters not displaying correctly in the French version of the game.
 * ⚡ Fixed an issue with the Woodcutters’ Camps not working after being rebuilt.
 * ⚡ Fixed a bug where the in-game reports could only be sent once per session.
 * ⚡ Fixed an issue where the Cursed Royal Woodlands reward was used up by towns built on a nearby hex.
 * ⚡ Fixed an issue where the game wouldn’t pause after opening the Trade Route window.
 * ⚡ Fixed a bug where some ruins (Supplier, Pantry) would require Simple Tools instead of Infused Tools.
 * ⚡ Fixed an issue with Mist Piercers and Ancient Pact perks being available in the Cursed Royal Woodlands.
 * ⚡ Fixed an issue with the Ranch only having a maximum production limit of 5.
 * ⚡ Fixed a bug with the game unpausing at speed 1 after closing the Order window.
 * ⚡ Fixed a bug with the Homestead showing Fertile Soil hidden on nearby Glades.
 * ⚡ Fixed a bug where trend values were calculated incorrectly for the Fuel and Exploration goods category.
 * ⚡ Fixed a bug where the Fading seasonal effect was applied even though its requirements were met.
 * ⚡ Fixed a bug where the “no resources” notification would appear for a split second after a camp ran out of resources to collect.
 * ⚡ Fixed a bug with incorrect time calculations on the vote button in the main menu.
 * ⚡ Fixed an issue where some Glades would not have enough space to spawn a Dangerous Event.
 * ⚡ Fixed an issue with the capital letter “i” not being displayed correctly on Turkish systems.
 * ⚡ Fixed a bug with the “low on fuel” notification opening up the building menu after clicking it (instead of pointing to the Hearth).
 * ⚡ Fixed a bug where a negative number could be put into the production limit text box.
 * ⚡ Fixed an issue where typic was impossible if there was a “-” symbol in the production limit text box.
 * ⚡ Fixed a bug where Citadel Resources wouldn’t show up in the Cycle summary window if the player had none left.
 * ⚡ Fixed an issue with the missing scrollbar in the Cycle summary window.
 * ⚡ Fixed a bug with the scroll bar in the Trade Route summary in the Citadel not working correctly.
 * ⚡ Fixed a bug where old Trade Routes would still be displayed in the Citadel after starting a new Cycle.
 * ⚡ Fixed an issue with season duration perks missing a minus symbol.
 * ⚡ Fixed an issue with the “trader is on their way” message appearing after opening the Trading Post in a map with the Trade Block modifier.
 * ⚡ Fixed an issue with tracked Deeds being displayed as unfinished if the reward was not yet collected for them.
 * ⚡ Fixed a bug with the Forbidden Glade icon being turned away from the camera.
 * ⚡ Fixed an issue where clicking on icons in build mode would open up the UI instead of placing a new building.
 * ⚡ Fixed an issue with reward tooltips not being displayed while workers are in the middle of investigating an event.
 * ⚡ Fixed a bug with the “comfortable” worker slot effect not being displayed in the [Alt] key overlay.
 * ⚡ Fixed an issue with incorrect visual sorting while in tree marking mode.
 * ⚡ Fixed an issue with resource costs still being shown for already bought upgrades in the Citadel.
 * ⚡ Fixed an issue with the “Embark” button not turning grey after exceeding the Embark Point limit.
 * ⚡ Fixed a bug with missing scrollbars in the “My Goods” and “Trader Goods” areas of the trading UI.
 * ⚡ Fixed a bug with the Devastating Storms description incorrectly stating that the effect stacks with Hostility.
 * ⚡ Fixed a typo in the Petrification effect description.

Other
 * Updated the farm field model and texture.
 * ⚡ Updated the resource description for Parts.
 * ⚡ Changed the Basic Housing effect name to Sheltered.
 * ⚡ Updated the Toxic Ooze threat description to more clearly indicate what the effect does.

