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Monsters of Frosthaven – Meet the Demons

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!

[h3]Meet the Demons[/h3]
Regular folk living in Casskia rarely consider how their actions shape not only their world, but echo across the planes. And who can blame them? Daily survival is burden enough. Besides, it takes an exceptional individual to manifest that connection in a way that can be seen and felt.

Perhaps the most tangible proof of this planar bond lies in the six elements: fire, ice, air, earth, light, and dark. Woven into the very fabric of existence, these forces hold the power to both create and destroy. Since the Upheaval, the veil separating Casskia from other realms has grown perilously thin. Through these rifts, demons emerged - beings not merely touched by the elements, but their raw, violent incarnations.

It’s only fitting, then, that in the biting air and frozen wastes surrounding Frosthaven, the most common demons you’ll encounter are the Frost Demons.


[h3]Frost Demon[/h3]
On their own, Frost Demons are hardly the most terrifying of their kind. They will rush you, certainly, and seem to favor sweeping attacks that catch multiple mercenaries in a single icy blow. But they’re neither fast nor agile, and a sharp mind can often stay one step ahead. Their real danger lies in what they’re made of - jagged shards and bitter cold. Striking one in melee will almost always leave you with stinging pain that lingers.

More troubling is how they interact with other threats of the north. When paired with other monstrosities, Frost Demons become far more dangerous. They can conjure waves of elemental cold to immobilize anyone nearby - disrupting plans, locking down movement, and leaving whole parties vulnerable to further attacks.

If you see one alone, don’t panic. If you see one in a crowd, rethink your formation.


[h3]Wind Demon[/h3]
You’ve probably heard the old children’s poem by the Orchid poet Lathaire:

“The playful wind goes dancing through the trees,
It tumbles hats and tosses Valrath’s cloaks with ease.
Its daggers find your bones in winter frost,
Then twirls away, not caring what you’ve lost.”


Well, it seems the Wind Demons have heard it too - though they took the “dagger” part far too literally, as they love hurling ice shards right at your face.

And speaking of taking things literally, they’ve clearly embraced wind’s mischievous side as well. These little terrors are more irritating than a nest of imps in your bedroll. True to their element, they glide effortlessly through the air, making traps, hazardous terrain, or strategic positioning nearly useless. Good luck cornering one - they’ll just float up to high ground or zip behind obstacles like it’s nothing.

Worse still, they never slow down. Most enemies will eventually stop to reposition, buff allies, or do something vaguely tactical. Not Wind Demons. If you’re within range, they’re swinging. Every. Single. Time. Their strikes rarely hit hard, but they come loaded with tricks - pulls, pushes, little cyclones that fling everything nearby, even momentary disarms - that constantly throw your formation into chaos.

And just when you’ve had enough and finally commit to finishing one off? They vanish. Gone into thin air. Oh, they’re still around - you just can’t see them anymore. Demons? More like gliding elemental jerks!


[h3]Earth Demon[/h3]
With Earth Demons, what you see is what you get: a hulking pile of health barreling toward you with all the grace of a collapsing stone wall. No extra armor, no retaliate, no real tricks - just a giant slab of elemental rage lumbering around, shouting (metaphorically), “Hit me with whatever you’ve got!”

And it really does seem like they want you to hit them first. You’ll see their attacks coming from a mile away - more than enough time for a hit-and-run. And if you’re the kind who likes running, good news: they’re slow. Painfully slow. You can jog circles around them and still have time for a snack. So, if they do manage to land a blow, either you let them, or you were too tired to care.

That said, it all stops being funny the moment you find yourself face to face with one - or worse, a pair of them - in a tight space. And if there’s some higher power deciding where encounters with Earth Demons should take place, you know it must be a particularly sadistic one, because it’s almost always in narrow, cramped quarters. Suddenly, that big, slow ground slam that hits everything nearby stops being laughable and starts being a real problem.

