Greetings, Viceroys!
[p]The new DLC and a free content update are out now. There are a lot of new features to unpack, so let’s get right to it![/p][p][/p][p][dynamiclink href="https://youtu.be/gLh6LvA0VpM"][/dynamiclink][/p]Nightwatchers DLC
[p]The Nightwatchers DLC includes:[/p]- [p]New playable species: Bats[/p][/*]
- [p]New biome: Rocky Ravine[/p][/*]
- [p]New biome: Bamboo Flats[/p][/*]
- [p]New buildings: Manorial Court, Black Market, Bat House[/p][/*]
- [p]New mechanic: Fluffbeak[/p][/*]
- [p]3 new Modifiers[/p][/*]
- [p]3 new World Events[/p][/*]
- [p]11 new Orders[/p][/*]
- [p]3 new Citadel Upgrades[/p][/*]
- [p]3 new Legendary Cornerstones[/p][/*]
- [p]16 new Deeds[/p][/*]
- [p]6 new Decorations[/p][/*]
- [p]27 new music tracks[/p][/*]
- [p]And more![/p][p][/p][/*]
Commons Update (1.8)
[p]The free content update features:[/p]- [p]Commons - which lets villagers fulfill service needs at the Hearth[/p][/*]
- [p]Option to purchase additional blueprint and cornerstone slots in Prestige games[/p][/*]
- [p]Option to prioritize reward collection from glade events[/p][/*]
- [p]Updated looks of some buildings (Bat architecture)[/p][/*]
- [p]New Fox comfort specialization[/p][/*]
- [p]New Legendary Cornerstone[/p][/*]
- [p]New Smoldering City Upgrade[/p][/*]
- [p]And more![/p][/*]
You can find all the details in the Update changelog:[/p][p][dynamiclink href="https://store.steampowered.com/news/app/1336490/view/541112120139326678"][/dynamiclink][/p][p] [/p]
Supporter Pack Update
[p]We’re also happy to reveal a little secret we’ve been keeping from you for the past several months. We’ve been working on a 300+ page artbook that includes never-revealed concept art spanning the entire development process.[/p][p]What’s more, we’ve just added it for free to the Supporter Pack![/p][p]
But that’s not all. Here’s what’s new to the Supporter Pack:[/p]
- [p]300+ page digital artbook[/p][/*]
- [p]27 new music tracks from the Nightwatchers DLC[/p][/*]
- [p](Steam only) The OST from the Supporter Pack is now also a separate product in your Steam library, and you can listen to it via Steam’s native music player.[/p][/*]
- [p]3 new World Event illustrations[/p][/*]
- [p]3 new portraits[/p][/*]
- [p]2 new emojis[/p][/*]
- [p]Nightwatchers wallpaper[/p][/*]
Learn how to access the Supporter Pack content in this guide:[/p][p][dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3537206955"][/dynamiclink][/p][p]You can get the Supporter Pack separately or as part of the Complete Bundle with an additional discount:[/p][p][/p][p][dynamiclink href="https://store.steampowered.com/bundle/45551/Against_the_Storm_Complete/"][/dynamiclink][/p]
[p][/p]
DLC & UPDATE OVERVIEW
[p][/p][p]Important: Due to numerous systemic changes, the update will close ongoing settlements to prevent potential issues. As compensation, you’ll receive Citadel Resources equivalent to winning that game. Your Cycle progress and meta progress will remain intact, except for the last seen World Events, which will not appear on the map again. You’ll receive a free Royal Resupply as compensation.[/p][p][/p][p]If you’re eager to finish your current settlement, we recommend you do so before the Update goes live on July 31st at 5:00 pm UTC. [/p][p][/p][p]If you don’t manage to do it, and you’re desperate to finish the settlement, you can access a special Legacy branch on Steam with version 1.7. Details on how to do this can be found at the end of this article. However, we recommend using this option only as a last resort.[/p] | [/tr]
Bats