Early Access version: 0.10.7R
improved the save system stability • ‘Move Camera Outside Game Screen’ checkbox will also lock the cursor to the game window

Early Access version: 0.10.5R

 * fixed an issue with the Cursed Royal Woodlands being ranked as Normal difficulty
 * fixed an issue with Mush Soup not counting towards Complex Food requirements
 * fixed the Important Matters seasonal effect (it now lowers Impatience generation by 50%)
 * Removed colored frames from building blueprints
 * Fixed a few typos (graphical options in German, missing Black Market description in Russian).

Early Access version: 0.10.3R
We just pushed a small update that fixes the missing perk texts (*Bone Tools, Black Market*) and the missing *Poisoned Food* effect description.
 * HOTFIX 0.10.3R**

Early Access version: 0.9.17R
We just pushed a small hotfix that prevents the game from crashing after following the World Map Deeds on certain CPUs.
 * HOTFIX 0.9.17R**

Early Access version: 0.9.16R

 * Fixed multiple issues with the save files compatibility between the Early Access version and the Demo
 * Improved save stability and removed backup overriding
 * Goods in the “Trader offer” and “My offer” categories no longer disappear after buying a perk/blueprint for Amber
 * Fixed a bug where perks like “Ancient Pact” caused the glade information icons to be displayed above the already Discovered glades
 * Faction AI no longer hyper focuses on one tile on the World Map
 * Fixed a bug where Citadel Resources were incorrectly counted in the Cycle Summary View
 * Fixed a bug where the trader could offer already owned blueprints
 * Fixed a bug where Zhorg (Trader) wouldn’t buy building materials
 * Removed a duplicated Deed from the game
 * Fixed a bug where the sacrifice panel in the Hearth was incorrectly scaled after removing a “sacrifice block” effect
 * Fixed a bug where Firekeeper bonuses stayed active after the Firekeeper died or left the village
 * Fixed an issue with the extinguished Hearth automatically reigniting after loading the save
 * Adjusted the UI in places where translated text was too long (I’m looking at you, German language)
 * Removed the minus symbol from certain perk descriptions
 * Fixed a bug where the “complete order” sound was played after finishing a game
 * Fixed an issue with the intro voice-over volume being too low
 * Fixed multiple building construction sites, so the roof wouldn’t stick out from underneath the ground
 * Fixed a bug where villager numbers wouldn’t update on the HUD when the game was paused
 * Fixed a bug where the food category of goods was always open after loading a save
 * Fixed an issue with Resolve Effects overflowing in the Species Panel
 * Right-clicking on a building icon no longer opens up the building window
 * Fixed multiple issues with texts (grammar, perk names, incorrect icons in text, etc.)
 * Centered the Trader icon above the Trading Post
 * Fixed an issue with non-dismissable “Report not sent” notifications

Early Access version: 0.9.15R

 * Fixed a bug where eating biscuits wouldn't meet the Food need
 * Fixed a bug where Demo players who bought Upgrades during a Cycle could not finish the Cycle in the Early Access version
 * Corrected Hearth's Sacrifice tooltip values
 * Fixed a bug where passive reputation bonus was incorrectly displayed on the species Resolve Bar tooltip
 * Fixed a bug where the building's preview would lack '+' and '=' signs in the Recipes
 * Added a missing text in the building's preview
 * Fixed a bug where the Ancient Pact would not show the content of regular glades
 * Russian localization improvements (due to an oversight on our end, some of the texts were not up-to-date)

Devlogs
Devlogs

Devlog #1 – It’s alive!
Apr 28, 2021

Greetings, Citizens! We’re starting a series of development blogs to let you stay on track with the development progress and provide you with an opportunity to learn more about the game.

One of the ideas behind Against the Storm is community-driven development. We believe that a well-informed community can provide more valuable feedback and thus have a stronger impact on the development process. So without further ado, let’s take a deep dive into the last couple weeks of our work.

Dense Forest & Glades – roguelite features We always planned Against the Storm to be 70% city builder and 30% roguelite. While the city builder part is easily distinguishable from the screenshots, the roguelite one… not necessarily.



