Frostpunk

Frostpunk, the game about building and maintaining a society in very undesirable (read: frosty) circumstances, will release in March. But in the meantime, studio 11 Bit has released details about the game's "advanced endgame", which involves keeping your society on the straight and narrow or, if you want, tyrannically beating it into the shape you desire.

In other words, you'll have plenty of freedom regarding how you'd like to evolve and nurture your snow swept community. "You can try to be the noble one and listen to the people, no matter if they're right or wrong," says lead gameplay programmer Aleksander Kauch, "or you can believe that your cold-blooded calculations will prove valid over the course of survival."

One example provided is if you take the "path of Order" which, by the look of it, is basically taking the law and order (or police state) route. It allows you to build guard stations and institute neighbourhood watch and patrol programs. 

More on the meat of the update can be read over here, alternatively there's a video embedded below. On the subject of pricing, the game will cost US$29.99/EU$29.99 when it launches next month. If you want an idea of how it is to spend some time in Frostpunk, Chris played it last year and enjoyed it.

Frostpunk - Rufus Blackwood


Since it is difficult to join them together, it is safer to be feared than to be loved when one of the two must be lacking.
- Niccolò Machiavelli

Hello everyone!

Last time we have introduced the automatons with The Cogs of Progress Update - this time let’s talk about something even bigger: advanced endgame mechanics. It’s something we’ve kept secret for a long time - even though you tried really hard to squeeze some information out of us. We’re finally ready to show you one of the biggest choices you’re going to make in Frostpunk: choosing the path for your people. Showing them purpose... even if you have to do it with an iron fist.

--- ENDGAME MECHANICS REVEAL ---

"What makes you a good leader? Or to put it differently - what makes you an effective leader? If you're democratically elected one in some modern country, or if you rule a city in a video game about last bits of civilization trying to survive on a frozen Earth, the rules stay the same" - says Aleksander Kauch, lead gameplay programmer of Frostpunk. "You can try to be the noble one and listen to the people, no matter if they're right or wrong, or you can believe that your cold-blooded calculations will prove valid over the course of survival. Introducing Neighbourhood Watch Law can be the answer to the need of safety on the streets... unless you deem it insufficient and decide to send guards to detain rioters with bats. From a watchful overseer to the rigorous visionary that puts the higher cause over decency - that will be your choice as a player."

See the newly unveiled endgame mechanics and features in the “Irreversible” Developer Update video:
https://youtu.be/pFId6lm2MZo

--- GAMEPLAY DETAILS ---

Choosing the path of Order will deeply impact your society - and for you as a leader it means a whole new range of tools available at your disposal. We want you to discover them when you play the game but let us show you some examples of new laws that will become accessible after you choose to pursue the path of Order.



Law: Neighbourhood Watch
We need to mobilise and stand together to help people in need and protect them from troublemakers.

Neighbourhood Watch allows you to construct a brand new building: Watchtower. People living nearby Watchtowers are protected by their neighbours serving as watch members and feel a lot safer. This gives them hope.



Law: Guard Stations
Organised militia will guard the peace and order in our city and help us deal with anyone who would threaten it.

This law allows you to establish a Guard Station. Guard Stations bring peace and order to nearby homes. The presence of guards lowers the discontent and restores hope.



Law: Patrol
Ensuring safety and order is of utmost priority to the long term survival of our city.

This law won’t unlock any new buildings - but it gives you an active Patrol ability to use. After enabling it, guards will patrol the streets near their guard stations to uphold law and order. You'll have to provide them with extra food for their effort.

These are just three basic laws that you can introduce after choosing the path of Order. More of them - in different form and magnitude - await you in the world of Frostpunk!

--- RELEASE DETAILS ---

We’ve already announced that we aim to set the price for Frostpunk to be on a “premium indie” level. What most of you assumed was €35-40... so you should be happy to hear that Frostpunk’s digital version will be available for $29,99/EUR 29,99 (or your regional equivalent)! We really want it to be as accessible as possible - so we hope you’re happy with this price!

