Verified for Against the Storm version 1.5.x (2026). Mechanics may shift with future Eremite Games updates — check in-game tooltips if values differ.
You built your first settlement, survived two storm seasons, and then watched your resolve collapse while the Queen’s impatience bar ticked toward 14. Forty minutes gone. The run resets. Sound familiar?
Against the Storm kills new players not through difficulty spikes but through misunderstood systems. The resolve loop, the species composition, the blightrot cysts that sit dormant until the worst possible moment — none of it is explained clearly enough to prevent that first ten losses. This guide fixes that. By the end you will know exactly why each mechanic works the way it does, which species to draft first and why, and how to manage the Queen’s countdown without hitting a wall at Prestige 5.
This is the hub guide for the Against the Storm content on Switchblade Gaming. Each section links to a dedicated spoke with deeper coverage — use those when you need to go further than the foundation this guide lays.
Against the Storm Quick Start Checklist
Before the systems explanation, here is what to actually do in your first ten minutes. Do these in order — the reasoning follows in each section below.
- Pick a caravan with at least 8 villagers, even if the starting goods are poor — labour is the scarcest resource.
- Build a Woodcutter’s Camp within the first 30 seconds of the settlement clock.
- Prioritise four housing structures before you open your first glade event.
- Upgrade your Ancient Hearth to Encampment status before the first Storm — it grants +2 global resolve.
- Keep 6–10 tools in reserve at all times. Events cost tools. Running out means losing resolve, which means losing villagers.
- Spend your first two blueprint picks on: one complex food building, one resolve booster or service building.
- Open glades one at a time. Never have two active dangerous glade events simultaneously.
- Build a Blight Post as soon as blightrot cysts appear — do not wait until Storm season when they activate.
- Accept at most one Order at a time early-game. Orders that push you toward resource you don’t have yet are traps.
- In the final Drizzle or Clearance season, trigger all accumulated resolve bonuses simultaneously for a reputation surge — the “resolve party” that closes most winning runs.

What Type of Game Is Against the Storm?
Against the Storm is a roguelite city-builder. If that combination sounds contradictory, it is — deliberately. The city-builder half gives you resource chains, production buildings, and villager needs to manage. The roguelite half means every settlement run lasts two to four hours, ends permanently (win or lose), and resets on the map.
What persists between runs is your Citadel — the permanent progression layer. Citadel upgrades unlock new cornerstones, expand your blueprint pool, and improve your starting caravan options. Winning runs earns Citadel currency; losing runs earn far less. The long-term game is upgrading the Citadel enough to push into higher Prestige difficulty levels.
This structure means the standard city-builder instinct — slow expansion, careful optimisation over hours — is wrong here. Every settlement has a Queen’s impatience timer ticking down. You are always racing, always balancing growth speed against stability. The fastest path to improvement is understanding what the timer punishes and what it rewards.
If you enjoy the loop and want to know what other games scratch the same itch, see our games like Against the Storm guide for alternatives worth playing. If you want to enhance your runs on handheld, we have a separate Against the Storm Steam Deck guide covering settings and controls.
The Prestige and Resolve Loop: How You Win and Lose
Every run has one win condition and one lose condition running simultaneously. Understand both before anything else.
Win condition: Fill the Reputation bar to 18 points. You do this through three sources — completing Orders (roughly 8 points in a typical run), resolve-generated passive reputation (roughly 6 points), and event rewards (2–4 points). Most runs are decided by how efficiently you generate the resolve-based portion.
Lose condition: Let the Queen’s Impatience reach 14. Impatience ticks upward at 0.255 points per minute as a baseline and jumps when villagers leave because their resolve hits zero. At 14 points, the run ends in failure or a stressful Last Stand.
The resolve → reputation chain works like this: each species in your settlement has an average Resolve score. When that average crosses the species’ Resolve Threshold (shown by a blue marker on their portrait), the species starts generating passive Reputation — more villagers means more Reputation per minute. Over time, villagers grow accustomed to satisfied needs and their Resolve Threshold creeps upward, requiring you to satisfy more complex needs to maintain the same output. This is called Decadence, and managing it is what separates P5 players from P15 players.
The Prestige system stacks modifiers. Playing Prestige 3 means you carry the Prestige 1, 2, and 3 penalties simultaneously. At Veteran difficulty (roughly Prestige 8) blightrot activates as a new threat layer. At Prestige 20 — the game’s hardest setting — every penalty is active simultaneously. Most beginners should not think past Prestige 5 until the core resolve loop feels automatic.
