
Frostpunk
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Publisher11 bit studios
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Developer11 bit studios
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Release date24 Apr 2018
Purchase the Season Pass and dive into the unlimited regions of the solidified universe of Frostpunk on further undertakings. The Season Pass gives you access to all future game substance this season, including two significant increases that will be discharged in 2020, and direct access to DIE RÄBEN.CLICK TO LEARN MORE ABOUT THE SEASON PASS THE CITY MUST SURVIVE Frostpunk, the most up to date title from the makers by This War of Mine, is an endurance game in which the temperature in your city implies the contrast among life and demise and each choice has genuine outcomes. In a totally solidified world, individuals created steam innovation to shield themselves from the tenacious virus. Your main responsibility is to deal with the last city on the planet and guarantee that your locale makes due no matter what. Advancing and overseeing assets will take the most time, however investigating the outside world is additionally important to comprehend the past and current Being ready to survey the circumstance effectively, what choices will you make to ensure the endurance of your locale? What will you do in the event that you are pushed as far as possible? What sort of ruler will you be? YOU ARE THE LAW Pass laws that shape the regular day to day existence of your developing network. Impacting components, for example, working hours, medicinal services, nourishment consumption and other focal parts of day by day life. Ensure that your inhabitants stay sure and fulfilled, on the grounds that the state of mind inside the populace is similarly as significant as the essential needs of the individuals. SHAPE YOUR SOCIETY In basic circumstances, you need to take control. Will you rule your subordinates with an iron hand, or will you take the way of leniency and confidence? Build up an approach of boundaries, or take a stab at a satisfactory equalization. Whatever you pick, there is no returning. Gauging YOUR OPTIONS Some choices don't appear to issue any longer - like For instance, the destiny of individual residents or the requests of a thriving development - however recall that the total of your choices can prompt sudden outcomes. Your subordinates trust you, yet their understanding will likewise end eventually. Being the pioneer can be a weight. Growing NEW TECHNOLOGIES Only steady advancement can guarantee your endurance. React to intense issues, however don't neglect to put resources into the long haul improvement and innovative advancement of your city. Accomplishing a propelled framework with independent machines, carriers, and other logical marvels is troublesome, however conceivable. Investigating FROSTLANDNew London might be the focal point of your reality, yet there is still a ton to find outside as far as possible. Endeavors are unsafe, yet can give you significant data, supplies, or even inhabitants. On the off chance that individuals have made due out there, their destiny will be in your grasp. GAME WITHOUT END The unending method of Frostpunk is the most recent, hotly anticipated update for our locale. It is the biggest DLC for the game up until this point and with new maps, game modes and mechanics it lets you jump further into the Frostpunk experience than at any other time.
AGM score | 88% |
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IGN | 9 |
GameSpot | 9 |
Metacritic | 85 |
About Frostpunk
Frostpunk is released by 11 bit studios in 24 Apr 2018. The game is designed by 11 bit studios. Frostpunk is a typical representative of the Indie genre. Playing Frostpunk is a pleasure. It does not matter whether it is the first or a millionth hour in Indie, there will always be room for something new and interesting. Thrilling levels and gameplay Frostpunk will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
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Frostpunk is versatile and does not stand still, but it is never too late to start playing. The game, like many Indie games has a full immersion in gaming. AllGame staff continues to play it.
Frostpunk is perfect for playing alone or with friends.
At AllGame you can find reviews on Frostpunk, gameplay videos, screenshots of the game and other Indie representatives.
The story
This section tells the history of the world of Frostpunk
In an entirely frozen world, people develop steam-powered technology to oppose the overwhelming cold. The city’s ruler has to manage both the citizens and the infrastructure they live in. The leader’s tactical skills face challenges that will frequently question morality and the basic foundations of what we consider organized society. Optimization and resource management often clash with empathy and thoughtful decision-making. While city and society management will consume most of the ruler’s time, at some point exploration of the outside world is necessary to understand its history and present state. What decisions will you make to ensure the survival of your society? What will you do when pushed to the limit? And... ...who will you become in the process?
