this week i've been getting super into the 'rogue-like city-builder' Against The Storm. i often bounce off of games that are super systems-y or require internalizing a lot of specific rules to play, but sometimes i find myself with this specific itch... in my thoughts i call it "menu-y" or "click-y", the kind of gamespace where i can engage through observation and analysis, then express my understanding and intentions through a few keyboard and mouse inputs, then sit back again to see how things unfold. as opposed to "action-y" games, which require me to be continually tuned in and able to react momentarily with the controller. "menu-y" games aren't as momentarily exciting, but i like the headspace they can cultivate, and how it can open up and blur around the edges to allow me to also engage with, ie, the atmosphere of the room i'm sitting in, answering a stray text message, glancing at a file upload running on another device to see if it's done. "control tower" vibes. "secret treehouse base of operations" vibes. a pleasant balance of attunement, engagement, and dissociation.

i particularly like the challenge of balancing the distinct needs of different species--there is a bit of overlap between the humans and beavers, the harpies and lizards, but no single building will easily fulfill a (ie) copmlex food need for all your settlers. the loose, semi-chaotic overlap of building functions is pleasingly messy: i might end up with a Bakery, a Cookhouse, and also make Jerky in the Kiln that's producing coal, rather than there just being an all-purpose Food Making Building, or even neatly specialized species-specific cooking.

in the long-game, though, is where the core twist exists. once your current town hits a decent peak of development, you're prompted to move on with a caravan to a new area, establish a new settlement, returning to the brisk joy of starting out from scratch. eventually a massive storm will wipe the map of all settlements, too, so even your past successes and trade routes will be gone. only upgrdes unlocked in the queen's city carry over. in this elegant design move, the player can keep eating a fresh slice of cake while always having... the.. cake... you know what i'm saying. this simple design insight alone sets Against the Storm apart from other city-builder-y games, because you never really get that mid-run-slump where everything's pretty much built and the joy of creation gets replaced with the bored irritation of micro-management.

ps i like the music, hits a sweet spot of atmospheric fantasy vibes while avoiding cheese and overly busy arrangements--nice sense of space.

pps i also like the toy box-y feel of the visuals. models read well at a zoomed-out view, but you can also zoom in quite a bit to appreciate the designs, and that's part of the fun for me too. it's making me think of model trains... there is fun to be had in just ogling your little creation, as its parts and peeps go about their goings.