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Beneath the Ice #2 – Concepthaven

Welcome back mercenaries to the second edition of our Developer Diary where we will be taking a deep dive into the visual world of Frosthaven. This time, we’re shining a spotlight on the concept art that has brought the game’s world, characters, and monsters to life.

From initial sketches to the final designs, the concept art has been essential in shaping the atmosphere and the feel of Frosthaven. In this edition, we’ll explore how these early artistic visions evolved into the elements you’ll encounter in the game and how they help build the immersive world that we’re so excited to share with you.

Come on a journey through the artistry behind Frosthaven together with Svetoslav Petrov and Georgi Karadenizov and listen to their amazing stories of how these visuals come together to tell a story.

[h2]Start of the journey with characters[/h2]
Creating the visual concepts for Frosthaven was an exciting journey, and while there were plenty of challenges, a lot of the groundwork had already been laid thanks to the strong, established designs from the original board game. For the most part, translating these concepts into digital form was straightforward, especially when it came to characters and monsters. However, ensuring they fit within the aesthetic of the game world required some careful adjustments.

[h3]The Boneshaper: A Style Adjustment[/h3]
One of the first characters we tackled was the Boneshaper. In the original design, her outfit consisted of all black clothing, which, while striking, didn’t quite mesh with the color palette of Frosthaven. In a world full of vibrant characters and monsters, we needed to adjust her look so she would stand out without clashing with the rest of the cast. A simple yet crucial change, but one that made all the difference in making her visually compelling within the game.


[h3]Other Characters: Refining the Details[/h3]
For many of the other characters, the design process was a bit more straightforward. We took inspiration directly from the original illustrations, with only minor changes to reduce visual clutter. Items like trinkets, satchels, ropes, and bracelets were removed, as they created unnecessary noise on the screen. Additionally, we slightly exaggerated some of their key features—like the Bannerspear’s braid and the Frozen Fist’s massive deer antlers—to make them more noticeable and impactful in the game world.

[h3]Monsters: Staying True to the Originals[/h3]
When it came to the monsters, the approach was similar to that of the characters. Most of the creatures retained their original designs, with the main differences being color adjustments to help them fit into the Frosthaven world that we are building. The real fun came with the elite versions, which had to be more imposing and fearsome. To make them stand out, we gave them golden armor and enhanced features, adding an intimidating presence. Some of the toughest monsters to redesign were the demons, where we struggled the most to balance their terrifying nature with the artistic direction of the game.

There were a few monsters that required more creative decisions. For example, the Piranha Pig, Shriek Fiend, and Black Imp were all tricky in terms of design, and each of them required some creative problem-solving to make sure they looked as menacing as they felt in the game.

[h3]The Algox and Lurkers: Big Challenges in Small Spaces[/h3]
The Algox were another interesting challenge, thanks to their different factions, each with its own color scheme and elite forms. Balancing the variations while keeping the overall design cohesive was no small task. Meanwhile, the Lurkers—massive creatures that occupy a lot of space—were a challenge in their own right. Since they’re so large, we had to carefully ensure that they fit into the hex grid without losing their detail or looking out of place. It took quite a bit of iteration to get the balance just right.


[h2]Exploring the vast world[/h2]
While the character and monster designs were an exciting challenge, the environments of Frosthaven presented a whole new world of creative opportunities. Unlike the characters, where we had a solid foundation to work from, the environments were often based on fragments of text, sketches, and a lot of imagination. Each biome required its own phase of exploration, experimentation, and sketching to bring it to life.


[h3]The Metallic Ruins: Where Mechanics Meet Mysticism[/h3]
One of the most iconic environments for the art team were the Metallic Ruins. These ruins weren’t just about ancient architecture—they had to blend mechanical elements with classic dungeon aesthetics. Think rusty gears and weathered steel mixed with cryptic, stone-carved walls. The challenge was to make these seemingly disparate elements feel like they belonged together. The end result? A perfect balance that set a dark, industrial tone, with a hint of mystery and decay. The ruins quickly became a standout location, setting the bar high for the other biomes.