There is a counterintuitive relationship between Impatience and Hostility worth knowing early. Hostility is the pressure mechanic that makes Storm seasons more dangerous as your settlement grows — more opened glades, more villagers, and more years all raise Hostility. But each full point of Impatience you carry reduces your Hostility by 15 points, up to a maximum of -210 Hostility at full Impatience (14 points). This means a run that is slightly behind on the Queen’s timer is also slightly easier during Storm seasons. Do not deliberately let Impatience rise — the tradeoff is nowhere near worth failing the run — but do not panic if it ticks up slightly in early game while you stabilise.
Which Species Should You Pick? A Decision Framework
Against the Storm has five playable species, each with different base Resolve scores, Hunger Tolerance, work break intervals, and skilled jobs. No tier list captures the full picture because the right species depends on your current situation. Use this framework instead.
| Species | Base Resolve | Hunger Tolerance | Break Interval | Skilled Jobs | Best For |
|---|---|---|---|---|---|
| Humans | 15 | 6 | 2:00 | Farming, Brewing | Beginners; food security |
| Beavers | 10 | 6 | 2:00 | Woodwork, Engineering | Fuel-heavy runs; high prestige |
| Lizards | 5 | 12 | 1:40 | Ranching, Cooking Meat | Resilient filler; any run |
| Harpies | 5 | 4 | 1:40 | Alchemy, Clothing | Reputation pushes; P10+ |
| Foxes | 5 | 3 | 2:00 | Scout, Rainwater | Avoid as a beginner |
Humans are the correct pick for new players. Their base Resolve of 15 — the highest in the game — means they withstand storm seasons, food shortfalls, and event penalties without immediately hemorrhaging Reputation. Their farming bonus keeps your food chain stable. The trade-off is that Humans are demanding: once they grow accustomed to comfortable conditions (Decadence), they require more complex needs to generate Reputation. But this is a mid-game problem. Early game, Humans forgive mistakes that would collapse other species.
Lizards are the best second species. Their Hunger Tolerance of 12 — four times that of Foxes — means a food crisis that kills your Harpies leaves your Lizards still working. Their Firekeeper ability adds +1 to global resolve, which compounds across the whole settlement. They take breaks every 1:40 instead of 2:00, so they eat more frequently, but with that Hunger Tolerance the supply chain rarely struggles to keep up.
Harpies become important from Prestige 5 onward. They generate Reputation faster than any other species due to their low Decadence — they stay satisfied on simpler needs longer. Assigning a Harpy to the Ancient Hearth Firekeeper role grants +5 capacity to all other settlers. At beginner prestige levels their fragility (Hunger Tolerance 4) is manageable; at higher prestige levels their Reputation output is often decisive. See our Against the Storm clans guide for how clan bonuses interact with species composition.
Foxes are the one species to avoid drafting early. A Hunger Tolerance of 3 means three missed meals and they begin dying. Dead villagers spike your Impatience. The Scout specialty is genuinely useful for glade events, but not useful enough to justify the fragility tax in the first ten hours of play.
Decision tree for species drafting:
- Are you new or below Prestige 5? → Lead with Humans + Lizards.
- Do you have good food supply already? → Add Harpies as third species for Reputation generation.
- Is fuel your primary bottleneck? → Swap one Lizard slot for Beavers.
- Do you see Foxes in your caravan? → Only take them if you have strong food infrastructure already established.
Managing the Queen’s Impatience Timer
The Queen’s base Impatience tick rate of 0.255 points per minute means a run with zero Reputation generation reaches 14 points (fail) in about 55 minutes. Most runs last 2–4 hours, which means the timer alone is not what kills most beginners — it is the Impatience jumps from villagers leaving that accelerate the clock.
Villagers leave when their species’ Resolve drops to zero. Each leaving villager spikes Impatience by a fixed amount and also reduces your labour pool, slowing production, which reduces your ability to satisfy needs, which drops resolve further. Once this cascade starts, it is difficult to reverse without a direct resolve injection from a completed Order or a cornerstone bonus.
Three reliable counters to Impatience creep:
- Order completion — every completed Order reduces Impatience directly and earns Reputation. Completing two or three orders early provides a buffer against future resolve collapses. The caution: accept only orders you can complete with existing resources. An Order for 50 planks when you have no Lumber Mill is not an opportunity — it is a timer you cannot beat.
- Resolve maintenance — keep species needs satisfied before they become crises. Use the resolve interface to identify which species is closest to threshold collapse. Solve the worst problem first. Do not try to satisfy all species simultaneously with limited resources.