We develop Against the Storm with three pillars in mind:

The feeling of rebuilding Becoming a part of the world Diversity of experience Although we felt that the game already delivers the first two of them, we knew it falls short on the last one. So we decided to discuss once again what we believe are the most essential roguelite features (which we believe to be an essential part of the Diversity of experience pillar), what problems we are facing in this area, and how we can resolve them.

Here’s what we found out.

Roguelite features: Plurality of choices Emergent gameplay Strategy without micromanagement Consequences of choices Emphasis on the mastery Learning from your mistakes ‘Ultimate power’ fantasy Decision trade-offs Procedural generation Exploration

Roguelite pillars: Diversity of challenges Diversity of imperfect tools to cope with the challenges Choices that permanently determine what tools are you going to use to cope with the challenges

Three deadly sins We were able to distinguish three major problems (three deadly sins) that contrasted with the previously mentioned features and pillars.

Sin I We lack long-term challenges. With no challenges upon players, there’s no real risk and without the risk, there are no meaningful choices (e.g. which passive bonus should you invest in).

The long-term choice in Slay the Spire (source: u/MisirterE)

Sin II We have no synergy. As a result, we also don’t have our ultimate power fantasy. You know – that one ideal run during which you performed so well you keep coming back to it in your mind and try to find a way to recreate this scenario on consecutive runs. The lack of synergy also means there can’t be any complex and diverse tactics.

A synergy of items in The Binding of Isaac (source: BungieMuffin) 

Sin III There’s no mastery. After learning the initial rules there are no systems that allow players to learn, get to know the game, and become better. Mastery in Dead Cells (source: Rock Paper Shotgun) 

Dense Forest – Overview With that in mind, we formed a list of systems & features that could be implemented to support the Diversity of experience pillar and strengthen the roguelite aspect. One of the ideas we decided to test is the Dense Forest system, which supports exploration, perks, rewards, synergies, and mastery.

The Dense Forest system tries to address three problems:


 * Game’s fantasy: the forest is not mysterious and overwhelming enough
 * Gameplay: there are no systems that encourage exploration, which is an essential part of roguelites
 * Gameplay: too much of the map is uncovered. As a result, the player has too much information at the beginning, which encourages to restart the game to generate better resources on the map



How it works: The player starts the game on a glade tightly surrounded by trees. The rest of the map is covered by the fog. However, the player is still able to see the shapes of other glades in the woods. Those are the places where resources and interesting objects lie, but also the danger awaits. The initial information about the contents of the glades is scarce, but it is possible to uncover it by sending a woodcutter expedition that will cut their way to the glade. Once discovered, the glade is no longer covered by the fog. The players’ task is to assess the risk of uncovering new glades.

This system resembles dungeon exploration known from other games. You are often faced with a choice, which chamber to visit next. You might get rewarded, but you can also get into serious trouble.

The majority of fields on the map are filled with trees, which can be cut down. In the Building panel, there are two icons dedicated to selecting (and de-selecting) areas marked for deforestation. The trees will only be active if the player has built the Woodcutters Camp and assigned Worker(s) to the building. The deforestation zones are marked by clicking and dragging the LMB over the desired area. Those zones are then highlighted in every mode. Workers will start chopping down trees of the closest zone and only proceed to the next one if the first is fully cleared.Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings.

There are three types of trees, which differ in terms of the generated resources and the amount of time necessary to cut them down:


 * Evergreen – medium cut-down time; medium amount of resources
 * Hollow – short cut-down time; low amount of resources
 * Petrified – long cut-down time; low amount of resources

Tree models (from left: Evergreen, Hollow, Petrified) Cutting the path to a new glade is a valuable opportunity to discover a vast area for the development of the player’s colony and most likely find new resources or more valuable rewards like passive perks. There’s also a threat of coming across new dangers.

We were able to implement the basic representation of this mechanic to the game and we’re already satisfied with the results from playtests. At the same time, we’d like to ask about your impressions. Many of you were curious what’s rogueliteish about Against the Storm. So, what do you think of this mechanic? Penny for a thought! It’s a bird… It’s a plane… It’s a Beaver! For quite some time we’ve felt that the Beaver population was underrepresented in the game. No wonder, since they didn’t have their 3D model implemented. Duh.