[h3]Underwater Caves: A Deep Dive into Creativity[/h3]
The Underwater Caves presented their own unique set of challenges. The primary focus here wasn’t the playable area, but rather the environment itself—creating an immersive sense of being submerged beneath the water's surface. The art team meticulously crafted seaweed, other aquatic plants, and various water-themed elements, all placed outside the playable area. These elements weren’t just background decoration; they were designed to evoke a feeling of being underwater, of exploring the deep sea, with subtle but effective touches that bring the whole biome to life.

[h3]The Mountains: Battling on the Bones of Giants[/h3]
The mountain environments also posed some unique challenges. One particularly memorable scenario takes place on the skeleton of a massive, long-dead creature. It’s a setting that blends natural elements with the remains of something much older and much more enormous. The sheer scale of the environment, coupled with the eerie atmosphere of ancient bones, makes this one of the most visually striking locations in the game. It's definitely one of those "cool" moments that we’re excited for players to experience firsthand.

[h3]Other Notable Biomes: Creativity in Every Corner[/h3]
Beyond the more iconic environments, there were a few other biomes that required special artistic thought:
  • Radiant Forest: A typical forest biome, but with one key difference—everything here had to have more vibrant, glowing colors than a typical forest. This also had to be reflected in the world map, ensuring that the forest’s unique aesthetic stood out from the rest.
  • Derelict Elevator: This scenario is always in motion, revealing new locations while items fall from the ceiling. Creating this dynamic environment presented its own set of challenges, as we had to ensure everything felt alive and constantly shifting.

[h3]Outposts: Building Functionality and Progression[/h3]
In addition to the diverse biomes, the outpost was another key focus of our environmental design. Each building had to serve a clear functional purpose, while also standing out visually from the others. As players progress through the game, some buildings evolve, with up to 9 different levels of progression. This required us to balance aesthetics and functionality, ensuring that each structure felt distinct but still cohesive within the outpost as a whole.


Even though many of these buildings aren’t directly visible in the outpost stage, we paid close attention to both the interior and exterior designs, especially for the menus. Every detail was meticulously crafted to ensure that the world felt immersive, even in the spaces players may not always see.


[h2]Collaborative work[/h2]
Creating the art for Frosthaven was a monumental task, but it wouldn’t have been possible without the close collaboration between the art and game design teams. From designing complex bosses to crafting memorable card artwork, the two teams worked hand in hand to ensure the visuals not only looked stunning but also functioned seamlessly within the gameplay.

[h3]Bosses and NPCs: Crafting Fresh Faces[/h3]
Creating memorable bosses required more than just cool character designs—it involved ensuring the bosses were integrated in a way that showcased their features while keeping the gameplay engaging. While some of the mini-bosses are reskins of regular enemies, there were many that required full creative overhauls, designed from scratch. Some of these mini-bosses include the Vermling Warchief, a fully handcrafted and new boss and the Coral corpse. We will talk about the more main bosses that you will encounter in the world of Frosthaven at a later stage, but we assure you that you will feel their terrifying presence from afar.


The same level of attention went into designing the NPCs in Frosthaven. These characters, whether heroes or quest-givers, needed to have a distinct look that fits into the world while also being functional in terms of gameplay. Collaboration between art and game design was essential in making sure these characters felt like they belonged in the same universe.

[h3]Bringing Frosthaven to Life: The Story Behind the Narrative Illustrations[/h3]
With the vast lore of Frosthaven penned by Isaac Childres, our artists had no shortage of inspiration when it came to illustrating the game’s many scenarios. From the very beginning, the primary challenge was to determine the right artistic style—one that felt authentic to the world and could possibly exist within it.


After much exploration, our artist Georgi Karadenizov took a visual approach that felt both immersive and grounded: illustrations that appear as if they were sketched in black graphite on aged parchment. This style not only fit seamlessly into the universe of Frosthaven but also evoked a sense of ancient storytelling passed down through generations.


Given the sheer volume of scenarios in the game, creating a unique illustration for each one was a daunting task. It was made possible through close collaboration with the game designers, who categorized the scenarios and distilled their key narrative elements. This organizational work allowed the art team to group scenarios by story arcs, making the monumental task of illustrating them more manageable.


Georgi also shared that picking a single favorite piece was impossible—each drawing held its own charm and challenge. The entire process, which spanned over a year, was a labor of love and dedication to the world of Frosthaven.