Even in open ground, the worst moment is when they stop lumbering and start thinking. You see one reach deep into the soil, haul up a rock the size of a table, and hurl it at you like it weighs nothing. That’s when it hits you - literally and figuratively - slow or not, this thing’s coming for you.


[h3]Flame Demon[/h3]
When it comes to demons, Flame Demons take us straight into horror territory. These things are truly infernal - not so much in appearance (they honestly look like overgrown imps you could slap around), but in what they do. And sure, they don’t have much health, but getting through their defenses is a real ordeal. You need a precise, heavy hit just to make a dent. And whether you land it or not, they’ll flare back with fiery retaliation. No dodging it - and yes, it works at range too.

This lovely combination of high shield values and ranged counterattacks makes them a nightmare for anyone relying on summons. Flame Demons are summon-slayers. Best case, your summon soaks a hit or two. More likely, you both get torched by one of their explosive area attacks. And because they fly, forget about shoving them into traps or hazardous terrain - they’ll just float right over your clever ideas.

They’re less enemies, more cruel puzzles. You can’t just charge in and flail. You need precision. Patience. Something sharp and clever. Ideally with pierce.

Dig deep into your bag of tricks. Find that one ability that deals true damage without being an attack. You’ll need it. Because Flame Demons don’t play fair.


[h3]Night Demon[/h3]
Night Demons look like something torn straight from your nightmares. Maybe it’s those eyes… or maybe it’s worse: that creeping, awful knowing - knowing exactly what's about to happen, and still hoping, desperately, that you'll find a way to stop it.

You won’t.

They lash out immediately, leaving you no time to act - only to react. And even that feels like a struggle. Your hands go cold, your breathing heavy. You swing back, but it’s like your strength just slips away when it matters most. Every blow feels like your weakest.

And that’s if they’re still there. These things melt into darkness, slipping from sight like smoke behind a curtain that isn’t even there. Just darkness - thick, hungry, and silent. Darkness that feeds on the blood of anyone foolish enough to wander too close.

Luckily, Night Demons are rare in the frozen north - considered too exotic even by the local horrors. But if you do face them, remember this: when fighting darkness, you’ve only got two options - learn to wield it... or bring your own light. Preferably divine.

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Character Spotlight: Banner Spear

[previewyoutube][/previewyoutube]
Introducing the Banner Spear, the tireless fighter who seeks glory on the battlefield, specializes in precise coordinated strikes, and is always ready to lead the charge to victory.

This trailer marks just the beginning of the Character Spotlight series for Frosthaven, as more spotlights will be released leading up to Early Access launch this year, so stay tuned on our social media and join our Discord, if you haven’t already!

[h3]FOLLOW FROSTHAVEN’S SOCIAL MEDIA CHANNELS[/h3]
YouTube: https://www.youtube.com/@PlayFrosthaven
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Facebook: https://www.facebook.com/FrosthavenGame
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Thank You for Playing the Frosthaven Demo!

First of all, thank you for trying out the Frosthaven demo during Steam Next Fest and during our temporary extension this week! We were more than happy to give you all a few more days of play time after we saw the popularity of the demo, which had put Frosthaven into the list of the Top 50 most-played demos during Steam Next Fest. Thank you all so much for your support and feedback for the demo – this is exactly what we want to see when Frosthaven enters Early Access, so please keep the support coming! During the time of the demo, we went out with hotfixes to address some issues, including fixing issues with multiplayer desyncs and improvements with Short Rests. That said, based on your demo feedback, we already have a lot of additional and major improvements in the works (see below!)

[h3]YOUR DEMO FEEDBACK[/h3]
We’ve been browsing through your feedback and a lot of things are already in the works on our side:

[h3]UI Improvements, Mainly with Ability Card UI[/h3]
Cards’ iconography is a work in progress, and we are always looking for improvements. Actually, we have made a lot of changes already, but they didn't make the cut for the demo. If we use the same exact cards as in the board game, they will not be very readable because some cards have really long descriptions. We did add a few new icons which might be even harder to decipher, but we are checking feedback and can change things as we go. We are looking for the option to be able to use a key to change to the original cards from the board game, but it might happen after Early Access and not for the initial release.

