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Frosthaven News

Hotfix Notes 10/8

[h3]Major fixes[/h3]
  • Fixed some more instances of Multiplayer desyncs.
  • Fixed an issue in Multiplayer, where if two players create a character simultaneously, certain actions could interrupt the flow and leave one of the characters in an unfinished state.
  • Fixed a Multiplayer issue with Snowflake using “White Winds” and “Cross Winds” that was causing a softlock.
  • Fixed a potential stuck on quest 69 “Sacred Soil”.

[h3]Minor fixes[/h3]
  • Fixed the newly created characters to now correctly level up if their level is lower than half of the current town prosperity level.
  • Updated the “Switch Form” button for the Geminate.

“Awakening Protocol” Update – Coming October 23!

We’re excited to announce that the first major Early Access content update for Frosthaven, Awakening Protocol, will launch for free on October 23!

As outlined in our Early Access Roadmap, this is the first of multiple major updates on our journey to the launch of Frosthaven 1.0 in 2026. Awakening Protocol adds a brand-new narrative arc, three highly-anticipated playable heroes, new gameplay features, including a challenge system, and more to the game. Read on for an overview of what’s coming to Frosthaven!


[h3]Awakening Protocol Features[/h3]
  • The Unfettered Storyline: Confront the machine uprising, driven by a mysterious and formidable leader.
  • 3 New Playable Heroes: Unlock 3 powerful new heroes and reshape the battlefield with bold new strategies.
  • 5 New Bosses: Battle mechanical and unknown horrors, equipped with challenging abilities.
  • 18+ More Quests: Explore new areas and confront dangerous threats.
  • 1 New Building: Expand your settlement’s capabilities with the Town Hall.
  • 8 Building Upgrades: Enhance and build up Frosthaven even further.
  • 40+ New Items: Discover many new tools, weapons, and gear.
  • Challenges: Tackle unique objectives that offer additional risk and reward.
  • Job Postings: Complete new side quests from the Town Hall and increase your party’s capabilities.

[h3]Join us at SPIEL Essen 2025[/h3]
On October 23, when Awakening Protocol launches, SPIEL Essen begins and runs through October 26! Visit the Cephalofair Booth (Hall 3, Booth #3R200) to try out the Awakening Protocol content and chat with members of the development teams of Frosthaven’s digital adaptation, including Game Director Hristo Petkov of Snapshot Games. Will we see you in Essen?


We’re really looking forward to having you check out the Awakening Protocol update very soon. Once again, we’d like to thank you for being on this journey with us. Your feedback so far has helped us tremendously, and it will be just as valuable when this first major update hits on October 23!

[h3]FOLLOW FROSTHAVEN’S SOCIAL MEDIA CHANNELS[/h3]
YouTube: https://www.youtube.com/@PlayFrosthaven
X: https://x.com/PlayFrosthaven
Facebook: https://www.facebook.com/FrosthavenGame
Discord: https://discord.gg/FUNmzWVfz2

Hotfix Notes 0.10.8

[h3]Changes:[/h3]
  • Reverted the toggle ON/OFF feature when pressing the “Tab” key, until issues that were happening are fixed.
  • Fixed an issue causing the game to be stuck if you use a summon from your discard pile.

Patch Notes 0.10.8

[h3]Major Fixes[/h3]
  • Fixed many Multiplayer desyncs.
  • Loading saves now no longer has a chance to crash the game.
  • The game no longer gets stuck on Quest 19 “Skyhall” after a player chooses an Ice tile to become a Dark crystal.
  • Fixed an occurrence of getting stuck when trying to loot through a summon using “Eternal Torment”.
  • Fixed an occurrence of getting stuck when a Deathwalker kills a target with “When your time comes”.
  • Game no longer gets stuck after performing undo, after executing the top action of Deathwalker’s “Lingering Rot”.
  • The game no longer crashes when trying to grant movement to summons.
  • The game no longer gets stuck when Snowflake performs the end of turn ability of the card “Gathering Storm”.

[h3]Minor Fixes[/h3]
  • Chaos beams now correctly have the right prop displayed.
  • Fixed wrong enhancement slots on many of the character cards.
  • The time token tooltip is now always displayed correctly.
  • Removed a placeholder text from Snowflake’s persistent bonus “Cold Therapy”.
  • Added names for caravan wagons cards.
  • Fixed a visual issue making all character cards look like they are level 3.
  • Fixed missing icons of items when looted.
  • Fixed placeholder text in the description of summons.
  • Fixed “Chilling impact” damage targeting.
  • Covered a tile in “Road to Frosthaven” that looked passable but wasn’t.
  • Normal enemies who shift forms no longer change their form when the player clicks to restart the round.
  • Fixed the loot table for Quest 114 “Work Freeze”.
  • Updated the icon for spent items.
  • Icy terrain now has the right picture when inspected.
  • Updated the Quest info window to display when a Boss is present.
  • Terrain highlight (Shortcut TAB) is now set to toggle on/off.
  • The label for monster cards in the general info screen now correctly says “cards”.

Monsters of Frosthaven – Meet the Undead

In Frosthaven, you’ll be testing your skills against an array of menacing enemies. It’s time to shine the spotlight on them, so you can learn more about them and increase your chances of survival out there in the cold!