- The resolve party — in the final Drizzle or Clearance season before your reputation reaches 18, trigger all accumulated resolve bonuses simultaneously. This includes: completing stockpiled Orders, activating service buildings you held back, and using any cornerstone bonuses that provide temporary resolve boosts. The concentrated surge pushes passive Reputation generation high enough to close the bar in one season instead of grinding across three.
One tactical note: during Storm seasons, remove settlers from Woodcutter’s Camps and reassign them to road construction or housing. Woodcutters raise Hostility; idle workers assigned to construction do not. Lowering Hostility before a Storm lands means the season damage is less severe, which means less resolve loss across your population.
Blightrot Basics: The Water Tax Every Beginner Ignores
Blightrot is inactive at Settler difficulty (Prestige 0) and activates at Veteran difficulty. If you are pushing past Prestige 5, you will encounter it. Understanding the causation chain before it kills your first Veteran run saves you significant frustration.
The chain works like this: Rain Engines consume Infused Rainwater to power production buildings. For each level of power a Rain Engine provides, it generates 1–3 Blightrot stacks per assigned worker per minute. At 32 stacks, one Blightrot Cyst spawns on the affected building. A single building can hold up to three Cysts before they begin spreading to adjacent structures.
The critical timing: all Blightrot Cysts remain dormant until Storm season. They accumulate silently during Drizzle and Clearance, then activate simultaneously when the Storm begins — corrupting your Ancient Hearth and triggering the Corruption mechanic. New players often see cysts during Clearance, assume they have time to deal with them, and then watch five buildings worth of corruption hit at once during the Storm.
The fix requires a Blight Post, which produces Purging Fire. Workers assigned to the Blight Post burn Cysts one at a time using Purging Fire. One fully-staffed Blight Post with three Blightfighters handles roughly 14–16 active Cysts per Storm season before the Corruption bar peaks. Beyond that threshold, add a Hydrant near the most infested buildings to store extra Purging Fire locally.
The beginner priority rule: build your Blight Post as soon as you see the first Cyst, not when Storm season is imminent. By Storm, your Blightfighters need to already be working. For a complete breakdown of Cyst clearing order and Corruption management, see our dedicated Against the Storm blightrot guide.
The easiest way to reduce Blightrot pressure is to limit Rain Engine usage to buildings where the production bonus genuinely matters. Powering a basic Woodcutter’s Camp with a Rain Engine generates Blightrot stacks for marginal production gains. Reserve Rain Engines for complex food production buildings and crafting stations where the output multiplier is decisive. For a full explanation of the Rainpunk system and which buildings deserve power priority, see our Against the Storm Rainpunk water system guide.
Blueprint Priority: What to Pick and When
Each time your Reputation bar advances a step, you choose a new Blueprint — a permanent building unlock for the current run. The pool is randomised, which means you cannot plan a fixed build order. What you can do is apply a consistent priority framework to whatever the game offers.
Blueprint picks 1–3 should solve your most immediate bottleneck. Ask three questions before picking:
- Do I have the resources this building needs? A Lumber Mill pick is useless if you have no wood nodes accessible yet.
- Does this directly satisfy an outstanding Order? Blueprint picks that complete or advance an existing Order pay double — production value plus Impatience reduction.
- Does this increase resolve or food variety? These two categories generate Reputation passively. Production buildings generate resources, which help indirectly. Resolve and food variety help directly.
Priority order for early blueprint picks:
- Complex food building — a building that produces the complex food type your species prefers (Biscuits for Humans, Porridge for Beavers). Complex foods provide a significant resolve bonus over raw food, which accelerates passive Reputation generation.
- Resolve booster or service building — Bathhouses, Temples, and Taverns provide species-specific or global resolve bonuses. One service building that matches your dominant species’ preference is often worth more than an additional production building.
- Production buildings — Lumber Mills, Farms, Crude Workstations. Essential for resource supply, but not the first priority unless you are in an active crisis.
The common mistake is picking production buildings because they feel productive. A Woodcutter’s Camp blueprint when you already have wood covered is wasted potential. A Bathhouse blueprint when your Humans are at 14 Resolve and need 16 to generate Reputation is a direct Impatience shield.
For a full breakdown of which buildings perform best across different run compositions, see our Against the Storm best buildings guide. For optimising which blueprints to prioritise as your Citadel unlocks more options, see our Against the Storm blueprint guide.
