Frostpunk - contact@rockpapershotgun.com (RPS)

"We are united again! No more division! Frostpunk is good!"

Snow and coal simulator Frostpunk has gripped a few of us in its cold prosthetic claws over the past week. We especially like the warm feeling it gives us when you switch to heatmap mode and see the temperature rise in your new houses. But it also isn t the steam-powered morality trolley it often tries to be. Here, city bosses Katharine, Matt and Brendan discuss how they kept their people alive and whether they ll play again. SPOILER WARNING: Cold details of the story await.

Brendan [sniffing]: Hello, friends. Hello.

Katharine: Were you also playing Frostpunk into the early hours, Brendan? Did you feel the cold creep into your weary, weary bones?

Brendan: I might ve been. I built a big church and now my people want the priests to be in charge of crime and punishment.

Matt: What could possibly go wrong? (more…)

Frostpunk - contact@rockpapershotgun.com (RPS)

"We are united again! No more division! Frostpunk is good!"

Snow and coal simulator Frostpunk has gripped a few of us in its cold prosthetic claws over the past week. We especially like the warm feeling it gives us when you switch to heatmap mode and see the temperature rise in your new houses. But it also isn t the steam-powered morality trolley it often tries to be. Here, city bosses Katharine, Matt and Brendan discuss how they kept their people alive and whether they ll play again. SPOILER WARNING: Cold details of the story await.

Brendan [sniffing]: Hello, friends. Hello.

Katharine: Were you also playing Frostpunk into the early hours, Brendan? Did you feel the cold creep into your weary, weary bones?

Brendan: I might ve been. I built a big church and now my people want the priests to be in charge of crime and punishment.

Matt: What could possibly go wrong? (more…)

Frostpunk - contact@rockpapershotgun.com (Alec Meer)

frost-punk-radical-surgery

Continuing an increasingly doomed attempt to survive the endless winter of Frostpunk.>

Overwork and hunger: the very bedrock of a failed society. Strained beyond belief mere days into proceedings, my people fall ill faster than the attendees of a three-year-old’s birthday party in an airless room. We need all hands on deck to gather supplies for the building of a hunter’s shack and cookhouse, but the only way to achieve this is to forcibly remove a few hands. (more…)

Counter-Strike 2 - contact@rockpapershotgun.com (Alice O'Connor)

Hullo! John is preoccupied with wizards right now, so I’m taking over for the rundown of last week’s top ten on Steam. It was an interesting week, bringing back some welcome old games and slamming in some shiny new ones. Largely, it’s all about robots and survival.

(more…)

Frostpunk - contact@rockpapershotgun.com (Alec Meer)

frostpunk-diary

The fate of humanity, or at least a slim and freezing remainder of it, rests upon the bewildered shoulders of someone who can’t even keep a basil plant alive for more than 24 hours. Frostpunk does not forgive. Frostpunk does not have mercy. Frostpunk will kill everyone. Unless I can stop it. (more…)

Frostpunk - contact@rockpapershotgun.com (RPS)

podcast-frostpunk-1

Bit nippy in here, isn t it? Let s throw another game on the fire and warm ourselves with some electro-soup. Yes, it s the RPS podcast, the Electronic Wireless Show, and this week we re talking about freezing cold city-builder Frostpunk. Katharine lost a third of her people to cold when she forgot to turn the heat on, while Brendan dug up his society s dead because he “needed the space”. Matt is horrified by these tales, but soon proves he s just as horrible when he completes our Frostpunk-themed ethical dilemma quiz. (more…)

Counter-Strike 2 - contact@rockpapershotgun.com (John Walker)

As I drag my groggy-faced body to the monitor at 6.30 each Monday morning, I click the bookmark for my Steam Charts RSS and scrunch up my face so my forehead and nose curl over my eyes. How bad will it be? How familiar will the list of five-year-old games be? How will I think of… BUT WHAT IS THIS?!!?! FOUR new entries! Far Cry 5 taking up only one slot! No Witcher 3! No Skyrim! It’s like Christmas, where Christmas is a day you just about get through without things being as bad as they were last year. (more…)

This War of Mine - contact@rockpapershotgun.com (Brock Wilbur)

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Frostpunk has quite a fandom here at RPS. Even if the game hadn’t been good, we would still have given it coverage because we enjoy going Full Mr. Freeze with headlines like “Frostpunk ventures out into the cold” and my personal favorite “There’s snow hope in this new Frostpunk trailer” which I’m borderline mad about. Look, I’d never do anything like that in my headlines. Luckily, we don’t have to keep talking about wordplay, because Frostpunk’s tremendous sales out of the gate mean post-release content isn’t stuck in a freeze.

Please don’t go.

(more…)

Frostpunk

Frostpunk isn’t just about building a city to survive the icy, steampunk apocalypse. After you reach the 20-day mark in the game’s main campaign, you’ll unlock two very different scenarios with added wrinkles that make this grim world that much harder to survive.

Below I've put together some strategies and tips for Frostpunk's two supplemental scenarios: The Arks and The Refugees. We've also got a guide to Frostpunk's main game here.

Scenario: The Arks

The Arks only offers a skeleton crew of workers—forcing you to rely on constructing a fleet of mechanical spiders to keep four special structures warm throughout the game. These arks contain the world's supply of seeds and seedlings which must be protected from freezing in the falling temperatures at all costs.

Research heaters or steam hubs first and quickly 

This is a short, but important note. The Arks’ main objective isn’t just to run a city, but to keep the titular buildings at a level of "chilly" or above. Doing so will require either the heaters or steam hubs upgrades early on to protect the arks from sudden temperature drops.