Frostpunk - Analysis
At first everything seemed simple.
The generator worked perfectly and I could support my citizens. We had left London weeks ago, fleeing from the freezing weather that had gripped all of Europe. Sheltered by the generator, we founded the foundations for a new city, a more equitable and fair one ... we only had to survive to see the Sun one more day. What little we managed to pluck from the cold claws of the earth was shared among all. We begin to make the first important decisions; it would end the typical vision of London of dozens of children playing their skins in the chimneys. Children would not have to work, it was hard enough to survive to risk their lives.
However, soon everything goes wrong. Discouragement spreads among citizens and all hope is lost. Some even threaten to leave the safety of the generator and return to London. The pillages begin and there is no choice but to impose a martial law . I decree the formation of a group of guards and a center in charge of combating the propaganda of the deserters with the information of the government. A famine forces us to reject various groups of refugees; my neighbors come first .
In a short time I have managed to crush the insurgency and the few fools to return to London will never be welcome again. The police control everything and my propaganda appeases new dissent movements. Hope soon gives way to blind obedience; We may never get our world back, but we can forge the new world with our will and the coal that powers the generator. The city's flags cover everything and work takes up most of the time. But at least children no longer work in fireplaces.
This is Frostpunk; an urban simulator set in a post-apocalyptic world of steampunk style fused with the studio's very personal vision . When you face a title of this kind, at least from the main part of its mechanics, you expect certain elements in common: managing resources, urban planning and trying to move the city forward. 11 bit studios has taken this central core and turned it into a game that will constantly put us on the ropes to move our city forward. Not because we are going to run out of resources or because a highway is half built, causing traffic jams, but because running out of resources means the literal death of our citizens.
The setting, a world devastated by a sudden glaciation , allows the studio to constantly place ourselves on the ropes. We are not managing any city, but possibly the last city on Earth. Each expense must be measured to the millimeter and each new building must be the correct one because otherwise it could be the last one.
There is not much to explain regarding the central mechanics of Frostpunk that remain practically unchanged with respect to gender so that we, in the role of leader of this chink of hope, concern ourselves only with the peculiarities of his proposal; temperature and moral component .
Because Frostpunk is, in essence, a race against the weather itself . The world has suddenly frozen and everything points to it going to get worse. Humanity, or the surviving embers, has clustered around one of the last generators built to function as the heart of this refuge. The generator will be the center of our city and we will have to keep it in perfect working order. The heat emanates in concentric circles from its center, so the placement of our buildings will depend on how closely we want to have them; The farther the colder and more problems will have its inhabitants or workers.
However, keeping the generator running, while it seems straightforward at first, is one of Frostpunk's biggest complications . We must ensure a constant flow of coal to keep it burning and as we increase its power or its area of effect it will also increase (and greatly) its consumption. Here the problems begin because on more than one occasion we will have to consider what is best for the whole; That the houses are habitable or that the factory workers do not freeze during their shift? What's more, do the cripples living in the nursing home really need heating?
Each of these decisions are constant and daily in Frostpunk. We live in a permanent fight against the climate that, surprise, will only worsen. The temperatures will be lower and lower so we will need more coal or more sacrifices. In order to maintain order and create a relatively stable society, we will have the power to create, on the fly, a new code of laws for our city.
These laws function, roughly speaking, as the abilities of our city. Once every certain hours (the game has its day and night cycle) we can enact a new law. These laws will shape our society not only affecting the spirit and hope of citizens (two factors to take into account) but will allow us to build some buildings or others and activate different skills. We can force, for example, 24-hour shifts on the workers of a building in exchange for increasing the discontent of our population or, for example, prohibiting child labor increasing the hope of our society but losing a good number of workers.
