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Frostpunk 2 | Hotfix 1.2.1

Dear Citizens,

Hotfix 1.2.1 for Frostpunk2 is now live. This update brings another batch of improvements, including a new message warning players about outdated or missing mods when attempting to load a save file that previously had mods applied.

Read the full changelog below 📃



Gameplay & Balance
  • Fixed one of the fuel colony variant having only geothermal deposits
Interface
  • Introduced warning about outdated or missing mods on the attempt to load a save file which had mods applied before the game update
  • Emergency Council Session button is now hidden in the Council menus when it shouldn’t be present so it doesn’t lead to crash upon using
  • Fixed Currently in Force widget being visible when it shouldn’t
  • Fixed district wear trackers not being present after loading a save file
  • Fixed negotiations not showing the proper outcome
Art
  • Fixed prologue frostbreaking zoom stories not being available
Audio
  • Fixed frostbreaking audio still playing upon cancelling the process
Other
  • Fixed crash related to district visuals
  • Fixed crash related to changed Utopia Maps layouts on some saves

More updates are coming soon—stay tuned!

Take care,
11 bit studios

Until December 4th, you can get Frostpunk 2 with a 20% discount:
https://store.steampowered.com/app/1601580/Frostpunk_2/

Next year looks huge for Frostpunk 2, with a free major content update and two paid DLCs

We’ll chat about what Frostpunk 2’s new roadmap is bringing to the strategy game in a second, but first, here are some other genres with the -punk suffix I would like to see brought to fruition soon:


Read more

Nominate Frostpunk 2 for the Steam Awards 🏆

Dear Citizens,

The Frost has tested us. Together, we’ve built, struggled, and thrived in the face of adversity. Now, we have the opportunity to let the entire world know what we’ve achieved as a community.

Until December 4th, nominate Frostpunk 2 for the Steam Awards as The Best Game You Suck At!

"This is the game that rewards persistence, and is not for the faint of heart. It's the toughest game we've ever loved."



đŸ—łïž Nominate today and show the world that, despite all the hardships we face in the frostland, our City will never fall.

Get Frostpunk 2 now at 20% off until December 4:
https://store.steampowered.com/app/1601580/Frostpunk_2/


You can get further involved in the Steam Awards nominations to level up your Committee Badge and earn XP. Don’t forget to nominate a game in each category, play it, and review (or update your review) for a game you’ve nominated.



The Steward thanks you for your unwavering support!

Frostpunk 2 | PATCH 1.2.0 and 20% discount ❄

Greetings, esteemed Stewards of Our Cities!

We're pleased to announce that once again our engineers managed to deliver another batch of updates and improvements that will ensure the everlasting expansion of our glorious City!

[h3]🔧 Patch Highlights[/h3]
  • Adjustments to Utopia Builder maps
  • New faction events
  • Deep deposits are now truly infinite
  • Infinite protests bug fix
  • Idea Tree panels tweaks
  • Resource transfer panel improvements
  • Improved saving and loading times
  • New pop-up tutorial panels

Below you can find the full list of improvements, fixes and changes introduced in the Patch 1.2.0 📃


[h3]Gameplay & Balance[/h3]
  • Adjustments to Utopia Builder maps
    • Windswept Peaks
      • Moved resources on the map to make them more organic and district placement less "lined" with a bigger focus on the frostbreaker ranges
      • Exposed to Wind area is bigger and contains a deep deposit within its range
      • Added Exposed Cliff area trait on the cliffs south of the Generator (+10 Shelter / -20 Heat)
    • Broken Shore
      • Moved resources on the map to make them more organic and district placement less "lined" with a bigger focus on the frostbreaker ranges
      • Added new area trait to ice: Unstable Ground (+20 Materials upkeep), that has Oil access within
      • Added Exposed Cliff area trait south of the Generator (+10 Shelter / -20 Heat)
      • Increased Sheltered From The Wind area trait on map (9 cells to 12 cells)
    • Fractured Gorge
      • Moved resources on the map to make them more organic and district placement less "lined" with a bigger focus on the frostbreaker ranges
      • Exposed to Wind area is bigger and contains a deep deposit within its range
      • Added "Stable Crevasse" (+10 Shelter / +20 Heat) in 2 areas on the edges of the map (12 cells)
      • Increased areas of Geothermal area traits (9 cells to 12 cells)
    • Horizon
      • Moved resources on the map to make them more organic and district placement less "lined" with a bigger focus on the frostbreaker ranges
      • Added new area trait: Oil Pollution (Sickliness increase) around Oil deposit
    • Dreadnought [Legacy]
      • Moved resources on the map to make them more organic and district placement less "lined" with a bigger focus on the frostbreaker ranges
      • Added Deep Oil deposits instead of regular
      • Added Unstable Ground (+20 Materials upkeep) area to ice
      • Added Sheltered from the Wind area trait to ravine
    • Hanging Rock [Legacy]
      • Adjusted Geothermals area traits 9 -> 12 cells
      • The entire area outside is treated as "exposed to the wind"
    • Crater [Legacy]
      • Adjusted area traits to be in line with Story Mode
Deep deposits are now truly infinite
Deep Oil Deposits are now available in Utopia builder
    • Addition of Deep Oil Deposits
    • All colonies with Oil access now have infinite Deep Oil deposits instead of limited ones
    • Cities with starting Oil access are unchanged and the deposit is a regular one
Improved factions' reactivity to current city status
    • Six new events furthering faction conflict when conditions are catastrophic
    • New event to react to disproportionately large numbers of Stimulants Manufactories
    • Two new events to react to frequent use of Fund Projects and Promote on Communities not aligned with your Zeitgeist
    • New event when helping pass Law proposed by Community not aligned with your Zeitgeist
    • New consequences for using Increase Workload on Servants
Ambitions rework
    • Colonise the Frostland
      • Now requires 35k population in Colonies and Settlements instead of creating 3 colonies with 10k population each
    • Prosperity
      • Required Fuel stockpile increased from 100k to 300k
      • Required Food stockpiles increased from 100k to 200k
      • Required Goods and Materials stockpile are now 100k
Resolving a high-fervor faction protest with Counterprotest will no longer lead to an infinite protest bug on the next protest
Resolving protests by Counterprotest will no longer be suggested if there is an ongoing counterprotest active
[STORY] New story arc implementation to prevent no Cores situation on the transition from Act 3 to Act 4
[STORY] Winterhome area traits adjusted
Removed upgrade possibility between coal mines and coal liquefactors
Proximity effects now also affect buildings constructed in districts
Trust Fail game over screen will now pop with a delay rather than right after voting
Improved automated workforce reduction priorities logic
Detainees can now be converted to Servants
Factions will no longer demand consequences for demolishing promised Coal extraction buildings after the City coal deposits are depleted
Fixed Tea Cache modifier lasting infinite
Fixed the ‘Protest Needs To End’ message sometimes showing incorrect faction
Fixed Shared Motherhood quest requiring policy which may not be researched yet
Various minor fixes to existing story arcs

