Not enough content for a paid DLC. Base game was great but suffered over the years from lackluster updates leading to a bland playstyle for a promising roguelite. At higher prestige, the path to doing well was as cookie cutter as it gets to succeed. Not due to difficulty, just circumstance of design. It doesn't make the game harder or more engaging to be forced to take amber or training gear. I thought this DLC would address that and have much more content considering the base game barely got any updates aside from some balance and QOL changes and all the different seals that play EXACTLY the same every time. Instead we get 1 supertuned race, balance changes, and 2 soul-less maps? I mean as an avid fan of the game it's just sad.
For a game boasting its repeatability as a roguelite it played incredibly one dimensional already and with the release of this DLC the balance of many recipes and buildings have changed to a degree that only reinforces the one dimension playstyle. These changes make me think none of the developers play the game. Some games released a decade ago still have monthly patches with more content than this PAID DLC. Do not buy DLC, wait for a sale on the base game as it's still good to try but do not expect anything new, I've waited years and despite all the changes since the game released (foxes, fishing, frogs, seals, blightpost, haulers, house, hearth changes, etc) the gameplay will still be driven the same exact way for each map. Not much of a roguelike.
The game drastically needs to revamp the recipes to balance and accommodate more new recipes as well as new races. Foxes racial needs to be switched with frogs for ruins as well as rethinking the work affinity bonus. Frog houses are over tuned and poorly implemented, a new player will probably never even get to upgrade frog houses. Fishing is a non-factor, its functions are more complicated, attention grabbing and more expensive than a camp, but is a camp tech mechanic...with poorly optimized rewards both in balance of mechanical value and concept. Fish are generic food replaceable by meat, scales = copper, and you'll pretty much only use algae on grove. Don't forget you can burn it in your hearth as fuel when you make an obscene amount of packs of crops AND have to use them all as fishing bait before you're allowed to burn it, essentially meaning you'll never have to as you'll win years before you ever need to. With all that said about fishing, even that feels lazy. Why wasn't coastal fishing designed? It could've been a good mechanic if fishing on the coast was a possibility, one that would make coastal grove actually unique given its large and easily accessible coastline. That way you could fish on the coast or have access to it on more inland maps via the ponds. Instead we're given just ponds, scattered across every map as both eyesores and headaches confusing you as you mistake them for geysers.
Seals are bland, boring, and frustrating. For an endgame mechanic of a roguelike, you run it the exact same way every time. You even get beavers every time because they designed the seals to get hostility per tree cut. The 2 new maps are fine but they add little meat to the stew and can definitely be fleshed out as they feel soul-less and lazy. In practice you'll always do the same thing on grove and always use the same buff/negative factor on ashlands. Again, it's just not roguelike. Hell I've won on p20 on grove without ever sending out an expedition and you can win on Ash without even clicking on that "combobulator". The two maps feel lazy, as if they just shuffled some resources for the map type, gave it a different paint of coat with some trees and textures and put a building on it that gives it the unique "mechanic". Grove gets the water-strider dock and ash gets the "combobulator". If anything grove feels the laziest because most of it is un-interactable water. Adding salt as a resource afterwards was quite literally like adding salt into our wounds.
Anyway overall score.
Against the Storm Base Game Overall score: 7.4/10
Art: 9 / 10
Gameplay Loop: 6 / 10
Replay-ability: 5 / 10
Concept: 10 / 10
Music: 7 / 10
DLC Keepers of the Stone Overall Score: 3.8 / 10
Art: 7 / 10
Gameplay Loop: 2 / 10
Replayability: 3 / 10
Concept: 4 / 10
Music: 3 / 10
This is after they tried to amend their lackluster DLC with the quick addition of the second map.