Learn all about the Algox here: https://store.steampowered.com/news/app/2347080/view/814696363551884313
Missed our series about the Unfettered? Here it is: https://store.steampowered.com/news/app/2347080/view/514084814784038598
Take a peek across the planes and read about the Demons: https://store.steampowered.com/news/app/2347080/view/514087985507992284
Prepare to face off against the Lurkers: https://store.steampowered.com/news/app/2347080/view/516344319031902988
[h2]Meet the Undead[/h2]
Necromantic activity has been on the rise across the Empire, most notoriously around Gloomhaven. Frosthaven is no exception - though not all the undead encountered in the North can be traced back to the same cultist rites or dusty scrolls. Along the coasts of the Biting Sea, there appears to be a divergent, ancient energy capable of animating the dead without a necromancer’s hand. Its nature remains a mystery, and its secrets will only be uncovered by an expedition brave (or foolish) enough to risk both the horrors of undeath and the harshness of the North.


[h3]Living Bones[/h3]
If you’ve ever delved into a dungeon, chances are you’ve already crossed blades with the Living Bones. For the uninitiated, these undead are competent sword fighters, and - being skeletons - are trickier to hit cleanly than an opponent with flesh.

The catch is this: Living Bones are not the reanimated remains of a single corpse, but rather a grim collage of bones pieced together to resemble a human frame. The handiwork (or cruel joke) of necromantic design often leaves them with three arms.

That might sound harmless enough - who are you to judge extra limbs? - but each one typically wields a sword or dagger. Worse still, they suffer none of the usual limits of coordination. This means three separate slashes in the same breath, often spread across multiple foes. Summoners in particular curse the Living Bones’ ability to shred their creatures faster than they can call them forth.

The true danger, however, comes when those strikes are all focused on the same unfortunate target. In a single heartbeat, three blades can land with brutal efficiency - and even the hardiest mercenary will learn that bones, however brittle, can still be can still be lethally sharp.

Outside of that, they lack many tricks. Standard practice against strictly melee foes works well: pin them down with immobilization and whittle them from range. They’ll crumble soon enough.


[h3]Frozen Corpse[/h3]
One of the undead creatures you’re bound to face in the far North is the Frozen Corpse. At first glance, they resemble the Living Corpses often tied to cultist rites, but any mercenary who’s stood against them will tell you they are something else entirely.

The common speculation in Frosthaven is that these are warriors long dead - fallen in battles fought decades, perhaps centuries, past. Their bodies lay preserved in ice, steeped in the strange, ancient energy that seeps from the earth in this part of the Empire. Whatever the truth, they rise now in a mindless, shambling state, driven by nothing but cold malice.

Truth be told, their origin matters little to a mercenary. Hit them long enough and they’ll fall. The rest is just fireside tales told to frighten noisy children who stray too far from the outpost walls. What matters is how to survive when one lurches toward you. And here lies the danger: for something that looks as brainless as a snowdrift, Frozen Corpses display a troubling variety of tactics.

Their chilled flesh takes more effort to pierce than that of the living, and the best-preserved among them can lash out with vicious retaliation when struck. They can also channel the cold around them - often the very frost they exude - leaving you brittle and vulnerable to follow-up blows. Another tactic to worry about is their ability to strike multiple targets at once, whether with an icy swipe of their claws (or what remains of them) or a breath of winter air that freezes the lungs.

There is, however, one detail worth remembering: warmth has a curious effect on them. Bring fire close, and their movements grow quicker, more frantic - but their frozen flesh softens, their resilience wanes. The smart mercenary pairs this with the most reliable counters to sturdy foes - wounds, poison, and patient strikes from range. Do so, and even these frostbitten horrors will crumble, one deliberate blow at a time.


[h3]Living Doom[/h3]
Another of the undead you may encounter in the crypts around Frosthaven is the Living Doom. Perhaps once an elite warrior in life, in death it has become something far more dreadful: a towering suit of armor, hollow but for the otherworldly emanation that seeps from behind its helm. One look is enough to command both fear and respect - and both are well earned.

A Living Doom is a formidable opponent. Its sheer strength and heavy plating would make it dangerous even if it only swung fists. But what makes it truly terrifying is the otherworldly misery woven into its blows. Many of its strikes channel dark energy, and any mercenary foolish enough to linger in range risks being disarmed outright, weapon torn from their grip as though by unseen hands.

Even in a defensive stance, the Doom is trouble. Beyond the usual benefits of being harder to hit and punishing those who strike it, they often leave behind a lingering curse, dulling your precision and making the decisive blow that much harder to land.

They may be large, but don’t mistake them for lumbering. A Living Doom’s most dangerous attack - a crushing swing that plants a bane deep within your body - can often be anticipated, but escaping it isn’t as simple as running. These armored horrors can close ground with surprising speed, cutting you down while you’re still struggling to catch your breath.

Worst of all, Living Dooms are not alone. With a single gesture, they can summon Living Spirits to their side. Summoning allies to battle is nothing new, but what makes this ability especially perilous is that a single Doom can conjure as many as three Spirits at once. The number seems tied to its own reserves of vital energy - which is reason enough to make the Living Doom your top priority whenever it looms before you.

[h3]FOLLOW FROSTHAVEN’S SOCIAL MEDIA CHANNELS[/h3]
YouTube: https://www.youtube.com/@PlayFrosthaven
X: https://x.com/PlayFrosthaven
Facebook: https://www.facebook.com/FrosthavenGame
Discord: https://discord.gg/FUNmzWVfz2