Find allies. Recruit. Resist. Conquer. Nearly 30 years before Breath of the Wild perfected open world, there was Midwinter. Mike Singleton's 1989 landmark, faithfully remastered — 160,000 square miles of frozen island, 32 survivors with 32 personalities, and an invading army to resist and destroy.

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Early Access-Spiel

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Hinweis: Spiele im Early Access sind noch nicht fertiggestellt und können in Zukunft Änderungen erhalten. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, warten Sie eine Weile, um zu sehen, wie sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

„This is a faithful remaster of a large, systems-heavy 1989 open world, and the honest way to finish it is with players on the island. It's also a one-man project. Early Access lets the people who care most about Midwinter shape which systems get deepened first, and catch the problems that only show up when a real player goes somewhere I didn't expect.“

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

„Around 6 months. The goal is 1.0 once the full campaign is complete and stable across the whole island and at various difficulty levels.“

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

„More enemy systems to turn a punishing game into a brutal learning curve, deeper enemy behavior, difficulty and balance passes, and quality-of-life work driven by player feedback.“

Was ist der derzeitige Stand der Early Access-Version?

„Fully functional travel and FPS combat modes. The full island geography with every original building and settlement. Skiing, snow buggy, hang gliding and cable cars, the sniper system with breath control, demolition with charges and timers, character recruitment and switching, the RETRO/MODERN art toggle, four difficulties, and the Arctic Survival School tutorial academy with its scored drills and graduation run. Enemy AI is vicious but predictable — true to the original — and will deepen during Early Access.“

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

„The price may rise modestly at 1.0 as content is added. Everyone who buys during Early Access keeps the game at no extra cost. The IP owner has the final say on this.“

Wie werden Sie versuchen die Community in den Entwicklungsprozess miteinzubeziehen?

„Through the Steam forums and the project's development log, which has documented this remaster publicly from the start.“
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Infos zum Spiel

FIND. RECRUIT. RESIST. CONQUER.

The island of Midwinter has fallen. You are what's left.  Made with the blessing of the IP owner, on behalf of Mike Singleton's family.

An invading army holds the settlements, the factories and the heat mines. Against them: one officer, a silent radio, and a vast landscape of ice and snow.

This is where the open world came from.

Nearly 30 years before Breath of the Wild and 15 years before Far Cry, there was Midwinter.

In 1989 Mike Singleton handed players 160,000 square miles of freely roamable solid-3D terrain, a sniper rifle, vehicles scattered across the island for the taking, and no instructions on how to save the world — it was a new genre all its own. Midwinter was a strategy game, a stealth game, a first-person shooter and an open-world sandbox before most of those words existed. The lineage of the modern open world runs straight through Singleton's work to DMA Design's Grand Theft Auto and everything after it.

If you play open-world games, this is the ancestor. And nothing since has done quite what it does — find, recruit and then play as any of 32 individuals, switching between them as the war moves across the island.

32 characters. 32 personalities.

Every survivor on this island is a real person, not a unit. They have their own skills, their own morale, their own friendships and grudges — and their own reasons to say yes or no when you come asking. Find them. Recruit them. Then command them directly, switching between them at will as the war spreads across the map. Who you recruit changes what you're capable of.

A whole island — hyper-realistic terrain. For 1989, anyway.

The original modelled an entire arctic mountainous landmass at a scale nothing else of its era attempted, and it's all still here: ridges, valleys, trees, frozen lakes and passes that matter. The terrain is the strategy. A ridge line is cover. A downhill run is speed (or danger). The open ground is where good people die.

Cross it your way — and there's always a ride.

Ski it. Drive it in a snow buggy. Launch off a peak in a hang glider and ride the air for miles. Take the cable cars up steep mountains. Vehicles are housed at Resistance garages scattered across the whole island in effectively unlimited supply — abandon one, take another, keep moving. Every method has its own speed, its own risk and its own cost in energy and time.

Advanced sniper mode — advanced for 1989, at least. Hold your breath.

Get to a bunker, get the rifle up, and take the shot properly. Range, zoom, a compass on the horizon, radar, rounds you can count — and a breath meter you hold steady before you squeeze. A patient sniper is worth more than a squad out here.

Sabotage over firefights.

You will not win this by shooting your way through. Pick your target — synthesis plant, factory, warehouse; this is what the enemy needs to move and conquer — wire the charges, set the timer, and be somewhere else when it goes. Dynamite is finite. Cut the supply lines and starve an army that outguns you, until the odds finally turn.

Play it in 1989 or in 2026 — your choice, any time.

One switch flips the entire game between the authentic original pixel art and a fully modern art pass. Same world, same systems, two eras. Pair it with the Authentic learning curve for the original's famously merciless "the game explains nothing" design — or turn tutorials on and let it teach you. Or, go full OG and read the manual!

Arctic Survival School — learn the mountain before it kills you.

A full training academy on its own slice of the island: skiing, defense, driving and dogfighting, hang gliding, navigation, resistance, survival, and a final graduation run. Twenty scored drills, each in a contained practice area where nothing you do touches your saved game, ranked bronze, silver or gold. Take it if you want to arrive competent. Skip it if you'd rather the island taught you the hard way. And when you need to look something up mid-campaign, the Frostopedia is right there.

Faithful, not frozen in amber.

Rebuilt in Unreal Engine 5 with modern controls, lighting and performance — while keeping the systems, the scale and the cold that made the 1989 classic unlike anything else.

Midwinter Fan Remaster is made with the blessing of the IP owner, on behalf of Mike Singleton's family.

Offenlegung von KI-generierten Inhalten

Der Spieleentwickler beschreibt den Einsatz von KI-generierten Inhalten in diesem Spiel wie folgt:

Midwinter's optional modern art mode uses character portraits, for both the playable characters and the enemy officers, that were produced with generative AI image tools during development. These are fixed image files included in the build; nothing is generated while you play.

Systemanforderungen

    Mindestanforderungen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Betriebssystem: Windows 10 64-bit (1909 or later)
    • Prozessor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Arbeitsspeicher: 8 GB RAM
    • Grafik: NVIDIA GeForce GTX 1060 6GB / AMD Radeon RX 580 8GB
    • DirectX: Version 12
    • Speicherplatz: 4 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: Mouse and keyboard required. Targets 1080p.
    Empfohlen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Betriebssystem: Windows 11 64-bit
    • Prozessor: Intel Core i5-12400 / AMD Ryzen 5 5600
    • Arbeitsspeicher: 16 GB RAM
    • Grafik: VIDIA GeForce RTX 3060 / AMD Radeon RX 6600 XT
    • DirectX: Version 12
    • Speicherplatz: 4 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: Mouse and keyboard required. 1440p and above. SSD recommended.
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