[p]The most exciting addition in the Nightwatchers DLC is, of course, the new playable species - Bats. We first teased them back during early access in one of our community votes, and ever since then, Bats have never really left our minds. When we began working on our first DLC, Keepers of the Stone, we deliberately laid the groundwork for their eventual arrival. That’s why so many of the game’s core systems were reworked back then - and also why Commons Update (1.8) could afford to be a bit more conservative, without turning everything upside down again.[/p][p][/p][p][img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcy5t_ughWk--UgV8ZwXedqu0SEc95PxSbxULkANk0QNm7OjVJhpFLzQT_CzDRTg9wC14DT_5bqa0gFPq9TobbeUlplWBogbdx_fFvS-XSaoS-ZMVKMKTqiBJSy0qHDFR1BDHsrrw?key=5xdnB-wmTn77iKWi0iMLh4g"][/img][/p][p]Even-< though we took a more cautious approach to the core systems this time (no new service needs or food types, for example), we still wanted Bats to feel fresh and different. We wanted them to be a species with a strong identity and a distinctive playstyle. Since Keepers of the Stone was a lighter expansion and the Frogs were a cheerful bunch, we decided that Nightwatchers would be darker and more mature in tone. The Bats would lean heavily into themes of ruthlessness, sacrifice, and death, both narratively and mechanically.[/p][p]This direction wasn’t just thematic - it was a deliberate design choice. We wanted the Bats to fill two key niches: the metalworking branch of the economy, and the more ruthless playstyles centered around cornerstones like Ancient Pact or Cannibalism. That’s why they have a proficiency specialization in metallurgy and no comfort specialization at all. Instead, their unique trait grants them stacks of positive Resolve for every two members of another species who either leave or die.[/p][p]This is further reinforced by their starting ability - the Manorial Court. Through a Smoldering City Upgrade, Bats can gain access to a unique building that allows them to exile members of a chosen species in exchange for a settlement-wide productivity boost. Think of it as the community “motivating” the rest by banishing its least productive members.[/p][p][/p][p][img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeDFEmYCjAJbe3FgOQwnfSELRM2WtjaF6Ck6-aL0wdSYIgJHuOxbf_cONkb2tJbVsyAz0sfUEiUSZjhDoHdlgyEAyzCyXjkKJwvMndSMsWGh_jORhuJ5fJ4tSKZOt7LMu4t-fnUAw?key=5xdnB-
wmTn77iKWi0iMLh4g"][/img][/p][p]To-< top things off, the Bat Firekeeper’s passive - Steel Gut - gives villagers a 15% chance to not consume food during a break. It's a small but helpful tool for managing food shortages or mitigating the impact of events like the Blood Flower.[/p][p]Like every other species in the game, Bats come with a unique Resolve profile (for example, they have the lowest value for the “Demanding” trait so far), along with a distinctive set of needs (before their introduction, Biscuits and Skewers were somewhat underrepresented; with Bats, the distribution is now more or less even). They also have a unique house upgrade: the Repair Station. This effect rewards players with Copper Bars when accepting newcomer groups, reinforcing the Bats’ metallurgy theme and synergizing well with the Frog Firekeeper effect.[/p][p]Lastly, Bats come with their own set of buildings. However, to avoid expanding the overall building pool too much, we didn’t introduce any new blueprints this time. Instead, we repurposed two existing buildings - the Grill and the Explorer’s Lodge (now renamed the Academy) - and made them exclusive to the Bat species.[/p][p][/p][p][img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe6f4CQOhKJtgP9_vHHwvRbcUDvDAQW_xLbXJFMAOIttr-nhkh3JuxjBZ9WkZFCOLUV7vIUuiNTPxtabICbZRnSn_-qVcBD7EgbEIAjeHDJ3MXbSuUqlkbMdDK5wfKcQDKChSGbug?key=5xdnB-
wmTn77iKWi0iMLh4g"][/img][/p][p]There’s-< one small caveat: if you don’t own the DLC, the Academy and Grill will still be available without Bats in your settlement, just like in version 1.7. So nothing is being taken away with the release of the DLC.[/p][p][/p]
The Rocky Ravine