[h3]The Geminate: A Puzzle of Abstract Design[/h3]
One of the most creatively challenging characters to design was the Geminate. With such an abstract concept—three different forms, each with its own set of masks, hoods, and insects—it was a real team effort to bring this character to life. Without the guidance of the game designers, we wouldn’t have been able to figure out how to differentiate his forms visually in a way that felt cohesive.

Each form had to have a unique color palette, ensuring they felt distinct from one another while still belonging to the same character. This required not only artistic flair but also a deep understanding of the mechanics behind the character. The result? Three visually distinct designs for one character—each one an artistic challenge that ultimately paid off.


[h3]Card Art: Bridging the Gap Between Logic and Visuals[/h3]
Our artist Svetoslav Petrov mentioned that one area where the partnership between art and game design really stood out was in the creation of the card art for the playable characters. In the original board game, there were no illustrations on the cards, so the art team had to rely heavily on the game designers to explain the logic behind each spell and ability.


The challenge was to make sure the artwork on each card was not only visually appealing but also accurately reflected the logic behind the mechanics of the spell or action it represented. This close collaboration made the cards feel more immersive, as players could easily connect the visual representation with the functionality of the spell. It helped bridge the gap between the strategic, logical elements of gameplay and the visual storytelling of the game, creating a smoother experience for players.


[h2]What comes next?[/h2]
We’re excited to share that the team is working with incredible passion and drive to make sure Frosthaven reaches your hands in its best possible form! We’ve been diving deep into the feedback from our closed beta community, and every piece of input is being carefully reviewed. Rest assured, we’re working tirelessly to refine and improve the game, making adjustments to ensure it’s exactly what you’ve been hoping for. A huge thank you to everyone who’s contributed to the beta—you’re helping us make this game the best it can be!

But the journey is far from over. As we continue down the path toward the release of Frosthaven, there are still plenty of milestones ahead. Next month, we’ll be taking a closer look at some of the incredible animation work that’s helping to bring the world of Frosthaven to life. The effort, challenges, and artistry that have gone into making the game feel magical are all coming together, and we can’t wait to share it with you!

[h3]Join the Adventure: Help Shape Frosthaven![/h3]
If you’re eager to get even more involved and help us continue to improve the game, we’re opening up a new opportunity: you can apply to join our Community Council! It’s a great way to actively participate in the development process and make your voice heard as we push Frosthaven toward its final form. For more information on how to apply, join our discord server.

[h3]Wishlist Now and Join the Frosthaven Community![/h3]
If you’re already hooked on the cold, perilous world of Frosthaven and can’t wait to dive in, be sure to add Frosthaven to your wishlist! Joining our community will keep you in the loop on all the latest updates, news, and exciting announcements as we continue this journey together.

[h3]FOLLOW FROSTHAVEN’S SOCIAL MEDIA CHANNELS[/h3]

Beneath the Ice #1 – The Road to Frosthaven

Greetings, mercenaries! To all the Gloomhaven and Frosthaven veterans - you know your way around, to all who are new - welcome! My name is Hristo Petkov and I am the Game Director for Frosthaven. Today, with me is Rossen Cholakov, our Lead Game Designer, and in our first Dev Diary I wanted to share with you what the team at Snapshot Games has been working on for the past three years.

[h3]First, a Thank you[/h3]
To kick off our first Dev Diary, I want to take a moment to thank all of you for the incredible support following the announcement of Frosthaven Digital. Seeing the excitement from the community means the world to us as developers.

A huge thank you to everyone who joined our Discord server - we absolutely love seeing your fan art, reading your epic war stories from your Frosthaven campaigns, and hearing about the must-have features you want for the digital version.

And of course, a special thank you to everyone who joined our Closed Beta and shared invaluable feedback. Your insights help us shape the best possible experience.

In this first diary entry, we want to give you a behind-the-scenes look at our development process, the challenges we've tackled, and the exciting features we’re implementing. From the intricacies of adapting the scenario environment for digital play to refining the UI for a seamless player experience, there’s a lot to uncover. So, let’s dive in!


[h3]The Journey[/h3]
Bringing Frosthaven to the digital realm has been an incredible journey. The board game is a vast and deeply strategic experience, filled with choices, rich storytelling, and tactical combat. Our goal has always been to capture that essence while also leveraging the strengths of a digital format to streamline gameplay, improve accessibility, and enhance immersion. Over the past three years, we’ve worked tirelessly to translate this epic adventure into an interactive experience that stays true to its roots while making smart, quality-of-life improvements.

