Survive the Storm is a large overhaul mod for Surviving Mars, in the spirit of Against the Storm. Every run is different, no single path wins, and the planet gets harder the longer you stay.
Steam WorkshopNexus Mods
One self-contained mod, no separate downloads. No DLC is required - it plays on the base game or any mix of add-ons.
What changed, at a glance
One page per category, each a complete list of what the mod touches:
- Sponsors - one shared starting profile, then each sponsor's unique perk, vehicle and building.
- Commander Profiles - every profile retuned, plus the new Prospector and the removed Politician.
- Prefabs - the re-priced import prefabs and the newly orderable Subsurface Heater.
- Buildings - every building whose cost, output, staffing or behaviour changes.
- Technologies - the research-system changes and the specific techs and breakthroughs altered.
- Mission Goals - the goal-chain redesign that replaces the fixed per-sponsor goals.
- Changed descriptions and tooltips - every vanilla description, tech text and tooltip the mod rewrites or annotates.
How a run plays out
- DLC - you need none; how each add-on is handled and how it tips the difficulty.
- Run setup - your sponsor is chosen up front; the map and commander are decided in-game.
- Map conditions - the fixed per-run conditions (logistics, weather, economy) each colony rolls.
- Goals and timer - five goal picks on a rising schedule, plus the Sol 1 survey and the Sol 50 Mystery pick.
- Story events - the Pre-Founder event: one of fifteen, and you choose how to answer it.
- First rocket loadout - your first cargo rocket opens pre-filled with an editable default loadout.
Economy and resources
- Resupply cost rebalance - retuned Earth import prices and weights, and the Supply Pod price.
- Trading - spend Rare Metals on a trade partner for its Trade Good instead of selling to your own sponsor.
- Special projects - every project you send a rocket to, and the launch-fuel rule.
- Food - colonists eat more during a Cold Wave, and Ranch animals draw double Water and Oxygen.
- Food spoilage - stored Food ages into Old Food each night, and Old Food rots away.
- Resource parity - every map gets the same resource totals regardless of Colony Site level.
Balance and buildings
- Building rebalances - the retuned buildings (Water Reclamation, Power Accumulator, MOXIE, small factories, maintenance and more).
- Small factories - the two small factories retuned relative to their large counterpart (output per worker, worker slots, Power).
- General Balance - the general vanilla-number rebalances built into the mod.
- Cold ground - cold ground gives +20% power and research and -20% dust.
- Earthsick - going Earthsick now depends on Morale, not Comfort.
- Applicant generation - how fast the recruit pool fills, and the reworked Live From Mars tech.
Difficulty over time
- Escalation - several systems get harder on a straight ramp to Sol 201 (inflation, research output).
- Disasters - disasters escalate over the game, and meteor storms scatter map-wide.
- Dust Devils - only domes stop a devil now; every other building it must wear down to dissipate.