That’s not all! We have also finished the box art for the game! It was created by one and only Jakub Kowalczyk - who was responsible for a lot of “This War of Mine” artworks as well. Jakub - busy as he is - was cool enough to share some insights about creating Frostpunk’s cover art:
“The biggest challenge here was to create an inclusive art that would show all aspects of the game: harsh and freezing weather, the generator that towers above the city, cross-section of the society and - of course - you as its leader. It not only had to work as an attractive illustration - but I had to make sure it’s still usable as box art - which means adjustability for different platforms etc. You never know where some additional pesky logos may appear...”


Click here for high resolution

What about the price of the retail version? What versions of the game are we preparing in general? Do we plan to release an art book? What about the release date? We’d love to answer all these questions now but we’re still discussing some final technicalities with distributors and whatnot. We will give you all the details in one of the future updates - stay tuned!

--- ADDITIONAL Q&A ---

1. Do you plan to support controllers (Xbox/PS4/Steam Controller)?
Maybe in the future - but definitely not on day one.


Click here for high resolution

2. Are you going to do a surprise release or are you going to announce a release date some days in advance?
We plan to announce it beforehand. We just gave you the box art and the price so rejoice! We want to share more info about the release in one of the future updates, stay tuned.

3. You started to show new things from the game: first the automatons, now the Order. Are you adding it to the game last minute?
Don't worry, we are not adding new stuff to the game at this point. Automatons are not something new, we didn't introduce them two weeks ago. We just didn't show them before! Same situation with the Order mechanics - they are not new by any means, we were just keeping them a secret.

4. Do you plan to make some kind of AMA in the future?
Yes, we would love to do that later on - when we have more information revealed already. In the meantime, we try to visit this discord channel created by our wonderful community: https://discord.gg/CukfhBG - we tend to answer some smaller questions there, so be sure to visit us from time to time!


Click here for high resolution

5. One word: airships. Do you plan to include them in Frostpunk?
Well… you have already seen the Beacons that we have in game, right? Let’s just say that they are not the only flying objects in Frostpunk! However, remember that we try to depict our vision of steampunk - which is quite pragmatic and authentic. So don’t expect huge fleets of airships or something like that.

6. Is there going to be a new preview demo for press/influencers anytime soon?
Nope. We focus on bringing the final game as soon as possible so the next build that we plan to distribute is going to be the full, review copy of Frostpunk.


Click here for high resolution

7. When do you plan to post next update?
We want to release it in few weeks at most. Again, the idea is to create substantial updates - and those take some time. However, in the meantime we’re going to share some cool screenshots (and GIFs?!) on our social channels - so be sure to follow us there:Have a good one and see you next time!
Frostpunk - Rufus Blackwood


Since it is difficult to join them together, it is safer to be feared than to be loved when one of the two must be lacking.
- Niccolò Machiavelli

Hello everyone!

Last time we have introduced the automatons with The Cogs of Progress Update - this time let’s talk about something even bigger: advanced endgame mechanics. It’s something we’ve kept secret for a long time - even though you tried really hard to squeeze some information out of us. We’re finally ready to show you one of the biggest choices you’re going to make in Frostpunk: choosing the path for your people. Showing them purpose... even if you have to do it with an iron fist.

--- ENDGAME MECHANICS REVEAL ---

"What makes you a good leader? Or to put it differently - what makes you an effective leader? If you're democratically elected one in some modern country, or if you rule a city in a video game about last bits of civilization trying to survive on a frozen Earth, the rules stay the same" - says Aleksander Kauch, lead gameplay programmer of Frostpunk. "You can try to be the noble one and listen to the people, no matter if they're right or wrong, or you can believe that your cold-blooded calculations will prove valid over the course of survival. Introducing Neighbourhood Watch Law can be the answer to the need of safety on the streets... unless you deem it insufficient and decide to send guards to detain rioters with bats. From a watchful overseer to the rigorous visionary that puts the higher cause over decency - that will be your choice as a player."

