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Monsters of Frosthaven – Meet the Lurkers

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
[h2]Meet the Lurkers[/h2]
The Lurkers - ten-legged crustaceans often reaching sizes greater than the fearsome Algox Warriors, with shells as hard as forged plate and pincers ranging from needle-thin armor-piercers to massive skull-crushing claws - were among the first and greatest concerns for the Imperial settlers who ventured this far north to found Frosthaven. It should come as no surprise: those early settlers were fishermen, and in these icy waters they found themselves in direct competition with Lurkers for one of the region’s most precious resources - fish.

But the conflict was never confined to violent encounters at sea. Lurkers are especially problematic because they will resort to raiding the outpost itself. While walls and fortifications could repel many of the land’s wild predators, they were far less effective against an enemy that could emerge from the surf without warning.

Lurkers are by no means endemic to the north - they’re found along much of the Empire’s coastline - but here their diversity is remarkable. That variety has drawn Imperial researchers to Frosthaven to study these little-understood creatures. Long thought to be no more complex than wolves or drakes, recent observations have revealed behaviors that suggest far greater intelligence.

This idea is further fueled by local fishermen, who - never short on stories - claim that under certain conditions and in certain places, one can glimpse vast, clearly unnatural structures on the seafloor where Lurkers gather most often. Still, it’s wise not to give too much credit to such claims, as they are often told in the local tavern alongside wilder tales of Lurkers the size of Imperial trade vessels, or magnificent mountain beasts with star-shaped hooves that can somehow see the future.

Nevertheless, Lurkers remain among the most dangerous creatures in the north, and any mercenary would be wise to study their behavior closely - because a battle with them is not a matter of if, but when.


[h3]Lurker Soldier[/h3]
The backbone of any Lurker raiding party, Lurker Soldiers are the most common of their kind - and the ones you’re most likely to face. These are the same Lurkers found along much of the Empire’s coastline, and in many ways, they’re exactly what you’d expect: relentless, well-armored, and highly dangerous.

The hardness of their shells varies, likely tied to age and the number of battles survived, but on average you’ll need to put in extra effort to pierce through it. One constant, however, is their four thin, razor-sharp pincers - perfect for slipping past an opponent’s last line of defense.

They are disciplined fighters, often positioning themselves to strike two nearby foes at once. At times, they attack with such ferocity - almost a berserker’s rage - that even if you’re holding the perfect defensive stance, two pincer-lengths away, a single moment’s distraction can still see their claws lashing into you.

With average durability, speed, and attack power, they may not seem like your top priority on the battlefield. But underestimate them, and you’ll quickly learn otherwise. Left unchecked, a Lurker Soldier can shift the balance of a fight - and you might just end up feeding the fish before the day is done.


[h3]Lurker Wavethrower[/h3]
If Lurker Soldiers form the backbone of their infantry, then the Wavethrowers serve as skirmishers - harassing from a distance and disrupting your lines. No matter how dry the battlefield, these crustaceans have the uncanny ability to conjure great swells of water and hurl them toward their enemies.

On their own, the blasts aren’t especially dangerous - it’s just water, after all, and chances are you’ve been battered by harder things ever since you were a child. What makes them dangerous is the sheer spread. When those waves break, they wash over a wide area, catching more than one target in the spray. This becomes a real problem when you’re up against elite Wavethrowers, who imbue every attack with immobilizing force. Suddenly, half your party is frozen in place, ripe for follow-up strikes.

Fortunately, Wavethrowers are slow - both in movement and in initiative. Most of the time, you’ll see them coming and have the chance to prepare. Some even speculate this is intentional: their role isn’t to kill, but to scatter your formation and create openings for other Lurkers to strike.

As individuals, Wavethrowers are fragile - light shells, little endurance. A strong frontal assault can bring them down quickly. But don’t get complacent. Their true danger lies in their ability to summon Lightning Eels to the fight. One or two eels are hardly worth worrying about, but left unchecked, Wavethrowers can call them in by the swarm. And what begins as an irritation can quickly spiral into a full-blown nightmare.


[h3]Lurker Clawcrusher[/h3]
When someone tells a tale about a big, mean Lurker, odds are they’re picturing a Clawcrusher. They’re not the largest of their kind, but their sheer bulk and thick plating make them look as if one Lurker is wearing another as armor. What truly completes the menace are the two massive claws among their four frontal pincers.

