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Frostpunk 2 - Long Live The Oil

BlackAdderBG

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Pretty much a flop for what the first game sold with way less invested. 1,5 million sold first year and 5 millions so far. This looks like it's more than half of that so far with reportedly a budget of $20 million.
 

thesheeep

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Pretty much a flop for what the first game sold with way less invested.
It's definitely nowhere near as beloved. After striking absolute gold for a decade 11bit finally stepped in a shit.
Seems like it.
Basically everyone I've heard or seen playing the game fell off quickly as well.

That formula of narrative-/storytelling-driven survival just doesn't translate well to the game's larger scale.
Frostpunk 1 worked well because the scale was small enough for the gameplay to not feel detached from your story decisions.
In Frostpunk 2, it's like there are two layers (colony sim / story choices) that barely connect.

It might also be a case of "this was very interesting to experience once, but I have no intention of doing it again". I'd be quite curious what kind of replayability stats Frostpunk 1 had.
I know I played the game, liked it and finished it - but had no intention of coming back to it or play another game just like it. So even if part 2 would have been more like part 1, I probably wouldn't have bought it.
 

markec

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Pretty much a flop for what the first game sold with way less invested.
It's definitely nowhere near as beloved. After striking absolute gold for a decade 11bit finally stepped in a shit.
Seems like it.
Basically everyone I've heard or seen playing the game fell off quickly as well.

That formula of narrative-/storytelling-driven survival just doesn't translate well to the game's larger scale.
Frostpunk 1 worked well because the scale was small enough for the gameplay to not feel detached from your story decisions.
In Frostpunk 2, it's like there are two layers (colony sim / story choices) that barely connect.

It might also be a case of "this was very interesting to experience once, but I have no intention of doing it again". I'd be quite curious what kind of replayability stats Frostpunk 1 had.
I know I played the game, liked it and finished it - but had no intention of coming back to it or play another game just like it. So even if part 2 would have been more like part 1, I probably wouldn't have bought it.
They should have made the sequel in different setting, maybe Mad Max like post-apocalyptic desert or a space colony.
 

BlackAdderBG

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None of this game problems are due to the setting. It's mainly two big mechanics changes- the abandonment of the work-time management and the scale of the population you are managing.
 

markec

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None of this game problems are due to the setting. It's mainly two big mechanics changes- the abandonment of the work-time management and the scale of the population you are managing.
Sure, but I still do believe that change of setting would have made the game more popular.
 

thesheeep

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None of this game problems are due to the setting. It's mainly two big mechanics changes- the abandonment of the work-time management and the scale of the population you are managing.
Sure, but I still do believe that change of setting would have made the game more popular.
Dude. Look at the game's title.
What you suggest makes very little sense.
The setting was always the game's strongest point.

Now, a different genre, think maybe some kind of first person RPG or FPS or survival or... but in the same setting could be very interesting.
You've managed to survive in this setting from the perspective of a mayor (of sorts), so now try the perspective of a hunter or street kid or ...

Of course, a team who developed a fairly good colony survival doesn't necessarily have the chops to develop a whole different genre, but I do still like the idea.
 

markec

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None of this game problems are due to the setting. It's mainly two big mechanics changes- the abandonment of the work-time management and the scale of the population you are managing.
Sure, but I still do believe that change of setting would have made the game more popular.
Dude. Look at the game's title.
What you suggest makes very little sense.
The setting was always the game's strongest point.

Now, a different genre, think maybe some kind of first person RPG or FPS or survival or... but in the same setting could be very interesting.
You've managed to survive in this setting from the perspective of a mayor (of sorts), so now try the perspective of a hunter or street kid or ...

Of course, a team who developed a fairly good colony survival doesn't necessarily have the chops to develop a whole different genre, but I do still like the idea.
Of course they would change the name, while making every sequel set in different setting.

The setting was the strong point, but is there are people who played the first game and see the sequel as more of the same with not enough change to warrant 50 bucks.

Dont see why brutal Mad Max like world would be far less compelling setting.
 

cvv

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Enjoy the Revolution! Another revolution around the sun that is.
Dont see why brutal Mad Max like world would be far less compelling setting.
I don't think the setting is a problem, I for one prefer ice and snow way more than desert.

I guess F2 is much less beloved than F1 for the same reason Anno 2205 is by far the least popular game of the series - players just prefer micro over macro. Or to be more precise - they don't appreciate the shift from micro to macro.

I for one loved 2205 but I admit, for some reason placing individual houses and factories and roads beats moving around entire sectors every time.
 

markec

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Dont see why brutal Mad Max like world would be far less compelling setting.
I don't think the setting is a problem, I for one prefer ice and snow way more than desert.

I guess F2 is much less beloved than F1 for the same reason Anno 2205 is by far the least popular game of the series - players just prefer micro over macro. Or to be more precise - they don't appreciate the shift from micro to macro.

I for one loved 2205 but I admit, for some reason placing individual houses and factories and roads beats moving around entire sectors every time.
I too personally prefer ice and snow over desert, but that was only an example as you could do other things. As said one set in space colony, fantasy kingdom post some apocalyptic event, setting inspired by Cthulhu mythos, etc.