See the newly unveiled endgame mechanics and features in the “Irreversible” Developer Update video:
https://youtu.be/pFId6lm2MZo

--- GAMEPLAY DETAILS ---

Choosing the path of Order will deeply impact your society - and for you as a leader it means a whole new range of tools available at your disposal. We want you to discover them when you play the game but let us show you some examples of new laws that will become accessible after you choose to pursue the path of Order.



Law: Neighbourhood Watch
We need to mobilise and stand together to help people in need and protect them from troublemakers.

Neighbourhood Watch allows you to construct a brand new building: Watchtower. People living nearby Watchtowers are protected by their neighbours serving as watch members and feel a lot safer. This gives them hope.



Law: Guard Stations
Organised militia will guard the peace and order in our city and help us deal with anyone who would threaten it.

This law allows you to establish a Guard Station. Guard Stations bring peace and order to nearby homes. The presence of guards lowers the discontent and restores hope.



Law: Patrol
Ensuring safety and order is of utmost priority to the long term survival of our city.

This law won’t unlock any new buildings - but it gives you an active Patrol ability to use. After enabling it, guards will patrol the streets near their guard stations to uphold law and order. You'll have to provide them with extra food for their effort.

These are just three basic laws that you can introduce after choosing the path of Order. More of them - in different form and magnitude - await you in the world of Frostpunk!

--- RELEASE DETAILS ---

We’ve already announced that we aim to set the price for Frostpunk to be on a “premium indie” level. What most of you assumed was €35-40... so you should be happy to hear that Frostpunk’s digital version will be available for $29,99/EUR 29,99 (or your regional equivalent)! We really want it to be as accessible as possible - so we hope you’re happy with this price!

That’s not all! We have also finished the box art for the game! It was created by one and only Jakub Kowalczyk - who was responsible for a lot of “This War of Mine” artworks as well. Jakub - busy as he is - was cool enough to share some insights about creating Frostpunk’s cover art:
“The biggest challenge here was to create an inclusive art that would show all aspects of the game: harsh and freezing weather, the generator that towers above the city, cross-section of the society and - of course - you as its leader. It not only had to work as an attractive illustration - but I had to make sure it’s still usable as box art - which means adjustability for different platforms etc. You never know where some additional pesky logos may appear...”


Click here for high resolution

What about the price of the retail version? What versions of the game are we preparing in general? Do we plan to release an art book? What about the release date? We’d love to answer all these questions now but we’re still discussing some final technicalities with distributors and whatnot. We will give you all the details in one of the future updates - stay tuned!

--- ADDITIONAL Q&A ---

1. Do you plan to support controllers (Xbox/PS4/Steam Controller)?
Maybe in the future - but definitely not on day one.


Click here for high resolution

2. Are you going to do a surprise release or are you going to announce a release date some days in advance?
We plan to announce it beforehand. We just gave you the box art and the price so rejoice! We want to share more info about the release in one of the future updates, stay tuned.

3. You started to show new things from the game: first the automatons, now the Order. Are you adding it to the game last minute?
Don't worry, we are not adding new stuff to the game at this point. Automatons are not something new, we didn't introduce them two weeks ago. We just didn't show them before! Same situation with the Order mechanics - they are not new by any means, we were just keeping them a secret.

4. Do you plan to make some kind of AMA in the future?
Yes, we would love to do that later on - when we have more information revealed already. In the meantime, we try to visit this discord channel created by our wonderful community: https://discord.gg/CukfhBG - we tend to answer some smaller questions there, so be sure to visit us from time to time!


Click here for high resolution

5. One word: airships. Do you plan to include them in Frostpunk?
Well… you have already seen the Beacons that we have in game, right? Let’s just say that they are not the only flying objects in Frostpunk! However, remember that we try to depict our vision of steampunk - which is quite pragmatic and authentic. So don’t expect huge fleets of airships or something like that.

6. Is there going to be a new preview demo for press/influencers anytime soon?
Nope. We focus on bringing the final game as soon as possible so the next build that we plan to distribute is going to be the full, review copy of Frostpunk.


