![]() ![]() Succeed and your camps hope will rise, or its discontent will fall. ![]() Ignore them and the problem will fester, try to fulfil the demands and you will be given a timed objective. Managing the hope and discontent of the camp was done mostly via moral choices. I found myself unable to get out of my seat for the first 3 hours I was playing this game. The UI provides a very nice way to interact with the mechanics of the game, which for the most part are well implemented, fun and super addictive. That bar will change colour to red to warn you to build more storage when you’re running out of space, as well as a time bar which displays the controls to speed up and pause time, as well as the current in-game time, with the population’s current task displayed. The rest of the UI is filled out with your resources at the top, with a bar underneath displaying how much of your storage is full. Your current missions, your current population’s discontent, hope, labour utilisation, health and any pressing concerns they may have are well summarised and laid out, with your scouting parties given a nice ETA as well as a progress bar for their journeys. The build menu for Frost Punk is simplistic, cohesive and user friendly. This will lead to frantically clicking around or opening the build menu to find that one building you desperately need to access. Some buildings are taller than others, some give off light and heat, but this isn’t enough to differentiate them from the other tall buildings or the other buildings that give off heat. This isn’t to say that the buildings don’t have individual looks, but when placed in close proximity it can look like a confusing mess of pixels. The first thing you notice after you get a game halfway going is that there is very little to easily determine what building is what, especially if you play zoomed out so you can see everything that is going on. Once you start building houses and researching ways to keep people warm, that’s where you notice the first problems. You can also make and send out scouting parties to see the fate of your neighbours and collect resources you cannot obtain on your own. The maximum temperature I encountered during a mission was -20 degrees Celsius, so you may want to zip up your hoodie when you boot it up. You need to manage resources like wood and steel, food and the game’s little twist, heat. You do this by building structures such as houses, hunting huts, coal mines, health posts and everything else you would expect to have in a thriving mini-society. You are the leader of the camp, and you need to keep everyone warm, fed, and most importantly, happy. Think The Day After Tomorrow but with more steam-powered mechs. The basic concept of the game is simple, alternate steampunk history and a massive blizzard that wipes out humanity. But video games aren’t played on paper, and for this game to put its money where its mouth is, it needs to nail the execution, and this is where Frost Punk can falter. It’s a combination of time controllable strategy, giving you plenty of time to plan builds and tactics as well as being able to see the fruits of your labour in short order, as well as a great concept and unique temperature-based survival mechanic that sets this game apart from those that came before it. A great mix of disparate genres and mechanics forming together into one cohesive unit. Mixed into that is the occasional peppering of moral choice, scouting and exploration, an extensive book of laws you can sign, as well as a very extensive research tree. Managing both their expectations for the basics of food and shelter, but also maintaining a basic level of decency and livability. Base building strategy mixed with having to manage the citizens of the society that you run. Frost Punk was a game I was endlessly excited for. ![]()
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