[p]Like Keepers of the Stone, the Nightwatchers DLC introduces two new biomes to explore. The first one is the Rocky Ravine - a barren, stony gorge devoid of organic life, but rich in minerals and ore. It's a highly sought-after location for both traders and smugglers.[/p][p][/p][p][img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd_tbXVEe9fNfjxrVMv6T0GPaBQDHZ6GYLR3zxH8CXg1tLE_DHisl9W0XkRD1mzfy1rukiLRovBPt6kkEhl8vfixP1QJz6Xe3iTibO8lgbTe6hBzFwoWUYLW4XgNSqtlXf-zz0R?key=5xdnBwm-Tn77iKWi0iMLh4g"][/img][/p][p]What-< sets this biome apart mechanically is a major twist: trees here don’t yield wood, but stone instead. As a result, the most common resource in other biomes becomes something you’ll need to manage carefully and spend wisely. But fret not - the Rocky Ravine also comes with new ways to handle resource shortages, namely through the introduction of the infamous Black Market.[/p][p]The Black Market, operated by the notorious Black Amber Syndicate, is a special building available exclusively in the Rocky Ravine. It offers randomized, time-limited resource deals at varying prices. Goods can only be purchased with Amber, but there’s also an option to buy on credit. However, any unpaid debt must be settled within three seasons. Fail to do so, and… well, let’s just say the Black Amber Syndicate has ways of collecting. Some of your villagers might mysteriously disappear.[/p][p][/p][p][img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcrpeC9GzJ00lYist2kbVELBJQD6Q_go5LIZN15CE1NzP8POS4i8kP-4ETgzXVtMF4RdKkZ0xZ48FC5XkvKLn7TT7d4tdPBaUOPcSDW_FDVlyGIWgC2sNVK4odzJRATjxVD0TjVSg?key=5xdnB-
wmTn77iKWi0iMLh4g"][/img][/p][p]The-< idea for this biome had been floating around in our heads - and in community discussions - for quite some time. It was born from a combination of two questions: What if wood suddenly became a rare resource? And is there a way to introduce “reversed” trade routes, even if only in a single biome?[/p][p]The first part was relatively easy to implement. But the reversed trade routes took a lot more iteration. After plenty of back and forth, we landed on an idea: what if you could buy goods on credit, and then deal with the consequences of your not-so-well-thought-out decisions later? This added a satisfying risk-reward dynamic to the Rocky Ravine and made the Black Market feel truly unique.[/p][p]While the lack of wood is the defining gameplay trait of the Rocky Ravine, we also chose to significantly limit the amount of food available in this biome. This decision reinforces its harsh, resource-scarce theme and further encourages players to rely on the Black Market. To support this design, we also introduced Amber as a possible byproduct of cutting trees and added a passive effect that increases the frequency of arriving traders, which naturally leans the gameplay more toward trade.[/p][p][/p]
The Bamboo Flats
[p]To contrast the dark, harsh themes of the Rocky Ravine, we chose a more lighthearted motif for the second Nightwatchers biome - the Bamboo Flats. This lush, verdant expanse is covered by an endless sea of bamboo trees and serves as the home of the magnificent Fluffbeaks - gentle giants who love nothing more than munching on the sweet stems and leaves of the Tearsap Bamboo.[/p][p][/p][p][img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdl_z1UUHpfDA_SJeBzsGx6-uC9_kQGLZjrFifYU4BK3Hev1UaBzY5v6A9xnjpz36yfqlBS9YuSetV7roH7gTVKiKAeyXBToz9KJgKy-hdO2iPeYI39RW5zIBKtl8qT3zcM5U6gAg?key=5xdnB-wmTn77iKWi0iMLh4g"][/img][/p][p]This-< biome has no naturally occurring fertile soil. Instead, players must create their own using fertilizer produced by a unique local creature - the Fluffbeak. However, to obtain this valuable resource, players must care for the gentle giant.[/p][p]The Fluffbeak will periodically require raw food, rainwater, and warmth (in the form of fuel) to continue producing fertilizer and granting buffs to your settlement. If you stop meeting its needs, its happiness will decline.[/p][p] [/p][p][img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfoLcbgUBS5yIyPd14XYP19SgSrclz8gDaeRqRwhmJQGSC7ZpI-S1z9qvuVeppNzxoREfvTzI1eeo-PtrilrImOwDnKHnUybLRif2w1uLSliTZP9Nqo4SbqD0DIO1ayASWBAOx6kg?key=5xdnB-