Those claws can certainly crush, but their favored tactic is bludgeoning strikes against armored foes. The cruel irony is that the more protection you wear, the more of that force transfers straight through your armor - cracking bones, bruising flesh, and leaving you staggered. Like other Lurkers, they can threaten multiple targets at once, and they’ll often force their way into your formation, dragging you into skirmishes when you’d much rather be focusing on other threats.

Their strikes often stir the battlefield with Earth energy, which they then channel to hit harder still - or even coat their attacks with poison. Speaking of poison, it’s something you’d be wise to bring in your arsenal as well: Clawcrushers can soak up staggering amounts of punishment before going down, so every lingering wound you inflict pays off over time.

Like the Wavetrowers, the Clawcrushers are highly specialized. On their own, they may not be the worst foe you’ll ever face, but the true danger lies in how they coordinate with other Lurkers. Together, they become more than just tough opponents - they become a disciplined and well-organized squad.


[h3]Lurker Mindsnipper[/h3]
Probably the scariest of all Lurkers you’ll face is the Mindsnipper - but not for the usual reasons. Unlike their kin, they’re surprisingly fragile, and their shells crack with a disturbingly satisfying click when you land a hit. If you land a hit. With Soldiers and Clawcrushers hammering you head-on and Wavethrowers scattering your formation, the Mindsnipper has plenty of room to work its insidious trickery.

And trickery it is. These creatures move with startling speed and prefer to operate from range - even when they retaliate. Like all Lurkers, they’ve got enough free pincers to strike at two of you at once, but their real danger comes from what rides along those blows. Somehow, they channel a lightning-charged energy, crackling with an eerie, whistling hiss. Armor won’t save you. The shock bites straight through, leaving you reeling under the worst effects imaginable: curses and disarms.

Worse still, their lightning tears open rifts that scatter dark energy across the battlefield. If they manage to weave that darkness into their strikes, the next bolt can lock you in place - stunned before you even know what hit you.

When you see a Mindsnipper, make it your top priority - no matter how many other Lurkers stand in your way. You cannot afford to let them rule the battlefield. Cornering them might seem like the smart play, the usual tactic against ranged foes, but be warned. Unless one of you can do it alone, approach with extreme caution. Mindsnippers have a way of seizing control of their enemies and turning them against each other. That means you against your friends - exchanging blows you never meant to give, your own hands turned traitor, striking with the strength you swore to use against these damned crustaceans, while you watch helplessly from inside your own skin.

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

Patch Notes 0.10.2 Hotfix

[h2]Build version number: 26177

[/h2][h2]Major fixes
[/h2]
  • [p] Fixed a major issue that was corrupting the save file after some event resolutions.[/p]
  • [p]Fixed a major issue with looting random items or receiving them from Summer road event 19 that caused getting stuck.[/p]
  • [p]Fixed an issue on Quest 69 “Sacred Soil” with the Deathwalker moving shadows through teleport hexes.[/p]
  • [p]Enabled camera focus on initiative track portrait click.[/p]
  • [p]Quests now always display if they require Sled, Boat or Climbing gear to start.[/p]
  • [p]You can now discard summons from the initiative tracker.[/p]
  • [p]Fixed an occurrence of getting stuck during long rest in Multiplayer.[/p]
  • [p]Fixed an issue in Quest 24 “Upper Spire” that was causing players to get stuck when the Bannerspear used the perk Into the breach and opened a door.[/p]
  • [p]Fixed an issue where jumping with Winged Shoes over obstacles could cause an error.
    Fixed a crash when the Boneshaper has Solid Bones active and Travelling Cloak equipped.[/p]
  • [p]Fixed some self target abilities that were not executing their effect correctly.
    Fixed an occurrence of getting stuck on the world map while travelling to Quest 4 “Heart of Ice”.[/p]
  • [p]Fixed a crash when an enemy with fly was ending its turn on an elemental core in Quest 66 “Elemental cores”.[/p]
  • [p]Fixed a desync that was occurring when you use undo in Quest 24 “Quartyl Library”.[/p]
[h2]Minor fixes[/h2]
  • [p]Added a “Gameplay” option in settings.[/p]
  • [p]Updated icon on Drifter card Against all odds to correctly show that it is a melee attack.[/p]
  • [p]Fixed an issue with the Hero retirement screen.[/p]
  • [p]Fixed an issue, where changing the difficulty was not being reflected in the save’s header.[/p]
  • [p]In quest 23 “Spire Basement”, the scenario effect for +2 to all Hateful Corpse attacks is now applied by default. Restart of the scenario is required.[/p]
  • [p]Players can no longer teleport on the pressure plate in Quest 24 “Quartyl Library.”[/p]
  • [p]The hero creation screen now shows X level cards.[/p]
  • [p]Added a “Class mechanics” section to the Character info panel.[/p]
  • [p]Quest round is displayed on the save file, if you save the game in battle.[/p]
  • [p]The Monster card ready button has been disabled in Singleplayer.[/p]
  • [p]You are no longer forced to return to the outpost if a hero is ready to retire in between linked scenarios.[/p]
  • [p]Fixed a duplicate description with RIng of Night.[/p]
  • [p]Fixed an issue causing the menus to be greyed out when opened through the Main Menu.[/p]
  • [p]Added “Options” button during Quest briefing and Quest debriefing menus.[/p]
  • [p]Fixed Chaos Sparks in Quest 34 “Top of the Spire” not having correct target focus.[/p]
  • [p]Fixed a minor visual issue with the door in Quest 67 “Core attunement”.[/p]
  • [p]Mugger battle goal now counts summon kills towards the summoner.[/p]
  • [p]Fixed an issue with Snowflake cards Winds of change and Whiteout.[/p]
  • [p]Geminate mastery Unstable Metamorphosis now counts persistent abilities for its completion.[/p]
[p]
[/p]