Click here for high resolution

7. When do you plan to post next update?
We want to release it in few weeks at most. Again, the idea is to create substantial updates - and those take some time. However, in the meantime we’re going to share some cool screenshots (and GIFs?!) on our social channels - so be sure to follow us there:Have a good one and see you next time!
Frostpunk

The last time we ventured into the frigid world of Frostpunk, children died, people were eaten, and there was something going on with soup. Five months after that debacle (oh, there was a generator explosion in there, too), developer 11 Bit Studios has revealed a new addition to the Arctic hellscape that surely can't possibly make life even worse for humanity's most desperate dregs. 

Automatons are massive, steam-driven machines that can replace entire manual labor crews, working without rest (except for minor breaks to refuel) and without concern for the harsh environment or many dangers that can result in lost human lives. "They’re an example of pragmatic and authentic steampunk technology, used to endure cold and ensure humanity’s chances of survival," art director Przemyslaw Marszal said. 

It sounds like the helpful machines are all upside, but can it really be that simple? Senior lead designer Jakub Stokalski alludes to some Steampunk Cybernet shenanigans in the teaser, describing automatons as "the pinnacle of human engineering" before going on to hint that maybe—maybe—there's some kind of massive, ugly downside waiting to bite players in the ass. Maybe the only way to refuel them is to have Hattie Ridley's little brother climb onto their backs with a live 240 volt line and a blowtorch?   

The update also includes an assurance that the game is not dead, despite the relative quiet from the developers, and a promise of more news to come this month, "which should shed some light on the premiere date." For now, Frostpunk is on track to come out sometime in the first quarter of the year. 

Frostpunk

Frostpunk, the city-building survival game by This War of Mine team 11 bit Studios, will be released by the end of March 2018. The marketing gears are cranking into life and we'll know an exact date soon, it sounds like.

"The game is scheduled to be released by the end of Q1 and we are right on track to make this happen," 11 bit Studios' senior marketing manager Karol Zajączkowski told me. "Starting from February we are bringing out the big guns, so in upcoming weeks you can expect a lot of news about the game, which should shed some light on the premiere date."

His comments come alongside a short new video for Frostpunk showing a new automaton you can build to help your settlement. It's a giant steampunk robot, basically, and it can - unlike humans - work around the clock without rest, as long as you have the fuel to power it. But your population may not like having it around. Like so much else in Frostpunk, it's a toss-up between humanity and productivity.

Read more…

Frostpunk - contact@rockpapershotgun.com (Adam Smith)

frostpunkautomaton

In Frostpunk, what doesn’t kill you definitely doesn’t make you stronger. It probably makes your arm fall off, or convinces everyone that you’re no longer a capable part of the workforce so that they feel compelled to save some power by cutting off the heat supply to your house. And, hey, if you’re lucky, you might be able to contribute to the survival of your pals even if you do die because there are lots of hungry mouths to feed, and what’s a little cannibalism between friends?

I’ve taken a good, long look at Frostpunk already and I liked what I saw. I’ll admit, I did wonder why there were no towering quadrupedal automatons that filled me with equal parts awe and dread. Guess what just WHIRR-STOMPED into view…

(more…)

Frostpunk - Rufus Blackwood

"Despite the darkness and deepening gloom... We could see something heading towards us...
We stopped at the verge of a wide and deep ravine, marveling at the steel bridge spanning it and above all at the huge automaton sweeping snow from the roadway..."

Hello there, everyone!

We've been quiet for some time - focused on developing the game itself - but the time has come! Time to show you something brand new. Something that we are really excited about - because it fully basks in well-oiled steampunk-y glory: THE AUTOMATONS!

An automaton heading to a mine to replace manual labour crews.
Full animation loop of an automaton working in Charcoal Kiln.