wmTn77iKWi0iMLh4g"][/img][/p][p]However,-< it’s important to note that the Fluffbeak won’t die or leave if it is unhappy. We intentionally designed this mechanic to not feel like a burden or a mandatory task. Instead, it’s a completely optional system - there if you want to engage with it, but never forced.[/p][p]Once you acquire fertilizer, you’ll be able to build Fertile Fields - a new type of building available only in this biome. These fields function like regular farm fields but come with fertile soil already underneath them, and you can place them anywhere you like. If a Fertile Field is destroyed, the fertile soil beneath it will remain.[/p][p]Our main design goal with this biome was to once again create a playground for builds that players might not have used very often in the past. We wanted to explore how gameplay would shift if farming suddenly became a dominant way of acquiring resources, and how settlement layouts would evolve when shaped around perfectly square, evenly placed farm fields.[/p][p]And of course, we also just wanted to have an excuse to add a giant, fluffy fella.[/p][p][/p]
World Events and Modifiers
[p]Aside from the usual new content that comes with a DLC - like cornerstones, orders, and deeds - this time we wanted to introduce something that also makes gameplay on the world map more dynamic and varied. That’s why Nightwatchers includes three new World Events and three World Map Modifiers. [/p][p]First, let’s talk about the new World Events. We aimed to create something more unique this time - events that not only change the rules of the game while you're resolving them, but also offer lasting and interesting rewards for the rest of the cycle. Things like a woodcutting automaton that rarely needs to return to the Woodcutters’ Camp, a unique trader you can summon at will, or a new resource that boosts rain engines. [/p][p][/p][p][img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeV-tVUBZBc6TlzDCcozgBViwvPiu6S_AMiadabU0qH9wLlkqgZOUR2vkErlh1MISd99u4eHg1LO1z1Rnu435XCdVdk4lEXCqTSO4GUUTXVVzqmw8MGcjIT3KofxI9sjP7-aoLvuA?key=5xdnB-wmTn77iKWi0iMLh4g"][/img][/p][p]-<
To support these ideas, we also introduced a brand-new system: active abilities. Some World Events in the Nightwatchers DLC reward players with effects that don’t expire after a set number of games but instead have a limited number of uses. These can be activated at any point during the cycle from a new tab in the Warehouse UI.[/p][p][/p][p]We also took this opportunity to expand the world of Against the Storm and tell new stories involving a shady criminal organization, a colossal tree-devouring beast, and catastrophic experiments linked to the Blightrot. While we’re still adamant about not adding a story mode or too many narrative elements to the game, we love leaving hints and breadcrumbs throughout.[/p][p] [/p][p][img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe0AVWxR76fbLgMyabqvHmOYrap987-vwvKQVJP4f5iuQs7urptIu1nHdPBCY-GZEiExOTmn0-b7CPHO4_bv1Hfe1xuu28Tg6OGzKyfGs46KQcFzK5kMsmS6r3h1ybtL16nQrChkw?key=5xdnB-
wmTn77iKWi0iMLh4g"][/img][/p][p]On-< the other hand, the new World Map Modifiers are our way of creating unique gameplay scenarios that bend the rules in one direction or another. They were designed to create new gameplay challenges, and with the Nightwatchers DLC, we introduced three new twists: a complete absence of rainwater geysers, a limit on the number of cornerstones you can hold at once, and a compact map with only five or six glades.[/p][p][/p]
The Commons
[p]Alongside the Nightwatchers DLC, we also released a free update that brings several new features, balance changes, and UI improvements. One of the most notable additions are the Commons - a new Hearth upgrade that allows villagers to fulfill their service needs directly at the Hearth, eliminating the early dependency on service buildings.