During the first days of this new world, our laws and management possibilities are focused on pure survival; in adapting our society to this new situation. However, there will come a time when our society is at a point of no return . The world will never be as we remember it and we must adapt. It is in this situation that 11 bit studios once again plays on its moral axis and proposes two new branches of law to choose from; or blind obedience to work or hope above all else.
Both elections will allow us to have a new law book and new buildings, but they will profoundly affect the way we play ... and see our citizens. In our first long game we were forced to choose the path of order . Much of the city wanted to go to London, and we could not allow it, so work, obedience, and state vigilance became our weapons to maintain order.
As if this were not enough 11 bit studios does not leave us a single moment of rest. We will constantly receive notifications and calls for attention from our citizens . Issues that we must address as soon as possible and that are resolved, in essence, in two ways: either by making promises or by making decisions on the fly. Perhaps it is too cold and we are asked to heat a minimum of homes. We can come up and say, as good politicians that we are, that we will not heat only some homes but all of them. Said and done, we will have a few days to fulfill and keep our promise and if we do not succeed ... hope and discontent will spread freely. Sometimes these conversations with our citizens are simply resolved through elections in different dialogues; We may have caught someone stealing food for their sick child and we have to decide what to do with it or decide, on the fly, whether to give up resources for some important research ... sometimes, simply, we receive the affection of our citizens who are happy, for example, not seeing your children working to earn a living.
Frostpunk sprays this variation of the urban simulation with a complex, and necessary, research system that will allow us to improve our constructions and power the generator. This engineering and research process will also allow us to carry out one of the most interesting elements of the game: sending expeditions abroad. We will be able to investigate the surroundings of our city in search of survivors, resources or, who knows, some answer to the sudden glaciation. However, your city may not be ready to discover some bleak truths hidden by ice.
11 bit studios has been able to radically change third by creating a complex urban management simulator without leaving its studio label . Everything in Frostpunk works on two levels; as a strategic element and as a moral compass. Perhaps it does not reach the harshness of the proposal of This War of Mine but the truth is that the ability of the title to make us doubt with each decision is surprising. On April 24 the cold will reach your computers ... and who knows if your hearts.
Other reviews
We gathered the finest game reviews for you to have a better idea of the Frostpunk
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Caley RoarkFrostpunk - Review
Test translated from English by IGN France.
Frostpunk combines the best gameplay elements of survival, city management and 4X games. The result is one of the most addicting strategy games I have played in a while. Driven by stellar direction and storytelling, the title blends these different gameplay elements into a single, interesting experience that we enjoy (re) playing, even when the difficulty of keeping a colony alive in the midst of the Ice Age. gradually increases.
Frostpunk sets the mood with a compelling and timely story of climate change that wiped out part of humanity in the late 1800s. Those who are left alive must find the resources they need to survive and build the world. last city on Earth. It's not a tale of hope, but the latter manages to brilliantly communicate the challenges that lie ahead, while at times pushing you to make choices that are as difficult as they are desperate.
The story is told through cute animations that illustrate the tone of the game well. From start to finish, Frostpunk's artistic direction, as minimalist as it is washed out, transforms every ounce of color into an unexpected warmth in the midst of the snow. The overall aesthetic reminds me of a Victorian Game of Thrones, to which we would have grafted new gears and covered with a thick white coat. The soundtrack and voiceovers also go perfectly with this frozen landscape. In fact, the sound of an icy wind is the first thing that greets you when you start a new game.
If the graphics of the game have pushed my GeForce GTX880M and my AlienWare PC to its limits, they remain sadly magnificent. As they walk in the snow, the workers draw very distinct paths behind them. The sunrise dazzles the entire city with a soft light. And the fires pleasantly illuminate the buildings that surround it. The menus are clear, although I found some functions not very intuitive. For example, it took me a long time to find the button to allow me to build streets. But this problem goes away after the first hour of play.