[h3]Who are we?[/h3]
For those unfamiliar with us, Snapshot Games is a studio with deep roots in tactical and strategy gaming. Founded by Julian Gollop, the creator of the original X-COM, we’ve spent years crafting complex, rewarding experiences that challenge players to think critically and adapt to evolving battlefields. Our previous games, Phoenix Point and Chaos Reborn, reflect our love for deep tactical gameplay, meaningful choices, and rich world-building—values that align perfectly with what makes Frosthaven such an incredible game.

You might be wondering how Snapshot Games became the developers of Frosthaven. Many of us at the studio are passionate board gamers (you may have even spotted some of us at conventions like SPIEL Essen). So, when we approached our friends at Asmodee Games, we were looking for a project that would combine our expertise in tactical games with our love of board games.

As luck would have it, they were searching for a developer to bring Frosthaven to the digital world. But the final decision rested with Isaac Childres, the creator of Frosthaven. To make our case, a small team from Snapshot Games flew to San Francisco to meet with Isaac and present our vision for the game. The meeting went incredibly well, and we were thrilled to win both Isaac and Asmodee over.


[h3]The beginning of the road[/h3]
At first, the project felt daunting due to the sheer complexity and depth of the game. To ensure we stayed true to its vision, we set up weekly meetings with Isaac, and let me tell you—working with him has been an absolute pleasure!

From day one, we knew that understanding Frosthaven inside and out was key. So, as soon as we got our copies, we divided the entire company into teams of four and started playing—kicking things off with Gloomhaven while we waited for Frosthaven to arrive. Meanwhile, our development team began diving into the codebase, eagerly sharing some of the wildest scenario rules they could find.


[h3]The challenges we faced[/h3]
Frosthaven is a colossal game, packed with thousands of abilities, items, monsters, and countless other elements. At its core lies a key rule: "If things are equal or unclear, the players decide." But that kind of ambiguity doesn’t work for computers. So, our challenge was to clarify and streamline the gameplay for a digital environment.

We wanted to create a welcoming experience for board game veterans, but we also saw the potential to reach a broader audience of gamers. To do that, we focused on making the game more accessible—reworking everything from onboarding and terminology to visual language in UI/UX.

So, what’s changed? For starters, there’s no fudging in the digital version—no take-backsies. That meant we had to take a hard look at the outpost flow and pinpoint moments where players might accidentally lock themselves out of their preferred path. The solution? We reworked the outpost phases, moving downtime and the adventure selection to the very end.

We also introduced a more forgiving difficulty level—one designed to let players immerse themselves in the story and art, without the pressure of the toughest decisions found in higher difficulties.

Right now, we’re confident that the game strikes a great balance of challenge for a wide audience. This takes me back to a story from our early development days, specifically our coding team’s first encounter with Frosthaven. To illustrate the challenges of bringing the board game to digital life, we chose a scenario called the Dancing Iceberg. In this scenario, players must carefully balance on a floating ice chunk to avoid capsizing while battling Lurker enemies. As we progressed through the scenario, our coders grew increasingly confident in their chances of winning and started to think it was a walk in the park... until the boss showed up.


[h3]What’s next?[/h3]
We are very excited for the future of Frosthaven and are looking forward to revealing more of what's to come in the near future! The community has been awesome in providing the much-needed feedback to create the best experience possible and we are very thankful for the opportunity to build and improve together.

I hope you enjoyed walking with us down the road to Frosthaven. We want to show you many more interesting things we’ve created over those past three years but there is a time for everything. Check back next month for our next Dev Diary where we will talk about working with Isaac on the art of Frosthaven - creating the identity, art style and design considerations that the team faced. We will also present our Lead Concept artist on the challenges of recreating hundreds of characters and their unique visuals and animations.

If you like what you see, consider adding the game to your Wishlist and join the community. Stay frosty!

[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

Closed Beta Hotfix Notes 4/17

Patch Notes 0.9.22670

Note: Potential spoilers are hidden until you hover over the text with your mouse. Example: Have a great day!

