Compare Storm prices across 50+ stores and find the best deal. Developed by Eko Software. Published by Eko Software. Released on 6/27/2013. Available on PC. Genres: Indie, Simulation. Metacritic score: 63/100.

Storm is a quiet puzzle game where you nudge a seed toward soil using wind, rain, and lightning across seasonal levels. Meditative but shallow.

Storm is a physics-based puzzle game from Eko Software in which you play as the weather itself. Each level tasks you with coaxing a seed across a handcrafted environment and into a patch of fertile ground, using elemental forces like gusts of wind, rainfall, and lightning strikes to move objects, clear obstacles, and inch that seed toward its destination. The four seasons structure the campaign, with each season introducing new environmental conditions that change how the physics behave. Ice levels add slipperiness, autumn brings falling leaves that interact with airflow, and so on. The core loop is simple: observe, apply the right force at the right moment, watch the seed roll, bounce, or float its way forward. From a pure mechanics standpoint, Storm is thin. There are no build decisions, no branching paths, no resource management, and no meaningful escalation of systemic complexity as you progress. As someone who usually wants seventeen interlocking variables to optimize, I found myself running out of things to think about fairly quickly. The puzzle solutions rarely feel discovered so much as stumbled upon, and the AI is a non-factor since this is a single-player experience with no opponent to read. What the game does offer instead is atmosphere. The art style is soft and hand-painted, the seasonal transitions are genuinely pretty, and the ambient soundtrack earns its keep. This is less a strategy experience and more an interactive screensaver with light puzzling attached. Where Storm struggles most is pacing and depth. The roughly two-to-three hour runtime means there is almost no time to develop the mechanics beyond their introductory state. Seasoned puzzle players will find the difficulty ceiling arrives early and never really climbs again. The 67 percent positive rating on Steam with only 104 reviews and a Metacritic score of 63 tell a consistent story: this is a competent, occasionally charming piece of work that leaves most players feeling like they grazed a concept rather than fully experiencing one. The tutorial is adequate, pointing you toward which force does what, but because the game is so short and so gentle, it barely matters whether you read it. The mod ecosystem is essentially nonexistent, and there are no additional modes or difficulty settings that would extend the lifespan for players who exhaust the main content. If you are the type who tracks completion percentages and wants something to sink an afternoon into rather than a weekend, Storm can satisfy that itch cleanly. It is the kind of game that fits a very specific mood: slow, quiet, and visually pleasant. Push it outside that mood and the cracks in the depth become obvious fast. For strategy and sim players specifically, this is a hard sell. There is almost no decision-making weight here, which is the whole point of the experience but also its fundamental limitation. Newcomers to puzzle games could find it accessible and stress-free. Anyone chasing mechanical richness will move on in under an hour feeling mildly pleasant but underwhelmed. Diego, Scout Team

Storm
IndieSimulation

Storm

Jun 27, 2013Eko Software
GamerScout Says

Storm is a quiet puzzle game where you nudge a seed toward soil using wind, rain, and lightning across seasonal levels. Meditative but shallow.

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About Storm

Storm is a physics-based puzzle game from Eko Software in which you play as the weather itself. Each level tasks you with coaxing a seed across a handcrafted environment and into a patch of fertile ground, using elemental forces like gusts of wind, rainfall, and lightning strikes to move objects, clear obstacles, and inch that seed toward its destination. The four seasons structure the campaign, with each season introducing new environmental conditions that change how the physics behave. Ice levels add slipperiness, autumn brings falling leaves that interact with airflow, and so on. The core loop is simple: observe, apply the right force at the right moment, watch the seed roll, bounce, or float its way forward. From a pure mechanics standpoint, Storm is thin. There are no build decisions, no branching paths, no resource management, and no meaningful escalation of systemic complexity as you progress. As someone who usually wants seventeen interlocking variables to optimize, I found myself running out of things to think about fairly quickly. The puzzle solutions rarely feel discovered so much as stumbled upon, and the AI is a non-factor since this is a single-player experience with no opponent to read. What the game does offer instead is atmosphere. The art style is soft and hand-painted, the seasonal transitions are genuinely pretty, and the ambient soundtrack earns its keep. This is less a strategy experience and more an interactive screensaver with light puzzling attached. Where Storm struggles most is pacing and depth. The roughly two-to-three hour runtime means there is almost no time to develop the mechanics beyond their introductory state. Seasoned puzzle players will find the difficulty ceiling arrives early and never really climbs again. The 67 percent positive rating on Steam with only 104 reviews and a Metacritic score of 63 tell a consistent story: this is a competent, occasionally charming piece of work that leaves most players feeling like they grazed a concept rather than fully experiencing one. The tutorial is adequate, pointing you toward which force does what, but because the game is so short and so gentle, it barely matters whether you read it. The mod ecosystem is essentially nonexistent, and there are no additional modes or difficulty settings that would extend the lifespan for players who exhaust the main content. If you are the type who tracks completion percentages and wants something to sink an afternoon into rather than a weekend, Storm can satisfy that itch cleanly. It is the kind of game that fits a very specific mood: slow, quiet, and visually pleasant. Push it outside that mood and the cracks in the depth become obvious fast. For strategy and sim players specifically, this is a hard sell. There is almost no decision-making weight here, which is the whole point of the experience but also its fundamental limitation. Newcomers to puzzle games could find it accessible and stress-free. Anyone chasing mechanical richness will move on in under an hour feeling mildly pleasant but underwhelmed. Diego, Scout Team

Tags

steamPhysics PuzzlerAtmosphericNature ThemesShort GameSingle-Player OnlySeasonal ProgressionRelaxing

System Requirements

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Reviews & Ratings

Metacritic
63
Steam
67%(104)

Game Info

Developer
Eko Software
Publisher
Eko Software
Release Date
Jun 27, 2013

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