--- THE AUTOMATONS AND FUTURE UPDATES ---

Lifting the curtain on Frostpunk's lore and the development progress is the game’s Art Director, Przemyslaw Marszal:
It’s been a long journey, and I’m happy to see Frostpunk reaching its final stages. The game evolved into an unprecedented mixture of survival, city-builder, and society simulator. In the upcoming weeks we'll be releasing a new gameplay trailer intriguingly named “Irreversible”, and unveil more details about the game, including release date. Before that happens, let me tease you with these new sneak-peek images presenting the automatons - huge, steam-powered machines that are the pinnacle of human engineering, used to ease the burden of hard labor from your wearied citizens. They’re an example of pragmatic and authentic steampunk technology, used to endure cold and ensure humanity’s chances of survival. Of course, automatons are just one of many features you may encounter in your city - there’s plenty more to see in the upcoming trailer!

Watch Frostpunk's Lead Designer Kuba Stokalski introducing the automatons in The Cogs of Progress video:
https://youtu.be/EQgJeLskhmo
--- WHAT DOES IT MEAN FOR THE GAMEPLAY ITSELF? ---

Automatons are mankind's greatest creation! They will help your economy greatly by replacing entire manual labour crews. They work around the clock, caring not about the overwhelming cold, with only short breaks to refuel at the Generator. You can also research upgrades to raise their efficiency and capability. Besides that - they are automatons - so they look freakin' cool!

We will be showing more details about the automatons and other features in future updates. There is PLENTY of stuff that you haven't seen, yet - and we want to show you everything as soon as we're ready. There's more where that came from - so stay tuned! In the meantime, here are some screenshots, concepts and work in progress designs of the automatons that we have never shown before:


Click here to view full size


Click here to view full size


Click here to view full size

--- Q&A ---

We've received a lot of questions and feedback from you - be it on Steam Discussions, Facebook, Twitter or YouTube - and we are VERY thankful for all of it! With that said, we've already addressed some of concerns - but we want to be sure that our answers reach all of you, so here it is:

1. Is this game DEAD?
Nope. :) It is very much alive and kicking.

2. Have we seen all the choices available in the Book of Laws?
Not at all! There are A LOT more choices to make later on in the game. We didn't even show half of it, yet.

3. What happens when I finish the campaign? Are there any other game modes?
We plan to implement more modes besides the main campaign, yes. We already hinted before that there are going to be different modes in Frostpunk. We don't want to get into details right now. Be it sandbox/endless mode or some scenarios - we can't tell you that, yet - but we have a lot stuff hidden in the shadows. Stay tuned for future updates!



4. I want to fiddle with the in-game camera. What are the limitations?
We're still tweaking the camera. The graphics in the final game will be better that you've seen in the demo. It already looks better and different in the current build that we are working on and testing internally. So the limit for the zoom-in will be dictated by a simple question "does the game still looks good when zoomed in so close?".

5. What threats/enemies are there in Frostpunk?
This is a society survival game set in a frozen, post-apocalyptic world. So the overwhelming cold, hunger, lack of supplies, civil unrest - are your main "enemies". You will have to face a lot of tough moral decisions - and that's another roadblock that Frostpunk will throw in your way. Again, there are some decisions and parts of the game that we didn't show, yet - so we can't tell you everything in this update. :)

6. Is Frostpunk first game in some kind of bigger series?
Yup, the general idea was that Frostpunk will be starting a brand new world for us - a world that we can explore in other games in the future. This is something we knew and talked about from the start. But how will it develop, what ideas do we really have in mind - our lips are sealed, it's totally too soon to say anything. :) But yes - there is room here for other Frostpunk-related games, for sure.

7. What's the price of the game?
We can't give you the exact price (but we want to announce it as soon as it gets set in stone) - but we can give you a hint. It's not going to be priced as small indie game, our team is quite big at the moment - and it's not an AAA game either. Think about it as a Premium Indie title or an AA project - that might give you some ideas. ;)



8. When can I preorder the game?
We don't have a specific date in mind, yet. But we are most definitely thinking about preorders and we'll announce it as soon as we're ready.

9. Can you tell us something about the release date?
The game is scheduled to be released by the end of Q1 and we are right on track to make this happen. Starting from February we are bringing out the big guns, so in upcoming weeks you can expect a lot of news about the game, which should shed some light on the premiere date.