[/p][p] [/p][p][img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeYzz4PYaNfpfouYMk-i3N4xZoyiagw5Uag5MwL55KFdTQsR92z1PBR-jehDfCNTifa7xuAZPlAz2khqcTjhDiynWOmPUwIjjumRPoNgpqZ4d66JFGDyvsuJR3eA2ck4dEiaQp80g?key=5xdnB-wmTn77iKWi0iMLh4g"][/img][/p][p]To-< use the Commons, you’ll first need to unlock it in the Smoldering City. Then, in each settlement, you can activate it by paying a small resource cost at the Ancient Hearth. Once active, villagers will fulfill their service needs at the Hearth during breaks. However, the Resolve bonus they receive will only be half of what they’d gain from using a dedicated service building.[/p][p][/p][p]Our main goal with this feature is to support Resolve-heavy or service-focused strategies earlier in the game - without waiting for a specific building to appear. It also raises the value of perks and blueprints tied to service goods, making options like the Work Safety Guide cornerstone or the Tinctury blueprint more viable in the early game.[/p][p][/p][p]Now, you might be wondering: why does the Commons need to be manually activated in each settlement, instead of being automatically enabled once unlocked in the Citadel? During early testing - both internally and in the DLC open alpha - we found that it was important to clearly communicate when this feature is active, why certain goods are being consumed, and what effect it's having. Making it a conscious player decision helped with clarity and control. It also gives players strategic flexibility, as some may choose to activate it later in a run - or not at all, depending on their build.[/p][p][/p]
Balance
[p]Another mainline feature of the 1.8 update is the option to expand Cornerstone and Blueprint choices in Prestige games. Starting at Prestige 12 and 13, players can now spend Wildfire Essence and Ancient Tablets to add one extra option to each choice. This additional option will persist even after a reroll. However, once you select a cornerstone or blueprint, you'll need to pay again to unlock the expanded pool in the next choice.[/p][p][/p][p][img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcvT4UiMyhUW9EVxTaQ3Pw3Hgi9Js9kxKu1Bg5IN3d5FHR2YRhI380htf10nv3RdklnEasR33qz94FY77NWVcr1jv-j0EpmZdd3kuYx3G-D-OptKJ32Dq0JWvIIXoyvrIGAWyVJEw?key=5xdnB-wmTn77iKWi0iMLh4g"][/img]-< [/p][p]From a design standpoint, this change serves two purposes. First, it gives Wildfire Essence and Ancient Tablets more value by introducing a new, meaningful sink for these resources. Second, it addresses a recurring piece of player feedback - that Prestige 12 and 13 introduced too sharp a spike in difficulty, with the reduced number of choices feeling overly punishing to some players.[/p][p]
When searching for a solution to that second problem, we didn’t want to simply add another option by default or remove the modifier altogether, as that would risk trivializing the experience. The limited choice design plays directly into Against the Storm’s core philosophy: making the best of what you have. Preserving that tension was essential - so instead, we added a way for players to regain flexibility at a cost, giving more control without losing the challenge.[/p][p]
In addition to this major balance change, the 1.8 update also brings a range of smaller tweaks. One of the most notable ones is a change to the Fox comfort specialization. Previously, Foxes received a Resolve bonus when working in buildings infected with Blightrot. While this was a flavorful and thematic choice, it often caused confusion and led to unnecessary micromanagement. From version 1.8 onwards, Foxes will have the Cooperation specialization instead, and will gain a Resolve bonus when working in buildings where at least two other Foxes are employed.[/p][p]
Another impactful balance change in update 1.8 has to do with the amount of Amber gained from declining Cornerstones. Previously, each decline granted a flat bonus of 10 Amber. Now, that amount will decrease by 2 Amber with each subsequent decline - down to a minimum of 5 Amber. We felt this change was necessary to make declining a more strategic, deliberate choice rather than the default action when a set of Cornerstones doesn’t immediately fit your build. Our hope is that this adjustment will encourage players to consider more off-meta picks, resulting in more varied and interesting gameplay overall.[/p][p][/p]