It is nevertheless in its gameplay that Frostpunk shines the most, the latter being inspired by several known strategy games for a result close to an anti-Tropico. Rather than selfishly strengthening your influence over a tropical paradise, you must indeed be making decisions here on behalf of what remains of humanity. Hope and discontent play the role of indicators that allow you to know at any time the general state of your colony.
As the leader of the Last Human City, the most basic task you need to do is gather supplies to keep your fellowship alive. This mechanic comes into play in the same way as in other survival or city management games. Your workers will brave the snow to bring coal, iron or even wood to the nerve center of your city. I appreciate that Frostpunk limits the maximum amount of resources you can accumulate to 5. In this way, the game encourages the design of a more complex production line, while avoiding the hard work of having to manage an overabundance of diverse resources.
Determining how many workers to send to each stock is something you will be dealing with quite often. In fact, managing the limited number of workers well is important to keeping your city on track; and you just can't get enough of it. Moreover, to make this task even more complicated, a day / night cycle is involved and results in inhabitants who will only want to work during the hottest moments of the day (well “hot”, everything is relative) .
Of course, these workers remain humans who have needs. Thus, the resources they accumulate are also used to stay upright. It is in these moments that the “city-building” part of Frostpunk comes into play, via several main activities: making objects, heating your city and building shelters. Like collecting resources, this part of the gameplay requires carefulness. To do this, you can precisely choose one or more groups of buildings and determine their radius of action within the city. Most of the buildings and streets are built in a circle around the city's central heat pump. This approach gives rise to a structure that continues to make the gameplay attractive.
This limitation is important, because in addition to having to manage your workforce, rationing resources and constructing buildings, Frostpunk also calls for political action. As the leader of the city, you will be forced to make some tough decisions. Many of them are involved in the creation of the Book of Laws, a collection that brings together all your decrees and can change the face of your company. Quite a few moral scenarios, with lasting consequences, come into play. Are you ready to make your food supply last longer by serving rotten soup to your inhabitants? Do you plan to make the children work? What are you going to do with the bodies of the dead, carriers of disease?
Creating laws is one thing; responding to personal requests is another. Throughout a game, emotionally charged events confronted me with the consequences of my decisions. For example, making a child work caused an accident and depressed a mother. Like the previous 11-bit game, The War of Mine, Frostpunk puts a human face on every decision made, which forces you to assess your own survival, but also that of humanity.
These thoughts, supported by solid management mechanics, keep Frostpunk out of the game. However, what makes the game so good is its limited reach. Everything, including city borders, has a limit, which means that no aspect of the gameplay trumps another. I spent as much time managing my workforce as I did worrying about where to place a makeshift hospital. With all of these overlapping gameplay elements, Frostpunk's strength lies in his ability to keep them accessible.
Despite these varied gameplay elements and mechanics, I never felt like I was overwhelmed. So yes, resources are scarce, hope fleeting and deaths numerous. Once, a deadly combination of refugees, intense cold, and lack of food, caused uncontrollable discontent among my people. The command center in charge of maintaining order was even then used against me. But generally, the campaign plays out organically, and the gameplay stays balanced as you try to limit the damage caused by sudden freezing weather.
If keeping your city flourishing is a complicated thing, I've found the pace at which the game reveals its various mechanics ideal. The game always has a carrot to wiggle under your nose to keep you going, whether it's inviting you to explore a cave for resources or inviting you to create new technology.
Some of these tasks are part of side activities, which include exploration, a tech tree to complete, and various secondary objectives to complete. Of these tasks, exploration is my favorite activity, because the places visited, even close, give rise to unique decision-making and various consequences. For example, bringing in a reconnaissance team is the safest method of escorting children to town, but it prevents them from looking for resources - resources that may be needed to make shelters for these newcomers. . Another situation prompted me to choose between dismantling an abandoned place to recover easy resources, or keeping it for future use.