[h3]Features[/h3]
  • Flying enemies can now be correctly pushed and pulled over obstacles.
  • The Deathwalker card “Lingering Rot” now correctly shows that it applies poison.
  • Added more categories in the F10 report tool.
  • Fixed order of the General Info canvas, so it is below the tooltips.
  • Outpost progress is now saved when you go back to the main menu.

[h3]Major issues[/h3]
  • Fixed an issue where the game would get stuck if a mind controlled summon destroys the tunnel support in Scenario “Rusted Tunnels”.
  • Game no longer crashes when burning cards with Geminate.
  • Game no longer crashes when you disable a start of scenario perk, while the animations from other such perks are still being performed.
  • Game no longer gets stuck in Scenario “Avalanche” when you open a door as the Deathwalker, after a snowdrift marked by “Call to the abyss” dies.
  • Fixed more cases where the game was crashing after drawing an attack modifier.
  • Game no longer gets stuck when trying to skip shadow placement, while already having five shadows with the Deathwalker.
  • Game no longer gets stuck when an enemy marked by “Call to the abyss” dies when a door is opened, due to scenario effects.

[h3]Minor issues[/h3]
  • Snowdancers card “Chilling impact” in combination with “Polar Vortex” now deals 1 damage to all enemies, instead of just the last one.
  • The Drifter persistent bonus from “Relentless” now correctly doesn’t consume a charge if he was attacked from more than 2 range.
  • The Snowdancer persistent bonus from “Chilling impact” now triggers earlier than other start of turn bonuses.
  • The Bannerspear card “Pinning Charge” now correctly increases your range by one if you consume an air element, while “Unbreakable wall” bottom action is active.
  • Boots of speed are now correctly offered after card selection phase.
  • During the short rest stage, you can no longer change the cards of an already rested character.
  • Snowdancer can no longer target enemies with the “Winters breath” perk.
  • Game no longer drops FPS in the Main Menu.
  • Random Items that have been looted in a scenario now appear only once in the general info of the character.
  • The Bannerspear card “Boldening Blow” can now be correctly used on all enemies in scenarios where there are different teams of enemies
  • The Blinkblade card “Experimental Adjustment” no longer deals damage to enemies in its slow variant.
  • Items looted in a scenario now only appear once in the general info screen.
  • In Scenario “Heart of Ice” the two bosses now have their attack values written correctly.
  • Fixed an issue causing effect icons to have the wrong tooltip.

Monsters of Frosthaven – Meet the Algox

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 Algox[/h3]
Frosthaven is the story of a small, struggling outpost far to the north of the capital city of White Oak. Completely isolated from the rest of the empire for half the year by towering, unbreachable snowdrifts, this settlement barely clings to survival against the relentless elements. Yet long before the first desperate Imperial settlers arrived, the Algox had already called the valley north of the Imperial Mountains their home. Perfectly adapted to the frigid conditions, these imposing beings possess thick white fur that shields them from the cold, as well as immense strength and intelligence that place them at the top of the food chain. With three spiraling horns atop their heads, they share a distant lineage with the Inox, but their way of life is uniquely their own.

For years, the villagers of Frosthaven and the Algox coexisted on a live-and-let-live basis. However, everything changed when the Merchant Guild took a sudden interest in the outpost. One of their expeditions, an Imperial garrison, unknowingly or not desecrated an ancient Algox burial ground. Outraged, the Algox launched an assault on Frosthaven, demanding retribution. The guild’s representatives quickly abandoned the settlement, leaving behind only a small force of soldiers to defend against the Algox onslaught.

Now, as you take command of a band of mercenaries hired to aid Frosthaven in its time of need, the Algox will be among the first enemies you encounter on the battlefield. Their forces are diverse, each member playing a crucial role in their ranks. For those of you who have had your fair share of adventures in Gloomhaven and the lands around the city, the tactics of the Algox Archers will be well familiar - though that doesn’t mean they won’t be a challenge.


[h3]Algox Archers[/h3]
If you spot Algox Archers on the battlefield, make them a priority target! These swift combatants strike with deadly efficiency, delivering the kind of blow you'd expect from a well-armed melee opponent - only from a safe distance. Very fast (initiative-wise), they act early in combat, making them hard to counter. Be wary of their signature tactic - firing an "arrow to the knee" to keep you immobilized while strategically placing traps around their positions to keep enemies at bay. If left unchecked, these sharpshooters can quickly turn the tide of battle against you.