10. What platforms can we expect?
Frostpunk will be available on Steam, Humble Store, GOG and other digital stores for Windows. For the time being be sure to follow it on Steam and add it to your Wishlist, though!

That's all the stuff we've planned for this update - more info coming in following weeks! In the meantime, be sure to follow our social channels:Have a good one and see you next time!
Frostpunk - Rufus Blackwood

"Despite the darkness and deepening gloom... We could see something heading towards us...
We stopped at the verge of a wide and deep ravine, marveling at the steel bridge spanning it and above all at the huge automaton sweeping snow from the roadway..."

Hello there, everyone!

We've been quiet for some time - focused on developing the game itself - but the time has come! Time to show you something brand new. Something that we are really excited about - because it fully basks in well-oiled steampunk-y glory: THE AUTOMATONS!

An automaton heading to a mine to replace manual labour crews.
Full animation loop of an automaton working in Charcoal Kiln.

--- THE AUTOMATONS AND FUTURE UPDATES ---

Lifting the curtain on Frostpunk's lore and the development progress is the game’s Art Director, Przemyslaw Marszal:
It’s been a long journey, and I’m happy to see Frostpunk reaching its final stages. The game evolved into an unprecedented mixture of survival, city-builder, and society simulator. In the upcoming weeks we'll be releasing a new gameplay trailer intriguingly named “Irreversible”, and unveil more details about the game, including release date. Before that happens, let me tease you with these new sneak-peek images presenting the automatons - huge, steam-powered machines that are the pinnacle of human engineering, used to ease the burden of hard labor from your wearied citizens. They’re an example of pragmatic and authentic steampunk technology, used to endure cold and ensure humanity’s chances of survival. Of course, automatons are just one of many features you may encounter in your city - there’s plenty more to see in the upcoming trailer!

Watch Frostpunk's Lead Designer Kuba Stokalski introducing the automatons in The Cogs of Progress video:
https://youtu.be/EQgJeLskhmo
--- WHAT DOES IT MEAN FOR THE GAMEPLAY ITSELF? ---

Automatons are mankind's greatest creation! They will help your economy greatly by replacing entire manual labour crews. They work around the clock, caring not about the overwhelming cold, with only short breaks to refuel at the Generator. You can also research upgrades to raise their efficiency and capability. Besides that - they are automatons - so they look freakin' cool!

We will be showing more details about the automatons and other features in future updates. There is PLENTY of stuff that you haven't seen, yet - and we want to show you everything as soon as we're ready. There's more where that came from - so stay tuned! In the meantime, here are some screenshots, concepts and work in progress designs of the automatons that we have never shown before:


Click here to view full size


Click here to view full size


Click here to view full size

--- Q&A ---

We've received a lot of questions and feedback from you - be it on Steam Discussions, Facebook, Twitter or YouTube - and we are VERY thankful for all of it! With that said, we've already addressed some of concerns - but we want to be sure that our answers reach all of you, so here it is:

1. Is this game DEAD?
Nope. :) It is very much alive and kicking.

2. Have we seen all the choices available in the Book of Laws?
Not at all! There are A LOT more choices to make later on in the game. We didn't even show half of it, yet.

3. What happens when I finish the campaign? Are there any other game modes?
We plan to implement more modes besides the main campaign, yes. We already hinted before that there are going to be different modes in Frostpunk. We don't want to get into details right now. Be it sandbox/endless mode or some scenarios - we can't tell you that, yet - but we have a lot stuff hidden in the shadows. Stay tuned for future updates!



4. I want to fiddle with the in-game camera. What are the limitations?
We're still tweaking the camera. The graphics in the final game will be better that you've seen in the demo. It already looks better and different in the current build that we are working on and testing internally. So the limit for the zoom-in will be dictated by a simple question "does the game still looks good when zoomed in so close?".