[h3]Adding the Ability to Undo[/h3]
An Undo option is already developed but was not tested enough to be safe to use in the demo, and that is why we did not include it. Also, the UI around the confirm button is currently in the process of changing and will be very different in Early Access.
Adding the Ability to Speed Up/Skip Animations (Turns)
Speedup/Skip animations are something that we test internally, but it was not tested enough for the demo (causing bugs), and that is why it was not included, but it will be a part of Early Access.

[h3]Tutorial Improvements, Including Adding an Outpost Tutorial [/h3]
We’re working on multiple improvements to the tutorial based on feedback we’ve received from both Steam Next Fest demo players and players who had a chance to check out the demo in-person at events. By Early Access launch, the tutorial will be more polished and in-depth to ensure that all players, including those who haven’t played the board game, have a solid understanding of the game’s mechanics. Additionally, we know there’s been a major request to add in a tutorial on the Outpost – we already have that in the works! That tutorial was a work in progress on our side prior to the release of the demo, and we didn’t quite have it ready in time to be included in the demo. We know the game’s complex, so we definitely want to make sure all players know how to play properly and enjoy the game to the fullest.

[h3]Save System Improvements[/h3]
Our Save system is about to be reworked with a completely new UI along with most menus. There will be more than one save per campaign unless ironman mode is selected. You will be able to either custom save the game or use the autosave/quicksave options.

[h3]Keybinding Improvements, including the Inspect Feature[/h3]
We’re working on multiple keybinding-related improvements based on your feedback. One improvement is changing the keybind for the Inspect feature (the feature where you can see more details for certain in-game elements) to a different key. We’re considering changing it to be on the ‘T’ key and be available via Right Click, which we believe should make it even easier to inspect things in-game. This is just one example of keybinding improvements we plan to make as we prepare the game for launch.

[h3]Adding Gloomhaven Elements, such as Characters, Into the Game[/h3]
We have heard you about implementing Gloomhaven 2e and Jaws of the Lion characters in the game and we really want to do that, but we are focusing first on the base game.

[h3]And More [/h3]
Many of the other smaller feedback cases are already in the works or done and will be by Early Access launch. Some of those were either features that did not make the cut for the demo or were bugs. We are looking at some Drifter changes and tons of UI improvements.

All this said, our adventure doesn’t just end here; it continues and will be even better than before! We’re back to focusing on development on the game and getting it ready for Early Access, but don’t worry, we won’t be silently working. We will still be giving you all updates as we continue development. Updates will include sharing news (yes, that includes news of the Early Access release date – we’ll have news on that when we’re ready!), videos and trailers, dev team blogs, and more.

Along with giving wider updates, we also want to call out our Frosthaven Community Council, our new community program where we’ve hand-picked and will continue to hand-pick a group of players – including from Frosthaven board game veterans – and give these players the chance to connect directly with us and share feedback! For the program, folks that are in it are getting exclusive access to in-development builds of Frosthaven (under NDA, of course) and have the chance to give us feedback in real-time to shape the future of our game. We’ll be kicking off the first Community Council meeting soon and are thrilled to get things started for it as we continue development.

Thank you all once again for trying out the game and giving us incredible feedback and support. Let’s continue the development journey of Frosthaven together!

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

Steam Next Fest Demo - Hotfix Notes June 12

[h3]General:[/h3]
  • Fixed desyncs that appeared in Multiplayer mode when performing a Short Rest. Multplayer sessions will generally be more stable now.

Steam Next Fest Demo - Hotfix Notes June 11

[h3]General:[/h3]
  • Players no longer get stuck in Tutorial Quest 2 when the Banner Spear needs to move away from the Mentor to attack from advantageous position.
  • Players no longer get stuck when creating characters with long names in French and Italian.