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In Stormbinders, we wanted to push tactical combat one step further. That's why we introduced a third player into every battle: Storms.
Yes, you read that right.
We designed a dynamic Stormbinding system that changes the flow of every match. It doesn’t just affect the battlefield – it transforms the rules of engagement across the entire world map.
So… what do storms actually do in a 1v1 fight?
Depending on the currently active Global Storm, you’ll notice several things happening as soon as a battle starts:
Random storm zones (whirlwinds, fire swirls, ice fields) are generated on the battlefield
The active storm casts random spells inherited from its elemental theme
(e.g. Blizzards during a Spirit Storm, Meteors during a Firestorm – you get the idea)
Certain units and spells get buffed or nerfed, depending on the storm
Your battlefield positioning and strategy may need to change on the fly
In other words, Stormbinding rewrites the rules of combat.
But it doesn't end there.
Storms affect the world map too
Storms aren't just flavor – they actively impact exploration, pacing, and decision-making on the world map:
Certain areas may become inaccessible or dangerous during a storm
Storms might disrupt your supply chains or restrict mobility
Some units thrive in specific storm conditions (e.g. Imps during Firestorms)
Others become vulnerable (e.g. Empyrium units during Lightning Storms)
So now, every move you make is context-sensitive.
Should you risk entering that fight while the enemy has elemental advantage?
Or should you wait, change the storm, and turn the tides?
And yes – you can cast your own storms
As you progress through the Stormbinding skill tree, you’ll unlock the ability to manipulate the storm system yourself:
At first, players are introduced to a "Local Storm" spell – a small-scale effect that helps them understand storm mechanics visually
From Turn 6 onward, players can level up their Stormbinding abilities
On Turn 14, a random Global Storm strikes the map – unless the player triggers one themselves before that
Players can switch between storm types based on their talents and spell synergy
Each storm creates a temporary environmental shift, turning the map and battles into new challenges
This creates deep individual playstyles based on:
Unit synergy with elemental storms
Class talents that scale differently with storm effects
Tactical foresight – keeping storm mana for map control or using it all for powerful burst spells
RNG – yes, each game is unique thanks to random neutral units, buildings, storm patterns, and events
With every decision – to wait, to cast, to rush in – the storm becomes a living system you interact with.
But don’t worry – you can keep it simple
We also know not everyone wants to calculate:
“Fireball deals X% base damage + Y% bonus during Firestorm – Z% because you’re fighting on frozen terrain.”
For many players, it’s simply:
“My Fireball hits harder right now – great!”
Or: “It did less, but it still killed things – I’m happy.”
And that’s totally fine.
Player agency – opt in or opt out
Let’s face it: not every player wants to think about storms every time they fight. We get that.
That’s why we added dozens of gameplay options that let you opt in or opt out of storm mechanics.
Want a more classic turn-based strategy feel? Turn them off.
Want chaos and adaptation? Turn them all on.
The worst thing a game can do is force you to play a certain way. That’s not our design philosophy.
Wishlist Stormbinders Now: https://www.slitherine.com/game/stormbinders