5. What threats/enemies are there in Frostpunk?
This is a society survival game set in a frozen, post-apocalyptic world. So the overwhelming cold, hunger, lack of supplies, civil unrest - are your main "enemies". You will have to face a lot of tough moral decisions - and that's another roadblock that Frostpunk will throw in your way. Again, there are some decisions and parts of the game that we didn't show, yet - so we can't tell you everything in this update. :)

6. Is Frostpunk first game in some kind of bigger series?
Yup, the general idea was that Frostpunk will be starting a brand new world for us - a world that we can explore in other games in the future. This is something we knew and talked about from the start. But how will it develop, what ideas do we really have in mind - our lips are sealed, it's totally too soon to say anything. :) But yes - there is room here for other Frostpunk-related games, for sure.

7. What's the price of the game?
We can't give you the exact price (but we want to announce it as soon as it gets set in stone) - but we can give you a hint. It's not going to be priced as small indie game, our team is quite big at the moment - and it's not an AAA game either. Think about it as a Premium Indie title or an AA project - that might give you some ideas. ;)



8. When can I preorder the game?
We don't have a specific date in mind, yet. But we are most definitely thinking about preorders and we'll announce it as soon as we're ready.

9. Can you tell us something about the release date?
The game is scheduled to be released by the end of Q1 and we are right on track to make this happen. Starting from February we are bringing out the big guns, so in upcoming weeks you can expect a lot of news about the game, which should shed some light on the premiere date.

10. What platforms can we expect?
Frostpunk will be available on Steam, Humble Store, GOG and other digital stores for Windows. For the time being be sure to follow it on Steam and add it to your Wishlist, though!

That's all the stuff we've planned for this update - more info coming in following weeks! In the meantime, be sure to follow our social channels:Have a good one and see you next time!
This War of Mine

It's been three years since powerful civilian war survival game This War of Mine put Polish developer 11 bit Studios on the map. To celebrate, a new series of Stories downloadable content will be released, starting today and continuing in 2018.

The first of the Stories, Father's Promise, is available now for 1.69. It's based on an audio drama written by Polish author Łukasz Orbitowski, and follows father Adam as he struggles to save his daughters from the horrors of war. "Follow their steps and discover a story of love, hate and sacrifice - the emotions we all share in the darkest of days," the blurb says.

Father's Promise apparently offers several hours of play across four new locations and five remastered ones. There are new mechanics too, both in dialogue and when searching for clues.

Read more…

Frostpunk

Once every twelve hours in the Frostpunk demo I've managed to get my hands on, I can open the Book of Laws and issue a new decree. It's all treated very gravely—Frostpunk, from 11 bit Studios, is a tough and gritty game about building and managing a city in a hostile, frozen environment—but it's hard not to laugh a little when my first law involves soup.

I get the gravity of the situation, I really do. My small collection of citizens are starving and freezing and miserable. Resources are in short supply. My generator is barely keeping people warm, many are sick and injured, and night is falling which will bring even colder temperatures. Cooking soup—and only soup—means being able to feed more people with less food, which makes sense.

Still, it's a soup law. It's a law about soup. It's hard to take myself seriously as the leader of the last civilization, one on the brink of doom, when I'm opening a big law book, probably while surrounded by my most trusted advisers, and writing the word 'soup' in it. Maybe in capital letters. SOUP.

That's the first and last laugh I get in the Frostpunk demo, which gives me ten days of in-game time to play. Those are ten incredibly stressful, horrible days full of tough choices and tougher laws. Much tougher than my Law Of Only Soup.

I begin with just a generator and a few dozen cold, hungry survivors. I assign some to collecting coal, wood, and steel from the crater my city sits in, and watch as my tiny workers push their way through chest-high snowdrifts. They all leave grooves in the snow behind them, which fill back in when more snow falls. It's a really nice touch and makes me wish the zoom could push in all the way. I want to see my miserable, soup-sucking civilians up close as they shoulder their way through the frost.

With some resources gathered I can turn on the generator for warmth (the snow around it melts away, another lovely detail) and begin to build the handful of structures available, which will crowd in a circle around my massive generator. At first there are just tents and a shelter, a hunting lodge and cookhouse, but more are added as I slowly progress through the first few days. If I keep the city together through its shaky first week I'll be able to add a building for tech research, a medical building, sawmills for harvesting trees, a coal mine, and other structures.