Resource gathering is very different 

Besides having a very small number of human laborers, forcing you to rely on coal-chugging service mechs, the Arks scenario is completely devoid of worker class citizens. This significantly alters the usual flow of resource gathering. Hunter’s huts are totally nonexistent, for instance, so you should hit research level two as quickly as possible in order to build a couple hothouses—your only ongoing source of rations in this campaign. An early cookhouse and one of the food upgrade laws will help stretch your starting supplies until then.

In the meantime, you can use the veritable army of mechs you’ll receive and build during The Arks to work resource nodes outside your typical heat zones. Robots don’t catch pneumonia, after all.

Don’t Recall Your Scouts Too Early 

Once you send out your first scouting team, there’s a natural impulse to call them back immediately if they find something. After all, you’re likely struggling for supplies in the early days of a Frostpunk campaign—supplies your scouting teams can bring back free of charge. In this scenario, however, resist that urge until you at least reach the Lost Dreadnought node on the overworld map.

You lose nothing by letting a scouting party soak up resources from multiple nodes, but save a lot of travel time by not returning them to your city between each find. Moreover, The Arks scenario won’t let you research factory technology—which allows you to build those all-important mechs—normally. You only get the blueprints for the building by reaching the Lost Dreadnought. So try to hold off on recalling the party before that important story beat.

Scenario: The Refugees

The Refugees scenario, meanwhile, floods your city with wave after wave of sickly citizens that must be kept alive. This can cause a crisis not only in terms of elements such as housing and food supplies, but also in the attitudes of your current residents toward their new and largely unwelcome neighbors.

Sign a Purpose law sooner than normal 

In the main game and Arks scenario, Purpose laws aren’t available at the start. That the Refugees storyline opens them up to you immediately should be your first clue that you’ll want one of their unrest-quelling upgrades early. That’s because this campaign sports so, so many more people. More people mean more complaints. More complaints mean more crises—like demanding food, heating, and health care. You’ll likely have a much harder time fulfilling all of these, but churches and/or town hall meetings will help assuage the discontent and despair that result from failure.

Prioritize your heat zones 

Heat is health in Frostpunk and, since it’s your job to save most of an already-ill flood of emigrants in the Refugees scenario, you’ll need to sharply prioritize that precious warmth. You can start by keeping Medical Posts and housing as close to the central generator as possible. Homes are some of the only structures you can’t cozy up with the Heaters upgrade, so they rely on heat zones produced by the genny and Steam Hubs to keep their occupants healthy. 

Medical Posts are a bit more versatile, but since they’re the chokepoint for healing those sniffling citizens, they should be kept as toasty as possible. By contrast, workplaces often start with higher base heat levels and can even be upgraded more-or-less for free with better insulation. Feel free to set those out farther from the city’s center.

Continue to check and maximize efficiency 

No matter how well you manage your heat, people are going to get sick. The bad news that this applies to working citizens as much as the unemployed. The worse news is that this causes efficiency at the convalescing employee’s workplace to drop and, Frostpunk wont automatically move a healthy worker in to take their place. 

The good news, however, is that there’s an easy solution to this in the Refugees. Any area not working at full capacity will be marked on you map with a bright, yellow bar that’s only filled up halfway. If you see this and have the spare bodies, just go to the building to manage its workers. A couple quick clicks will let you reduce its employee count to zero and then max it back out again. The structure will automatically refill with healthy workers from the available pool while your unproductive patients heal.

Both scenarios: pull citizens off useless structures

Efficiency requires micromanagement. Put simply, you should never have worker sitting idly in nonfunctional workplaces if there’s something better for them to do. Here are some of the most common examples across all scenarios. 

Don’t work the cookhouse if there’s no raw food. Converting raw meat into delicious, thin gruel is important, but only works until your hunters’ haul from the previous night has been fully converted. Once you research hothouses that provide food during the day, this is less of an issue.

Don’t keep engineers in the workshop when there’s nothing to research (or, more likely, while you’re saving up resources). Whatever the reason, if you need to stop researching, put those eggheads to work in the mines for a bit.

Likewise, don't keep engineers in the medical buildings if nobody is sick. This is an exceptionally unlikely scenario, but it can happen—especially during The Arks scenario. No sick people means doctors aren’t necessary. 

Finally, don’t collect resources you’re almost out of room to store. If you find yourself with too much of one and too little of another, consider turning lumberjacks into steelworkers, or vice versa. Although it might better to build a Storage Depot and keep drawing a surplus. It’s guaranteed you’ll need more of everything later, anyway.

Frostpunk

The masterful misery simulator Frostpunk has already sold 250,000 copies, developer 11 Bit Studios said today, meaning that it's already covered its development and marketing costs and is now sailing the warm blue seas of profitability. It also means that expansion content, including free updates, is now guaranteed to happen. 

"We plan to polish some rough edges of the original game—you're reporting some issues with difficulty balance, with minor bugs and such. We want to fix that! We also plan to add more modes and scenarios to the game," the studio wrote in a Steam update. "It's too early to announce [specific plans]—but you should be excited. And yes—a sandbox/endless mode is on our mind as well. Frostpunk is going to grow - all you have to do right now is to wait a little bit. We do plan to release a roadmap for our development plans as soon as we're ready." 

Fan suggestions for new features are welcomed, but don't feel bad if yours doesn't make it: "Remember that we also have our ideas and our plans - so we can't promise that your particular idea can be implemented in any way in Frostpunk," 11 Bit wrote. 

For now it sounds like squishing bugs is the priority, and the developers are currently working on a patch to address reported technical issues. It's also released a "support guide" that should help correct most of the problems players encounter. 

Something else you should probably do if you're just getting into Frostpunk is consult with our list of the nine things you should know before taking the charge of humanity's last hope. It could help prevent a lot of citizens becoming popsicles. 

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