So finally we’ve added the Beaver Worker model to the game along with some basic animations. You can check the animated Beaver Worker model on our SketchFab.

We wouldn’t be ourselves if we didn’t make a PS1 Hagrid meme of it. Feel free to make it your new Steam avatar.

Yur a wizard Arry

Camps & Modules From other news, we’ve been working on modules for some low tier buildings. Up to this point, we only had models of high-end buildings that leverage the rainpunk technology, whereas we didn’t have any in-house-made assets for buildings that are constructed early in the game. Ones that don’t impress with their high fidelity or scale, but still are the ones that players will see most often.

Hence, we’re currently working the following models:


 * Lumber Camp
 * Scavenger Camp
 * Prospector’s Hut
 * Hunters’ Lodge
 * Quarry
 * Simple Farm

Camps module list

Whenever we make new buildings, we create them from modules. It helps us significantly speed up the process. We create modules (as seen below) that allow us to duplicate them in various objects with various decorations.

Rainpunk Modules In the meantime, we also created rainpunk modules that will be later used in various buildings that utilize rainpunk technology. What’s rainpunk you ask?

For centuries, the world of Against the Storm has been tormented by perpetual rains of extraordinary, magical properties. It can change the matter it touches and is charged with energy. Although it can be processed and utilized for noble purposes, the rain has a negative impact on all sentient races and a fair number of animals, spreading disease in their bodies.

Rainpunk term refers to a technology that utilizes magical rain.

Hello world! The last few weeks will remain forever special for us as we finally stepped out of the shadows and announced Against the Storm to the world.

The announcement itself was one of a kind experience for us. Seeing your genuine interest in the concept and visuals of Against the Storm made our motivation and excitement skyrocket. We’d like to thank you for all your support in the form of retweets, wishlisting the game, or spreading the word about it. You’re legends!

The question we hear a lot among other developers is When is the best time to announce your game? The answer, as too often, is: It depends. It depends on the scale of the project, the quality and amount of assets at your disposal, your marketing plan, and many many more. For some, it would be as early as the first model is created, for others when the proper trailer (CGI or gameplay) is created.

For us, it was supposed to be the day when we were able to launch our Steam page (actually, that was the second idea – let us know in the comments if you want to know the other). The game’s Steam page is the ultimate place where we want to drive players. Every Steam wishlist counts and helps us get more visibility on the platform and attract new members to our community.

So we focused our efforts on creating essential in-game assets that would best capture the idea of the game: fantasy races, buildings that could only have a purpose in the world where it constantly rains, etc. But then, we managed to attract the editors of CD-Action with the overview and gameplay of the game (with some placeholders, but they are acceptable at this point). CD-Action is the largest Polish print magazine about games.

It was one a kind opportunity for us, so we shifted all our efforts towards creating the best texts and screenshots that we could provide them. Sidenote: we didn’t play with screenshots in any graphic editors. What you see is taken directly from the game.

At the same time, we started the process of setting up the Steam page. Piece of advice for other indie developers: have your Steamworks account created as early as possible. You will learn what assets are necessary to launch your store page and how long the procedures take. We have some experience in launching Steam pages, but nevertheless we barely made it on time. Save yourself some unnecessary stress.

In the end, we managed to set up all the pages we wanted on time. We’re on Steam, Game Jolt, IndieDB, Reddit, Facebook, Twitter, and more. That’s a lot of graphics to prepare, so we’re sharing with you our list of images and sizes that will help you prepare for launching your pages in advance:  List of marketing assets and sizes (Steam, Game Jolt, IndieDB, and more!) We appeared in CD-Action (dreams come true!) and connected it with the global press outreach. We got some coverage on pages like Tech Raptor, OffGamers, Blue’sNews, MMOinGame, Nano Gaming News, and more. We even made it to the front page of IndieDB, so once again thank you for your interest that allowed us to reach such a high spot.

Your turn! What would you like to see covered in future devlogs? We’re eager to share more news about the game or provide you with useful tips on game development and marketing. Let us know in the comments! This text is collapsible.