Aside from shelters, buildings need to be staffed with workers who are pulled from gathering duty, which means fewer resources. All the while, there are two meters at the bottom of the screen: discontent and hope. They fill and empty depending on the current circumstances and my decisions. One of those meters, like the bellies of my citizens, is always just about empty.

I regularly get to open my Book of Laws and make a decision, like about how to care for the ill, how to dispose of the dead (build a cemetery or just dump 'em in the snow), and whether or not children should be given jobs. Well, forced into jobs. Safe jobs! But still, jobs.

I do have one bright moment amid the grim and cold days. When I finish researching scouting, a balloon slowly lifts from the city which I can use to examine the surrounding map. It's small beacon of hope (for me, at least, as I'm too busy watching the balloon to notice if it lifts the spirits of my citizens as well). Having spied a few new locations in the world from the balloon, I can send small scouting parties out.

This results in more decisions. First, which workforce do I draw from to create my scouts in the first place? Every person I reassign from a task leaves me short-handed. My scouts, once I've assigned and dispatched them, find other survivors on the map, who I need for my labor pool but who will also deplete my meager soup reserves and take up space in the shelters. I also have to choose if I should have my scouts accompany them back (thus costing my scouts some valuable time) or hope the survivors can find my city on their own (thus risking some of them dying along the way). Every choice has a downside.

As my city slowly grows, more decisions crop up. Should I enact a law that says I can force people to work at night during an emergency? Yes, definitely, though mainly because I'm frustrated when the work stops at night anyway, especially when my latest tech research is 94% complete. I know, you're all tired and cold and hungry, but things need doing and the longer things take to do the more of you will die and the even longer things will take. To do. So do 'em.

I find that forcing children into labor is a pretty easy decision.

I find that forcing children into labor is a pretty easy decision. This comes after noticing that one kid's status is that he is on his way to play. Play? In a frozen city of death? Trust me, kid, you can make a game out of gathering rusty, jagged steel from a snowbank. It'll be fun! A little later, I'm asked to decide if kids should perform more dangerous jobs. Um... yes, but let's not issue a press release on this one, fellas. I'm beginning to feel like a pretty terrible person.

I've already had to pull staff from the medical building to gather more coal, and this is with my sick numbering so high I've run out of beds and they're lying on the floors. I can't afford the resources for a more advanced medical building so I've told my doctors to start cutting off limbs (their patients' limbs, not their own) if it's more efficient than longer, kinder treatments. 

Meanwhile, the consequences of my terrible decisions begin arriving like snowfall. The people whose legs I've been sawing off can't work, but they sure can still eat. One kid I've forced to work hurt himself, and I'm torn between giving him a day off (he is a kid, after all) or reprimanding him (look, I can't have other kids deliberately hurting themselves to get out of coal duty, right?).

As I approach day 7 of the 10-day demo, things really begin falling apart. I haven't built enough housing for everyone and half my population is homeless. My hunters aren't gathering enough food and the cookhouse is empty. People are sick and cold and dying. Research on new tech is happening too slowly. Every person who dies means fewer resources that can be gathered, but not enough of them are dying to solve my housing shortage. I'm mulling over a decision to make cannibalism a city-sanctioned activity (should spice up the soup, at least) when I'm told my generator, which I've been running on overdrive for more warmth to combat dropping temperatures, has gone critical and needs to be repaired.

I'm told the only one who can fix it is someone small enough to crawl inside. Yes, yet another child whose life I've ruined is my city's only hope. I send her in, and she fixes the generator, dying in the process. Little Hattie Ridley, you will be remembered as a hero, because I stuffed you into a generator hatch and crossed my fingers. And then probably ate someone else's fingers.

We don't yet know Frostpunk's release date, but boy I hope it's soon. Those ten days (well, eight—my generator wound up exploding the next day anyway) were filled with challenging decisions and grim stories, and it's a gorgeous looking game to boot. The demo, as far as I know, isn't available to everyone, but if that changes I'll be sure to let you know.

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