Im not saying that the setting of Frostpunk is bad just that changing things up would have maybe attracted more players.
 

thesecret1

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I guess F2 is much less beloved than F1 for the same reason Anno 2205 is by far the least popular game of the series - players just prefer micro over macro. Or to be more precise - they don't appreciate the shift from micro to macro.
I like both. The problem is that F2 fails at macro.
 

Infinitron

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https://store.steampowered.com/news/app/1601580/view/498320947205373969
Free Major Content Update is Live!
Check out what awaits you in the New London and Frostlands
Hello Citizens!

As we continue our commitment to developing Frostpunk 2, we’d like to turn up the generator’s heat a little and give you an overview of the new Free Major Content Update and what awaits you in New London - starting today.

But before we get into there is something more important we need to say. Your feedback not only gives us valuable insights into what we can improve, but also sparks new ideas in our creative furnace every day. Without you, it would never have been possible to expand the Frostpunk universe as far as we have today.

On top of all the DLCs that await you in the future, we are committed to delivering additional Free Major Content Updates for Frostpunk 2, creating new opportunities for the franchise - just as we did with the Artbook & Anthology Kickstarter, and of course, develop recently announced Frostpunk 1886. Each of these titles has its own dedicated team, pouring heart and effort into every detail.

So here’s a message from all of us to you:

THANK YOU SO MUCH!

We’re now reaching another milestone in Frostpunk 2’s journey with the release of Free Major Content Update. Once you’ve played it, don’t forget to leave your review on Steam!

This update introduces a tons of new content, including new heat mechanics, brand new map in utopia mode, and challenges with new quests and storylines (more information below).

Check out the new trailer on YouTube:




Patch 1.3 Highlights​

New Map: The Pit​

Large map with distinctive "proto-crater" pit counted as mountain terrain, built around the remnants of a failed Generator project.​

Sandbox location available in Utopia Builder mode as a starting location or a Frostland colonization site, offering more variation to the gameplay.

330421186c2aca9d947c93649d5ad1e604042543.jpg


Tales from the Frostland​

Narrative-driven optional challenges designed to deepen Utopia Builder’s replayability and storytelling.​

Take part in new challenges, each introducing a unique quest and storyline. Multiple Tales can be combined in a single playthrough. Complete a Tale to unlock a unique Monument Hub to “decorate” your city, but be careful: failure results in game over!

Important: All Tales are designed to be easily expanded and modded by the community in the future!

84b6c41f57b7ffd017b76658be10b1c9b2cb99cc.jpg


Overhauled Heating System​

The biggest systemic change since launch: localized heat management bringing deeper strategy and consequences.​

Starting with a redesigned Generator UI for better control and feedback, now you can manage temperature by district, with unique local effects, and consequences when heat is lacking, such as sickness, injuries, or even death. Use the brand-new Heatmap View to visualize district temperature, insulation, heat sources, and proximity bonuses.

3e45b6f0728c0b9b772ac5dd7e4559e9c5b4f3c2.jpg


The changes affect more than just temperature, they also impact your citizens. They now react to heating shortages through negotiations, protests, or praise. Deaths are now tied to specific factions and communities.

We’ve expanded the Idea Tree and laws, adding:

  • 9 new research topics
  • 2 new buildings
  • 3 rebalanced technologies
  • 1 new law
  • 5 reworked laws

2645812014d18843e86b5116415f1e7fdd3ee964.jpg


Serenity Mode​

A return of the beloved Frostpunk mode, offering a more relaxed playthrough.​

We’ve brought back a well-loved mode for those who want to explore the Frostlands without too much stress. Serenity Mode includes:

  • Gentler weather
  • Abundant resources
  • Shorter whiteouts
  • No Fervour system (minimal protests, no faction conflict)

This mode is fully compatible with other difficulty presets (e.g., Survivor, Extreme).

Core Game Improvements​

Subtle but impactful refinements across the board to improve playability.​

We've rebalanced the prologue for smoother pacing, added a midpoint start option, and updated quests. Tutorials for key systems, such as District Temperature and Community Actions, have been improved.

City visuals now show a denser population, clearer building visibility, and better roadfinding. Districts have improved shapes, there's now an option for manual Plaza placement, and you can use a legacy urban layout if you prefer.

Frostkit 1.0: Modding Tools Leave Beta​

A huge step forward for the modding community as Frostkit goes live!​

For our final big change, we’ve saved the cherry on top - Frostkit. In close collaboration with our amazing modding community, we’ve developed a tool to simplify and empower your beautiful, creative work. We can't wait to see your creations, and how they will shape Frostpunk 2 in the future!

Now, we’re proud to announce that Frostkit is officially out of beta, with features such as:

  • Search bar
  • Mod menu visual overhaul
  • Play-in-editor mode
  • Improved loading times
  • Tutorials

    And much more!

    Remember to share your feedback and leave a review on Steam!

    Join us on Discord and Reddit to discuss it with the community.

    We hope you will enjoy the update!

