Against the Storm

Against the Storm

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Is there a roadmap?
Hi everyone, I played the game a while back and loved it, and i want to pick it back up again but I kinda wanna wait til its fully "done" (I know its not an early access title anymore, i mean done with all the planned dlcs or updates). So is there a roadmap available? Thank you in advance
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Showing 1-12 of 12 comments
Leisurely Luke  [developer] Feb 1 @ 1:46am 
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Hey! The roadmaps we shared in the past have been completed, and we haven't shared a new one yet.

However, the game isn't fully done yet, and there will be more updates. We're slowly finishing work on Update 1.7, and there's already another one planned internally.

There will be some new content, more quality-of-life improvements, balance changes, and more.
Originally posted by Leisurely Luke:
Hey! The roadmaps we shared in the past have been completed, and we haven't shared a new one yet.

However, the game isn't fully done yet, and there will be more updates. We're slowly finishing work on Update 1.7, and there's already another one planned internally.

There will be some new content, more quality-of-life improvements, balance changes, and more.

Hello Luke, thanks for your patient reply.
I think the dev team really needs to consider the new roadmap and share some visibility to us. There isn't any news after 1.6 released, almost 3 months. We (players) don't know whether there will be any more content DLCs, whether the team is still working on this project, whether we should continue waiting and what we are waiting for.
it looks like there isn't a long-team plan or a clear update direction.
Last edited by Valkyriestear; Feb 7 @ 11:36am
I feel that every new update has made the game worse.
Originally posted by Raptor Jesus:
I feel that every new update has made the game worse.
Then it's a good thing other players like the new content!
Hoping for some more meaningful additions other than ingredients, services etc. Maybe something that rewards clever city-building like bonuses if houses have roads and decoration nearby. Some sims-lilke elements, like villagers needing to feed/rest in their houses and socialize with others, even breeding, similar to what Timberborn does. Things that you don't need to micromanage but they develop organically.
At ome point workers needed to visit their homes during break. This mechanic was hated by players so it was removed, I do not think we would like it back. As for Breeding... well, I think it does not belong in AtS.
Interesting, I didn't know that. But I doubt that adding the option to rest in a house if it's closer than the Hearth would take any of the fun away. I'd just like to see some system that rewards form over function, I find it silly that shoving a bunch of houses, 8 benches and 4 flowers in corners works better than careful city-planning, for example building a "beaver district" with beaver houses close to beaver-style buildings.
Syrris Feb 13 @ 9:59am 
It was un-fun because it pushed everyone to micromanage not just the house placement, but which worker was living in each housing slot to keep their travel time to a minimum - and then constantly reshuffling who was where as workers were reassigned to different jobs.


Separately, aside from the thematic mismatch, you don't stay with a given village for long enough for generational turnover to be a factor.
Yeah I definitely wouldn't want to micromanage every worker's housing (swapping their jobs during a storm is enough if a hassle) but I think this could be worked around. Maybe the villagers don't need to have a specific house assigned to them, they just would be able to rest in a house within the Hearth's radius (2 at a time) if it's closer than the Hearth itself. Just something that, as I said, rewards form over function. Just because I won't stay long in a settlement doesn't mean I won't pour my 100% for my villagers. :wololo:
GIGACHAD Feb 14 @ 12:58am 
Originally posted by Leisurely Luke:
Hey! The roadmaps we shared in the past have been completed, and we haven't shared a new one yet.

However, the game isn't fully done yet, and there will be more updates. We're slowly finishing work on Update 1.7, and there's already another one planned internally.

There will be some new content, more quality-of-life improvements, balance changes, and more.

everything is very good, except with all new buildings, maaybe the initial hearth range could be...1...or 2 square wider?
Originally posted by bør.knighT:
Maybe something that rewards clever city-building like bonuses if houses have roads and decoration nearby.
If you make this mandatory it'll get tiresome after a few runs. Not to mention the options to do so are either powercreep the game, or siphon power into those bonuses, and you'll get people complaining either way.

I wouldn't hate it as part of the Frog house final upgrade tier though, since that doesn't happen every game and sorta fits their theme of building tall.
Well, as we say in my country you can't please Greeks and Trojans. That wouldn't be that much of a change, you'd just have to link houses to roads and intercalate some decorations in between.

I might be in the minority here but I can't help but feel that this game could be a bit less Factorio and more Timberborn (both great games btw), seeing that workers only eat and work throughout the years, they don't sleep, socialize, visit service buildings, become ill or anything else that, well, living things do.
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