Even if the different game mechanics are not directly connected, each of its elements can influence others, often in an original way. For example, my reconnaissance team found an automaton that made it easier for me to recover resources. And the laws allow you to unlock new buildings that can influence certain events. As in a book in which you are the hero (and more complex), this cycle of decisions and consequences has often fascinated me.
This cycle repeats with each part of Frostpunk's main campaign, which ends around day 38, right after a final event. (One game lasts about 12 to 15 hours.) This is enough time to complete the entire story and experience all that Frostpunk has to offer. While the end of the game isn't really open, there are enough different turns to make you go through the campaign multiple times. Apart from the campaign, the game offers two scenarios which modify the main mission of your city.
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Jakub MirowskiFrostpunk Review - You need hearts of ice to survive the winter of the century
The review was based on the PC version.
The developers from the 11 bit studio had a hard time. In 2014, the Warsaw team released This War of Mine , achieving a gigantic success and reserving a place among the absolute top independent bands. What's the problem? Well, the 11 bit thus set the bar very high for future projects.
I was wondering - as probably many other players - whether the Warsaw studio would not turn out to be the star of one hit, especially since the idea of Frostpunk did not convince me very much. But I was wrong with the titanic size - and I am very happy about it. Frostpunk , although a game of a different scale and much more complex mechanics, is a work of as high - if not higher - quality as This War of Mine . Chapeau bass!
The time of the frosty apocalypse
Frostpunk is a title that is hard to classify. Calling it unequivocally a strategy, survival or a game focused on managing society does not fully reflect the specificity of this production. The main mechanics are taking care of the mood of society, building more and more advanced buildings, and ensuring that our subordinates survive the next day - but there is also simplified exploration, space management, and legislating. All of this works together without any serious glitches and you absolutely don't get the feeling that the player should be a member of Mensa to get the hang of it.
Well, the beginnings are almost trivial. When the temperature is still around 30 degrees below zero, and the generator standing in the center of each campsite gives enough heat to provide all residents with decent heating, there are simply no more serious challenges. And here is the first problem of Frostpunk - although it is a great production as a whole, sluggish, repeated start and the slow introduction of new obstacles may alienate those who like titles with a high level of difficulty . However, it is worth getting through the first few days to wait for bitter frosts, social unrest and waves of refugees - because then the game shifts into fifth gear and does not take its foot off the gas until the finale.
Developers from 11 bit once again managed to create a work that not only engages in gameplay, but can also be emotionally involved - albeit in a completely different way. Just like in This War of Mine, we tried to survive for a few units, here the goal is to save the city, which is the last bastion of human civilization. To do this, the player has to make really tough decisions once again.
Frostpunk constantly confronts us with events that compel us to choose between the will to survive at any cost and what is right. During more than twenty hours spent in this frosty world, I chased children to work, amputated sick legs against their will, led religious militia to the streets of the city, pacified demonstrations hostile to me, forced my subjects to hard work 24 hours a day and threw the bodies of the dead into mass graves. The game never holds us accountable for these decisions - it is up to the player to evaluate his own behavior. And after the increasingly terrible choices, probably everyone wonders what can be done in the name of survival.
It is also worth defining the basic problem mentioned by everyone who spent more than a few hours on This War of Mine . The biggest problem of the great hit 11 bit was the very limited number of locations, random events and playable characters with different skills, which meant that subsequent approaches aroused less and less emotions. Frostpunk may be a bit similar in this respect, because at the moment the game offers only three scenarios . Each of them, however, can be developed in a different direction, focusing on technology, exploration or implementing extremely different laws, and completing one story takes a good few hours. It is probably not a title that will keep us occupied for weeks, but the production of 11 bit studios offers enough content to devote at least a few long evenings to it.
Global cooling
Frostpunk presents an alternative vision of our globe, according to which the climate suddenly cooled at the end of the 19th century and the whole world was covered with ice. The cities froze completely, and the survivors set out to find places where they could wait out the apocalyptic winter. Several dozen people, some resources and a generator that gave heat were their only possessions. At the head of one of these escapades is the player in the role of captain and manager, who must ensure the survival of his people ... and at the same time stay in power.