How Each Biome Changes Your Strategy
The world map offers multiple settlement sites per cycle. Each biome applies different baseline effects, resource distributions, and storm intensities. Picking the wrong biome for your current skill level extends the time-to-competence curve significantly.
| Biome | Difficulty | Key Modifier | Best Species Match | Recommended From |
|---|---|---|---|---|
| Royal Woodlands | Easiest | Balanced resources, moderate storms | Any | P0 (start here) |
| Scarlet Orchard | Easy | Archaeology buffs, free copper, no meat (eggs only) | Humans (farming) | P0–P3 |
| Coral Forest | Medium | More rain output, coral trade goods, faster crop growth | Harpies, Beavers | P3–P5 |
| Murky Marsh | Hard | Unpredictable food nodes, difficult terrain | Lizards (resilient) | P5+ |
| Sealed Forest | Hardest | Different win condition (reach a Seal), extreme storms | Experienced composition | P10+ |
Royal Woodlands is the correct starting biome. Balanced resource nodes, manageable wildlife, moderate storm intensity, and no biome-specific gimmick to learn on top of core mechanics. Run your first fifteen settlements here.
Scarlet Orchard is the easiest biome for players who understand farming. The archaeology system provides scaling buffs as you explore — free copper and marrow nodes reduce your resource pressure significantly. The catch: there is no meat at all, only eggs. Human settlers benefit most from the farming-heavy environment. A Scarlet Orchard run with strong Human composition and farm buildings is one of the most forgiving beginner paths to Prestige 5.
Coral Forest introduces a risk-reward structure. Higher rainfall means Rain Collectors produce faster and certain crops grow quicker, but flooding risk increases during heavy seasons. The biome rewards players who understand Hostility management — Coral Forest innately benefits aggressive Hostility-raising play more than other biomes do. Do not run Coral Forest until the resolve loop feels automatic.
Sealed Forest changes the win condition entirely. Instead of filling an 18-point Reputation bar, you must reach a Seal objective — a fundamentally different pacing that punishes aggressive glade exploration. The standard strategy of opening one Dangerous Glade per year does not apply here. Every Sealed Forest run should be preceded by reading what the current Seal requires. Avoid it until Prestige 10 unless you enjoy learning systems the hard way.
Player-type biome recommendation:
- New player → Royal Woodlands until P3, then Scarlet Orchard to practise farming builds.
- Casual player → Alternate Royal Woodlands and Scarlet Orchard. Avoid Coral Forest until you have lost to Blightrot and understood it.
- Optimiser → Coral Forest from P5 — its Hostility risk/reward ratio produces the highest efficiency ceiling when played correctly.
- Completionist → Sealed Forest is unavoidable for full Citadel completion, but treat it as a separate game mode with its own strategy document.
Frequently Asked Questions
Do I lose my Citadel upgrades when a settlement fails?
No. Citadel upgrades, Queen’s Hand trial unlocks, and meta-progression are permanent. Losing a settlement costs you the Reputation points that run would have awarded — you keep everything unlocked. This is what makes aggressive play viable: a failed run costs time, not progress.
Should I always pick the hardest Order available?
No. Orders that require resources you don’t have yet are timer traps. An Order for 50 planks with no Lumber Mill does nothing except add a deadline to your blueprint priorities. Accept Orders that match your current production output, complete them quickly, and use the Impatience reduction to buy time for the next challenge.
Why does Resolve drop even when I’m satisfying needs?
Decadence. Villagers grow accustomed to satisfied needs over time and their Resolve Threshold rises. The same food and housing that gave you +10 Resolve in Year 1 may only hold them neutral by Year 3. You need to progressively add complex foods, services, and housing upgrades to maintain the same Reputation generation rate. If Resolve is dropping despite full needs satisfaction, check whether Decadence has raised the threshold beyond what you’re currently providing.
When should I use mods?
After you understand the vanilla systems well enough to know what you’re modifying. Mods that adjust HUD elements or add quality-of-life features are low-risk from the start. Mods that rebalance difficulty or add new mechanics change the learning environment. Our Against the Storm best mods guide covers the ten picks that improve the game without undermining the core experience.
Sources
- Against the Storm Strategy Guide — Benedict Jacka
- Against The Storm: Every Species, Ranked — Game Rant
- Complete Guide To Rainpunk Technology In Against The Storm — The Gamer
- Against the Storm Frog Guide: 4-Tier Houses, the +50% Newcomer Firekeeper, and Why Frog+Beaver Is the Most Efficient Pair in 2026
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
