Against the Storm sequel swaps city-building for survival, Eremite says it’s too early
A small 6-person indie studio is already teasing an untitled survival follow-up, warning expectations are modest.

Eremite Games, the studio behind Against the Storm, revealed an untitled sequel planned as a survival game set in the same world. The shift means decision-makers should watch how a proven city builder reroutes its franchise and resource focus.
Against the Storm wasn’t just another Steam hit. It landed a 91 Metacritic score in 2023, earned 94% positive Steam reviews, and even looked like it could contend for Game of the Year until its December release meant most awards had already been distributed. The follow-up is now officially in motion, but Eremite Games is not taking the “safe bet” route. Instead of building another city-builder, it is pivoting into a survival game set in the same universe.
The devs are also openly admitting the project is not ready for hype. In a Steam news post that accompanies a very brief teaser video, Eremite Games says, “There’s a chance we’re showing this way too early.” They add, “keeping this under wraps has been torture,” and explain that while transparency may not be natural for everyone, it feels different for them because they’re still “just a small, 6-person indie team.” In other words, the headline is not only about genre. It is about timing, capacity, and risk management at indie scale: reveal now, even if the product is still full of placeholders.
The teaser does the minimum required to spark inference and then pulls the lever back. You see a character wielding a gun approach a spooky-looking house on a hill during a stormy night. A second character soon arrives, which feels like a nod toward multiplayer. But Eremite gives a “small warning” before players start writing the sequel’s spec sheet in their heads. The studio asks fans to keep expectations “very modest,” citing that the project is still “in its earliest phase, full of placeholders,” and that “nearly everything you see is subject (and likely) to change.”
That “just make it exist first, you can make it good later” philosophy is more than a throwaway line from the dev culture. It is a signal to anyone thinking about product strategy in games and beyond. The studio points to how it reached quality anyway: Against the Storm spent about two years in early access, then launched 1.0 to wide acclaim. Even after launch, it continued to receive support and still has “at least one more update on the horizon.” Then, crucially, the team frames the reveal as the moment to move on. The same discipline that helped them polish a city-builder is now being applied to something categorically different.
If you’re an operator or investor trying to predict what happens when a franchise changes genres, the source offers a clue in plain language. Eremite says it thinks about sequel ideas often, but “this time, we wanted to experiment with the survival genre and explore new facets of the Against the Storm universe.” That implies the company sees the “world” as the stable asset, while gameplay loops and player behavior are the variables it can pressure-test. It also implies the studio is making a deliberate bet that the franchise identity will travel from one genre to another, even if it changes what players ask for day-to-day.
There is also a second-order strategic layer here around incentives and attention. Against the Storm benefited from momentum and critical validation even with a late 2023 release. Its December timing might have cost it awards coverage, but it still delivered strong review sentiment. The sequel reveal, even if early, is timed to keep that momentum from cooling. For a small team, staying on the radar matters because attention is a form of scarce capital. The moment you go silent, players and partners move on, and you lose leverage you can only regain through a steady cadence of tangible progress.
From a market perspective, genre switching can be costly because it changes who “belongs” on your Steam page. City builders often attract players who want deep planning, resource cycles, and systems mastery. Survival games tend to skew toward tension, exploration, and readiness for repeated attempts under risk. Eremite is effectively trying to recruit both audiences, anchored by the same setting. The teaser’s imagery supports that. A stormy night, a gun, and a haunted house set expectations for danger and urgency, while the quick appearance of another character hints at cooperative play. Yet the placeholders warning also tells executives and boards something important: the company is prioritizing learning over locking in promises.
Finally, there’s the organizational reality. Eremite is small, with a 6-person indie team, and it is simultaneously finishing support for the existing game (with at least one more update coming) while beginning work on an untitled survival sequel. That kind of split focus is hard in any sector. It forces you to decide what metrics matter now. Do you optimize for short-term community satisfaction, long-term franchise expansion, or internal morale? In this case, Eremite is choosing to take the torture of secrecy off the table, then ask for “very modest” expectations until the project matures.
For peers, the takeaway is not that every studio should follow the same path. It is that proven systems can become dangerous when you assume “proven” means “repeatable.” Eremite is using a track record of quality (91 Metacritic, 94% positive Steam reviews, a two-year early access runway and 1.0 launch acclaim) to justify experimentation. But it is also being explicit about the uncertainty: the project is earliest phase, placeholders included, nearly everything subject to change. The strategic stake is straightforward. If the survival pivot clicks, the company expands its addressable player base inside the Against the Storm universe. If it misses, it still learns early enough to correct before the sequel becomes a locked-in expectation. That early clarity, paradoxically, may be its biggest advantage.
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