The Algox Archers are just a fraction of the forces the Algox will throw at you. Stay tuned as we unveil more - both of their ways of living and the structure of their forces.


[h3]Algox Guards[/h3]
The Algox Guards serve as the backbone of their forces, standing as unshakable sentinels in battle. Unlike some frontline warriors, they may lack extra protection in the form of a shield or retaliate ability. Instead, they make up for it with sheer endurance, boasting an impressive health pool and considerable offensive power. Their preferred method of combat is brutal hand-to-hand fighting, wielding both swords and axes with lethal precision. Keeping your distance might seem like a sound strategy, but don’t get too comfortable - an axe or two will surely be sent flying your way sooner or later.


[h3]Algox Scouts[/h3]
Filling the tactical niche between the brute force of the Guards and the precision of the Archers, the Algox Scouts are among the most unpredictable opponents you'll face. On the battlefield, you can never quite tell whether they’ll strike from a distance with a crossbow or close the gap using the razor-sharp war-bracers mounted to their forearms. One thing is certain - if an Algox Scout sets their sights on you, you'd best be ready. Their agility and relentless pursuit make them some of the most mobile enemies encountered near Frosthaven.

Scouts also exhibit a curious - and somewhat unsettling - behavior: looting the bodies of their fallen kin. In a land where coin is scarce and opportunities for mercenaries are even scarcer, such scavenging is a double-edged sword. On the one hand, it means fewer spoils for you. And as any seasoned fighter knows, a hungry mercenary is a bad mercenary. But on the other hand, these moments of distraction can leave the Scouts vulnerable - making them easy pickings for those willing to seize the opportunity.


[h3]Algox Priest[/h3]
The Algox have a deep bond with the frozen land they inhabit and the primordial forces that shape it. Algox Priests act as conduits for these powers, channeling them and positioning themselves as powerful support units within the Algox warbands. Unpredictable in initiative, you never quite know whether they’ll strike early to tilt the battle from the outset - or hang back, observing the chaos before stepping in with precise, disruptive intervention.

When they choose to act quickly, they rarely leave room for anyone to interrupt. Their ranged attacks may not hit particularly hard, but they’re laced with debilitating conditions. Icy blasts can immobilize, weaken your offensive potential with curse, or even stun a mercenary outright - removing them from the fight at a critical moment.

And just when you think you’re turning the tide, the Priest begins to undo your progress - healing wounded allies and restoring the Algox ranks as if your efforts had never happened. Combined with their natural vitality and frequent use of additional armor, they become a battlefield threat that’s both hard to bring down and dangerous to ignore.

Make no mistake: dealing with an Algox Priest swiftly may be the difference between victory - and a slow, exhausting, frozen defeat.


[h3]Algox Snowspeaker[/h3]
Much like their distant cousins, the Inox, the Algox gather in clans - though these are divided by two ideologies that differ radically, and at times violently, on how best to commune with their god. The Snowspeakers believe the divine voice descends with the falling snow, while the Icespeakers find sacred guidance in the ice that rises from the frozen ground. The most devoted and formidable warriors in each faction spend years mastering the essence of their chosen medium, and are held in the highest regard within their respective orders. On the battlefield, they are simply - but reverently - known as true Snowspeakers and Icespeakers. Facing one is among the greatest challenges a mercenary can endure.

The Snowspeakers are the most adept priests of their faction. Their movements echo the winds and falling snow, harnessing these raw forces and turning them into weapons that strip all warmth from their enemies. Once a Snowspeaker sets their sights on you, escape is no easy feat - not due to speed, but because they operate on a grand scale. These mystics can summon ice storms that batter entire battle parties and toss you around like a ragdoll. One of their most defining traits is their relentless retaliation. Normally, ranged attacks offer a safe answer to such behavior, but not here - out-ranging a Snowspeaker is a feat few can claim. The most reliable path to victory lies in getting uncomfortably close. But brute force alone won’t be enough. You’ll need cunning - use the environment to your advantage: traps, hazardous terrain, anything that tips the scales. And when you strike, make it count. You have no choice but to employ every dirty trick you’ve learned - poison, bleeding wounds, and whatever else your pack holds.