[h3]Interface[/h3]
  • Rearranged Idea Tree panel
    • Layout changes
    • Clear sections with shorter effects
  • Improved resource transfer panel
    • Meet Demand button name changed to “Try to Meet Demand”
    • Send Transport button position changed to mirror against the same button from the 2nd side of the transfer panel
    • Send Transport button now sends resources to the city it is correlated with, not to the city on the other side of the transfer panel
    • Send Transport button description changed to explain better where the transport is coming from, as it was confusing before the change
    • Send Transport icon is now more readable and more related to stockpiling
  • Improved modifiers order on tooltips
  • Implemented new Tutorial pop-up panels
  • Tweaks to order of settings in the Settings menu
  • New mods icon in the Main Menu to improve visibility
  • Emergency Council Session is now available from the Council window when it is in Recess phase
  • Servants community action now properly displays gameplay effect
  • Twitch polling button is now hidden when only one choice is available
  • Inactive building now properly displays a tooltip
  • Improved district hover visuals

[h3]Art[/h3]
  • Implemented new artwork for some of the city messages
  • Improved roads generation logic
  • Improved generator overdrive animation
  • Tweaks to existing Zoom Stories
  • Improved animations
    • Council
    • New animations for Zoom Stories
      • Bohemians Rally
      • Winterhome Cliff
      • Prologue Frostbreaking
  • Cartographic mode visual tweaks
  • Fixed Fighting Hub visuals and animations
  • Fixed Goods art being too big on Cartography mode
  • Fixed the quality of 3D models of some buildings when zooming out/in
  • Various minor tweaks and optimisations

[h3]Audio[/h3]
  • Various audio slider settings are now available in Settings menu
  • Minor improvements to on-hover sounds
  • Improvements to Frostbreaking sounds

[h3]Other[/h3]
  • Improved saving and loading times (reloading and resaving existing save files is required for the changes to take effect)
  • Fixed drivers check showing false-negative information for some of the GPU types
  • Fixed various minor crashes
  • Fix for cursor offset appearing when changing to some resolutions on fullscreen or windowed mode
  • Fix for screen being unresponsive after changing to some resolution on windowed mode
  • Many under-the-hood optimisations and improvements
  • Frostkit integration fixes
  • Localization fixes


[h2]Frostpunk 2 Roadmap[/h2]
Mere survival is not enough—our City must continue to expand. In this roadmap, you can see our plans for conquering the frostland. You might expect plenty happening in 2025 alone, and here are some of the highlights:
  • Consoles Launch. We’re thrilled to bring New London to console players.
  • DLCs. Each one will introduce something entirely new to the harsh world of Frostpunk 2.
  • Free Major Content Updates. We’re committed to adding free content updates, which in many ways were inspired by your feedback.

Rest assured, dear Citizens, these major milestones are only part of what’s to come. Alongside them, we will continue to work on hotfixes and improvements to the game’s stability and overall quality.

Take care,
Your 11 bit studios Team

If you’d like to stay updated with all future developments, be sure to follow us on:
đ•© @11bitstudios
đ•© @frostpunkgame
🌐 Follow Frostpunk on Facebook
đŸ“ș Subscribe to our 11 bit studios YouTube channel
💬 Join our Discord server
🧊 Discuss with us on our subreddit: r/11bitstudios

Sub-zero city builder Frostpunk 2 reveals three DLCs in new roadmap

While there are plenty of great city builders out there, few are as gritty and unique as Frostpunk 2 - well, apart from its predecessor, obviously. With an emphasis on not just building an impressive metropolis but surviving the fierce cold of a post-disaster Earth, it's got a feel that is hard to emulate. A couple of months on from its full launch, developer 11 bit Studios is now charting a course for the future with a brand new roadmap that spans the next two years of the game's life. Like the original Frostpunk, three big DLC expansions are planned and a free major content update is on the horizon too.


Read the rest of the story...


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