Greetings Viceroys!
We recently celebrated a major milestone for Against the Storm (thank you all for your love!), but we're not resting on our laurels. We're currently working on the next free update teased in the post-release roadmap - Update 1.3 - and it's finally time to share some sneak peeks with you. Here's what's coming:- New glade event
- Hub system iteration (read more below)
- Precision Tree Marking Mode - cylinders on the grid
- New perks
- Balance changes
- And many more
Experimental Update - Species Hubs
From the moment we implemented the Hubs system in version 0.28, we were aware of two inherent problems with the system. First, from a gameplay perspective, all hubs were the same and offered almost no interesting choices (other than when to pursue the next hub and when to upgrade the old one). Second, there were several scenarios where the hub system actively encouraged very tedious and boring micromanagement in the form of manually distributing population and decorations between hubs. There were many instances where the best way to get a few temporary resolve points was to dismantle a large and vibrant hub and spread the population all over the map. This set of issues merged with our ever-going efforts to make runs as different from each other as possible. With new species on the horizon, we are also looking for new ways to further differentiate species. Thus, we’re introducing Species Hubs - a way to fix existing problems within the Hub system while providing more ways to plan and build around the species in each settlement. From now on:- The population requirements for hubs will be slightly lower.
- Each species can be assigned its own hub.
- The last Hub upgrade (Level 3 - District) has been replaced with a species-specific effect that reflects the specialization of a given species.
- Only the population of a matching species housed in advanced houses will count toward the hub's upgrades.

- Human District - All farms produce more goods.
- Beaver District - All trade routes are faster.
- Lizard District - Gatherers have a higher chance of producing double yields when harvesting resource nodes.
- Harpy District - Every fulfilled service need grants more Resolve.
- Fox District - Increases the chance of doubling event loot (this doesn't apply to perks and blueprints).
Additional changes
Aside from the Species Hubs, the Experimental Update also includes other features from the upcoming Update 1.3, such as:- Embark Points and Caravan rebalance
- Blight Post upgrades rebalance
- 3 new perks
- Perks balance changes
- Housing Status tooltip (for the villagers summary panel in the left upper corner)
- Precision Tree marking mode (hold Shift while in tree marking mode)
- Seal indicators on World Map (hold Alt)
- Goods tooltip improvements


How to play the Experimental Update
We prepared a short guide that explains the purpose of the Experimental Branch, its limitations, and how to activate it: https://steamcommunity.com/sharedfiles/filedetails/?id=3210939497 Inside, you can also find a list of the available commands for the developer console.What are we interested in?
If you decide to play the Experimental Update, please share your thoughts with us! Primarily, we are interested in your answers to the following questions:- How do you feel about the new Species Hubs? Are they fun?
- How would you rate the challenges posed by managing the Species Hubs?
- Is there anything that stuck out? Any moments that were especially memorable for you (good or bad)?
- Is there anything about this new system that makes the gameplay feel worse (especially more repetitive) or better (especially more diverse)?
- How do you feel about the Precision Tree Marking mode (its cylindrical shape and grid movement)?