UX and miscellaneous changes
[p]Update 1.8 also introduces a number of smaller features and quality-of-life improvements - many of which were inspired by community feedback. These include long-requested additions like the ability to prioritize rewards from glade events and improved tooltips for world events.[/p][p][img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdcuLwKpnzjG_0aCvVvVvY--ZL3gQMOk8cva103ggaJQTrgxaJnFBxhYtrfvD7lW9H5koeiAlkMbw3g4l984cNVOR4-Y9uWRsAM-GlIdn8Jz3X49oKDUTfNNcaTWOsCgaP9IgL7Ng?key=5xdnB-wmTn77iKWi0iMLh4g"][/img][/p][p]We’ve-< also reworked how internal storage functions in buildings. Instead of a single global storage limit per building, each produced or gathered resource now has its own individual limit. When a resource reaches that limit, it will be transported to a warehouse. This change is meant to address some frustrating logistics issues - for example, situations where workers seemed “stuck” endlessly delivering a single resource, because it kept reappearing as another worker was producing it.[/p][p]For most players who don’t manually tweak internal storage settings, this change will likely maintain - or slightly improve - worker efficiency. More importantly, it helps prevent secondary resources from getting stuck due to priority conflicts, ensuring that all goods are transported more evenly and reliably.[/p][p]We could go on and on about all the changes and tweaks, but this developer note is long enough as it is. For a full list of numerical adjustments and detailed changes, be sure to check out the complete changelogs:[/p][p][/p][p][dynamiclink href="https://store.steampowered.com/news/app/1336490/view/541112120139326676"][/dynamiclink][/p][p][/p][p][dynamiclink href="https://store.steampowered.com/news/app/1336490/view/541112120139326678"][/dynamiclink][/p][p][/p]
Thank you
[p]Phew - that was a long one! Nothing left to say other than: thank you for all your feedback, bug reports, and suggestions for new content.[/p][p]To end this note, we have some exciting news - not directly tied to the game itself, but something very close to our hearts. For the longest time, we’ve wanted to create something truly special, but never quite found the time - until now.[/p][p]So… with the release of the second DLC and Update 1.8, we’re adding a massive, 300-page Digital Artbook to the Supporter Pack DLC. Inside, you’ll get a behind-the-scenes look at how Against the Storm was created - from early design ideas and concept sketches to detailed illustrations and 3D renders. It’s a deep dive into the visual world of the game, and a small way for us to share our creative journey with you.[/p][p][/p][p][img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc3e7p_zuanl_n04wMm29WiaRa_dAupag6lVkn4mVLMDMRuNUDbBafV8FLaha76u-OEwXtQzrxl5_n3yv4UM21IHlvNgix4Lmokqj5KXckb_-eDA4VPOP6mwMy6ypBNunPttFFQQw?key=5xdnB-wmTn77iKWi0iMLh4g"][/img][/p][p]May-< the storm be gentle on you,
Eremite Games[/p][p]
P.S. One of the best things you can do to help indie games is to leave a Steam review. If you’ve had a chance to play Against the Storm or the Nightwatchers DLC, we’d love to hear any feedback, positive or negative. Thanks![/p][p] [/p]
[p][/p]
SETTLEMENT SAVES & LEGACY BRANCH INFORMATION
[p]As with all major updates, numerous systemic changes require us to close the ongoing settlements to avoid potential issues. As compensation, you’ll receive extra Citadel Resources and Royal Resupply. On a community request, we also added an option to decline that reward.(Steam only) However, for those of you who weren’t able to finish their settlements and are desperate to do so, we also prepared a separate Legacy Branch 1.7, where we’ll keep the previous version available indefinitely. If you want to finish your current settlement, follow the instructions below prior to playing with the new Commons Update (1.8).[/p][p][/p]