The strategic layer in the 11 bit work is primarily the development of the settlement. People must be provided with food, adequate temperature and shelter, and at the same time not forget about the development of technology. As we progress, the frost begins to intensify - then it is better to have generator improvements, heaters in the workplace, hospitals capable of dealing with diseases and frostbite, as well as efficient mines and machines that allow you to extract raw materials without a moment of rest. At the same time, we need to delegate the right number of people to work in the facilities we have built - after all, hospitals, kitchens and factories will not serve themselves. All this means that in Frostpunk there is always a shortage of resources, and the player constantly has to decide what is his priority.
To survive the winter of the century ...
There is also a simplified exploration in all of this (groups of scouts sent to various places can collect valuable resources for us or bring new survivors to the camp), establishing external outposts to extract resources and a really solid technology development tree that can scare newbies with its size. But the sheer volume of these elements never bothers you, and it is thanks to this - and the city's limited resources - that completing each scenario is an engaging and thrilling experience . Frostpunk can be finished - it's not one of those survival titles in which we play until the snow apocalypse wipes us off the face of the earth.
And fortunately, because thanks to this, the stories created by the player are properly coherent and the goal is always clear. It is a pity that the subsequent approaches to all three scenarios lack some major variations - the number of random events and tasks turns out to be quite poor, so after a few hours of sessions the game loses the element of surprise. However, he can still engage - just choose a different path of development or decide on a different approach to the established laws and you get a new plot. Which - it should be added - we mostly add to ourselves. The texts displayed on the screen provide quite rudimentary information, which allows the player to let his imagination run wild and complete the narrative on his own. I liked this solution, because Frostpunk's world asks you to create new elements yourself, deepening its already unusual atmosphere.
... it takes a heart of ice
Of course, not everything works perfectly here. Any attempt to build a street leading to an unfortunate building is a torment - the system of their construction is not very transparent and it has never been clear to me when exactly my facility is connected by a path to the generator. Some buildings would also benefit from changing the design to a slightly more expressive one, because at the moment in the maze of buildings it is hard to find out where we have built a hospital and where the hunters' base is. There are also occasional bugs that sometimes drastically affect the gameplay. In one of the sessions, I had to bring the hope of the public back to a certain marked level within a certain period of time, but even when I did, the game failed me and I was overthrown by a desperate crowd.
It's also hard not to get the impression that looking at the same board all the time and listening to a few sad melodies on the cross in the end must result in weariness. For now, Frostpunk has not overeated , although after more than twenty hours, the same images of snow covering the beaten paths and workers working on the streets at the construction of the streets provoke a weaker reaction in me . But who knows - maybe after a few days' break, the view of the city in the heart of the frosty storm will impress me again. Because the visuals are really good here, and although it does not have spectacular detail or diversity, it also has a role in creating an extremely depressing atmosphere.
Videos
If screenshots are not enough, you can enjoy creative videos from 11 bit studios
Streams
But that's not all! We also carefully prepared the best strips from Frostpunk.
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EdredatFrostpunk | Pas de Bento donc on continue l'histoire Frostpunk avant les opossums sur l'Alpha 21
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BeardKarma[18+][GER] Frosty Friday! Überleben wir die Eiszeit? !dc
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AbbiniaSo uhhh it's cold yeah? Lil bit frosty? (first time playthrough) 18+
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Chrisieh_Fri-YAY! | Happy Pride my lovely queer beans 🏳️🌈 (en/ger) !help !discord
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랏티랏티입니다
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SacolaoIndieTestando a transmissão com 2 PCs sem placa de captura ❗PIX ❗APOIASE ❗AMAZON ❗LOJADOSACOLAO ❗CLIPSTUDIO
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