    Stay warm,
    ~ 11 bit studios team

    Full Patch notes:​

    Gameplay​

    • Updated gameplay feature - Heat management. Heat management has been reworked with a focus on locality.
      - Districts now have local heat levels, replacing the global heat demand concept
      - Each district now has several basic heat levels. Freezing, Very Cold, Cold, Chilly, Livable, Warm, each with local effects.
      - Heat levels can be increased by distributing heat from the generator through Heat Allocation, with multiple levels of allocation available
      - District proximity effects now apply to one city cell individually; previously, 3 cells were required for the effect to apply
      - Each Housing District now have the exact number of people it can accommodate
      - Every Community and Faction can now occupy an individual district
      - New city overlay related to Heat Management
      - Revamped Laws and Researches which previously affected Heat demand, now relate to Heat Levels
      - New Researches are available in Research Institute to support reworked heating mechanics
    • New Utopia Builder set of settings - Tales from the frostland. New challenges that expand the Utopia Builder experience, adding depth to both difficulty and narrative.
      - Beacon of Hope - Provide shelter and resources for all newcomers escaping their fallen city
      - Apocalyptic Whiteout - Survive a catastrophic and long Whiteout
      - Depleted Cores - Search the frostland to restore an unfinished IEC Core Factory
      - Beating each challenge unlocks a buildable Monument
    • New Utopia Builder difficulty setting - Serenity mode. Relaxed mode with easier start, mild weather, abundant resources, shorter whiteouts and no faction wars.
    • New Utopia Builder map - The Pit. Plan around a failed Generator construction site and try to create a thriving city
    • The district area can now be readjusted after its construction, along with the Buildings placement

    Balance​

    • The generator can now produce a limited amount of power. Additional power levels are unlocked via researches
    • Adaptation cornerstone now nullifies the consequences of Chilly temperature
    • Workers' Shifts and Apex Workers now reduce sickliness produced by non-housing districts
    • Waste Heat Conversion now makes extraction districts generate heat proximity and disease
    • Heatpipe Watch children's fallback allows activating additional Heatpipe Watch as an ability
    • Rebalanced the early stages of Prologue, granting a smoother entry with an opening in the midpoint of the playthrough
    • Expanded randomisation of frostland in Utopia Builder
    • Frostbreaker cost is now counted per cell instead of per usage
    • Housing district rebalance
    • Removed 3rd tier upgrade
    • Base Housing District now has an available Special Building slot

    Interface​

    • District panels have been refreshed to follow gameplay changes
    • Generator panel redesign
    • Chapter selection settings menu redesign
    • Updated the city needs top widget to reflect heat management changes, and put more emphasis on temperature
    • New tutorial modals explaining District Temperature, District Abilities and Community Actions
    • Clicking on the empty Building slot on the District Panel now brings up the Building construction panel
    • Districts now have their unique names
    • Deaths, injuries and absentees notifications are displayed over the affected districts
    • Moved economy overlays from bottom right to top left
    • Improved visibility of Hostile relations with Factions and Communities

    Art​

    • Improved overall district visuals. Toggleable in settings, so Steward can choose between planned and organic urban layout
    • Steward can now select where the Building slot will be placed within the constructed district
    • Refreshed some of the Buildings visuals
    • Improved visibility of Buildings in the district
    • A lot of new artwork for narrative events
    • New artwork for district panels to reflect the current heating level in the district
    • Updated and expanded artwork for story mode faction/community frontmen
    • Improved city life visuals
    • Improved roads pathfinding logic
    • New visual effect for cells selected for District construction

    Other​

    • Upgraded game engine to Unreal Engine 5.4.3
    • Optimized loading and saving times
    • Game performance optimizations
    • New achievements:
      - Guiding Light
      - Apocalypse Nah
      - Raiders of the Lost Cores
      - Born Ready
      - No One Left Behind
      - Seen Worse
      - Gotta Go Fast

    Mods​

    • Play in Editor is now available in Frostkit
    • Mod Menu visual overhaul
    • Added a search bar
    • Added Cook Mod button inside the Frostkit
    • Significant optimizations to Frostkit loading times
    • Added multiple tutorials and sample mods to lower the entry threshold for modding community beginners

    Beta feedback fixes and improvements​

    • Fixed the empty input issue
    • Proximity effects coming from previously expanded or rebuilt districts will no longer be displayed on city cells during the next district rebuild
    • UI polish and improvements
    • Replaced missing artwork for Cold Houses narrative event
    • Randomization for finding Core Parts is now seeded
    • You can now evade fatalities/injuries when exploring the Core Factory Parts Site by constructing buildings that reduce the Territory Threat Level
    • Beacon of Hope upgrade now costs 300 Heatstamps and 250 Prefabs
    • Utopia Builder Tales can now be randomized along with other settings
    • Fixed no notification sounds for events in districts
    • Fixed Serenity mode not using proper fervor setup, so Faction Wars could occur under certain circumstances
    • Fixed game freeze caused by faulty modifier in Adaptation Generator
    • Fixed crashes which could occur upon establishing the Progress cornerstone
    • Fixed a rare Zoom Stories crash
    • Fixed a rare crash related to Policies, which could occur on loading a save
    • Fixed some other singular crashes
    • Some other minor fixes and improvements
 

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