
The Storm Always Comes
Quick Intro and Ramblings
Here we are, about 20 minutes from the finish line, but we found a way to make it—ayy! It's been years since I had the chance to work on a Game Jam, so Pirate Jam 2025 was an exciting and refreshing experience.
The Storm Always Comes was an amazing project that I’m incredibly proud of, especially considering that my friend Pureishatsu and I only had a couple of days to put it together. We wanted to have fun with the theme "You Are The Weapon", and create a game that hits players emotionally, even in its short runtime.
Of course, there’s always more we wanted to polish and expand on, but that’s the nature of Game Jams—you do what you can, and you hope it lands. At any rate, we really hope you enjoy it!
How to Play
The game is straightforward with simple but meaningful controls:
- Watch the intro for context.
- W moves you forward (like in a racing game).
- A/D to strafe left and right.
- Mouse to move camera and click to shoot.
- Choose who to trust: walk away to let them pass, shoot the ground to scare them, or kill them to eliminate threats. The choice is yours.
- Manage your resources.
- Beware the storm.
About the Jam
Summarise your game!
A narrative-driven resource management game where you, a machine built for war, must now manage the last human survivors before the storm arrives, determining their fate.
Please explain how your game fits the theme (You Are The Weapon):
The storm is both a disaster and a metaphor—humanity is collapsing, and you are bound to oath and responsibility. You are their cradle, hammer, and most importantly, weapon.
Is there anything you'd like the judges to pay particular attention to?
Please read the game page! But also, the atmosphere, and moral choices—every action shapes the world and its people.
More information on the jam submission page.
Final Words
That’s it! We really hope you enjoy our little project—we had an absolute blast making it. If you liked it, don’t forget to follow us on Bluesky (@yfrit.social) for more cool indie games!
A huge thank you to the Pirate Jam 2025 organizers for making this happen—we appreciate all the effort and passion put into this event.
See you next time! 🏴☠️
Status | Prototype |
Platforms | HTML5 |
Authors | fairfruit, Purei Shatsu |
Genre | Interactive Fiction |
Made with | Unity |
Tags | Atmospheric, Low-poly, Narrative, Retro |
Average session | A few seconds |
Languages | English |
Inputs | Keyboard, Mouse |
Links | Bluesky |
Comments
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Congratulations you made it to submit :) Regarding the game menu effects are great, maybe some SFX would be expected but you already mentioned - lack of time to polish :)
Unfortunately, on paper this game sounds a lot fun but when playing it was boring. My issue was that I didn't understand what to do. I selected an option, shot the ground and moved further -> BAM! Got knocked out and lost resources. Okay, maybe it was a bad guy pretending to be good. Fool me once - shame on me. Second day tried the same thing -> BAM! Got knocked out and lost resources. Fool me twice - shame on me. Started moving forward and shooting everyone. Hm... Now my trade did work. Is thats how it supposed to be played ?
Hey! Thanks for playing, glad you like the visuals!
That is indeed how that game's supposed to be played, kinda. The core idea of the game is the moral choice of choosing who to let pass, who to scare and who to kill in order to ensure the survival of your village. Let someone with bad intentions pass, you get bonked. Shoot the ground and scare someone who was chill? They'll be mad and bonk you. Kill someone with good intentions? They won't be able to bring resources to your village. You can learn about the people's intentions by looking at the meters of hunger, thirst and sickness top right of the screen, and also what they have to say. But in the end, you can never know for certain, and that's what the game's about!
Can you just kill everyone and do all trades? Sure can. That'll give you one of the endings. It'd be similar to just letting anyone pass in Papers Please.
Our main objective with the game was to create an internal discussion on moral dilemmas, make the player consider the consequences of their actions, and what it feels like to be a weapon of destruction tasked with caring for what they were once designed to kill. You can learn more in the GDD if you want! Whether we achieved that, that's another issue hahaha.
At any rate, thanks for playing and leaving a comment :)
That what I was looking for the most - moral decisions. Now that you mentioned it I remember these 3 meters at top right but I didn't understand what they are doing. I think given more time you could make it more obvious to clueless players like myself what the actual heck is happening and what to do :)
Makes total sense! We really wanted to do a tutorial, but we only had like 3 days to work on it, alas it's part of what makes jams what they are. If you want to learn in more detail how the meters and the inner workings of how decisions generate outcomes, the Concept section in our GDD explains it. I don't want to paste it here directly since it can be a bit spoiler-ish depending on how people want to experience the game.
Again, thanks for playing and for the feedback :)