And if you're wise, you'll spend a few coins at the Great Oak Temple before setting out. You'll need every blessing the gods can spare when facing a Snowspeaker.


[h3]Algox Icespeaker[/h3]
While the Snowspeakers revere their most adept priests, among the Icespeakers, it is the fiercest warriors who earn the highest respect. Icespeakers are known for charging headfirst into battle - even when outnumbered - and having the sheer skill to make such bold tactics work. Their terrifying growls have made even the toughest mercenaries forget how to hold a weapon, and their crushing blows can leave you lucky if you’re only staggered - rather than left brittle and stunned by the impact. Heavily armored and unshakable, an Icespeaker in a defensive stance is nearly impossible to harm. Most strikes will simply glance off their icy plates without leaving a mark. And their swift, brutal counters ensure that any mercenary bold enough to close the gap will pay dearly for the attempt. Drawing upon the ice rooted deep within the earth, Icespeakers can cause massive shards to erupt from the ground. These jagged spires are dangerous not just when they rise - they also reshape the battlefield, blocking routes and limiting your tactical options.

Your best bet is to keep a safe distance from the Icespeakers. Use ranged attacks whenever possible - ideally the rare few that can pierce their armor. And whatever you do, don’t let them reach you. Immobilize them, stun them, disarm them - anything to keep them at bay. Because once they close the gap, your odds of walking away in one piece drop fast.

[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

Closed Beta Hotfix Notes 4/8

[h3]1. Features[/h3]
  • New assets added when building a wall
  • Items in the Starting menu, Merchant, Craftsman and Alchemist now appear in stacks and not separately
  • Removed Barracks from the Available Buildings filter
  • Outpost modifiers are now shown in the outpost general info

[h3]2. Major Fixes[/h3]
  • In Scenario “Rusted tunnels” the game no longer gets stuck after the tunnel supports are destroyed
  • In Scenario “Glowing Catacombs” the game no longer gets stuck when restarting a round, after a lever is pulled
  • Game no longer crashes if a player uses an item between two monster attacks
  • Game no longer crashes if bane is applied two times on a character
  • Stuck no longer occurs in the second tutorial, when right-clicking instead of confirming movement
  • Fixed a number of major issues with the Boneshaper card “Bone dagger”
  • Game no longer crashes when monsters draw attack modifiers
  • Fixed a soft lock during the resource allocation screen of Winter Road Event 5
  • When using the “Fluid Night” bottom action persistent bonus, game no longer freezes if no shadows are available for teleportation

[h3]3. Minor Fixes[/h3]
  • Fixed an issue where the Deathwalker had to remove an additional shadow after hitting the cap, even though it was not needed
  • Winter road event 24 will not let you select items that should not be obtainable through this event
  • When infusing element with “Circlet of elements”, “Element consumed” message will no longer appear
  • Algox Snowspeaker card “Blistering Assault” no longer shows as greyed out when air is infused
  • You are no longer given the choice to give “Regenerate” or “Ward” to enemies, while using the perk “Winters Breath”
  • Geminate can no longer switch forms while other characters are short resting
  • In Scenario “Work Freeze” Ice Pillars now have the right amount of shield
  • In Scenario “Work Freeze” you can no longer pick up detonation charges during your extra turn from “Death on the arrival”
  • Morale is no longer set to 0 after abandoning a scenario
  • Drifter bottom action of “Relentless” now works as intended
  • You can no longer loot random scenarios that are not included in the Closed Beta
  • Geminate and Snowdancer masteries no longer show as failed from the beginning of the scenario
  • Geminate card “Scarab Flight” top action now calculates its range correctly
  • Geminate card “Changelings Boon” no longer gives xp on every element consumption
  • Loot bags and traps don’t reappear anymore after the round has been restarted
  • Boneshaper perk “Animate” now correctly heals the Boneshaper even if drawn by a summon
  • Chests are now lootable by both players and hero summons
  • Boneshaper card “Eternal torment” top now correctly gives you the “Grant attack” effect, even if the target is immune to curses
  • Blinkblade damage values are now changed as intended when using items
  • Fixed an issue with the Snowdancer card “Enticing Breeze” that made the game crash