A Thank You Note from Snapshot Games & What’s Next

[h2]Thank You for Playing Frosthaven in Early Access![/h2][p]It’s been a real joy to finally see you guys jump into Frosthaven when it launched in Early Access on July 31 after years of hard work and dedication! And it was incredible seeing some of you at Gen Con this year and giving you all the chance to chat with Cephalofair Games and Forteller Games who helped us bring the beloved board game to life in the video game world. But this is just the beginning of our journey, as we’re looking to add more content to the game and to improve your gameplay experience throughout our Early Access campaign. We’ve read through a lot of your valuable feedback already, and we’re looking forward to shaping the game together with you. Friendly reminder, the best way to ensure we see your feedback and concerns is to post in the #game-feedback channel on our Discord: https://discord.gg/FUNmzWVfz2. To report bugs and issues specifically, you can also press F10 on your keyboard in-game and enter your report, which will send all the information directly to our development team.

That said, let’s dive into the current top issues we’ve received from you and how we’re addressing them!

[/p][h2]Top Issues We’re Looking Into & Addressing[/h2][p]
[/p][h3]Game Stability[/h3][p]We've received reports from players experiencing desyncs and other multiplayer issues. These problems are difficult to reproduce on our end, but we've created a small focus group of affected players to help us investigate further. In the meantime, we're continuously working to improve game stability and are deploying frequent bugfix patches to address known issues. [/p][h3]UI/UX[/h3][p]We understand there’s a lot of room for improvement in the UI/UX department, and we’re excited to tackle this with input from the community. Some highly requested quality-of-life fixes have already been implemented, but we're looking into even more UI/UX changes we can make over the course of Early Access thanks to your help. While certain improvements will take more time, we aim to roll out improvements in updates throughout Early Access and get your feedback on each set of improvements we make. [/p][h3]Translations/Localization[/h3][p]At launch, some of the game’s translations were still a work in progress. As a result, the localized experience hasn’t always been ideal. We're actively working to improve translations across all supported languages, as we want all players from around the world to have the best experience possible. Please note that some English text is also being refined, and updates to it may temporarily cause a delay in translation updates for other languages. [/p][h3]Onboarding [/h3][p]The Early Access version currently includes a basic 3-mission tutorial, which we know is insufficient for a game of this depth and complexity. Our initial focus was on expanding content and improving the overall experience. That said, we’re now working on new onboarding features—such as an Outpost Tutorial and an Intro Adventure —to better support both new and returning players. Additionally, we've received feedback that the game can be a bit too challenging, even on Story Mode. We're looking into how to improve gameplay balance elements overall, including overall difficulty, and will work closely with you all on what improvements we can make on this front. [/p][h2]What’s Next[/h2][p]We’ve already gone out with a few hotfixes, and we’re hard at work resolving the most pressing bugs and issues throughout the next few weeks, so keep your reports coming! Once we’re ready, we’ll also share an Early Access Roadmap with you, which will roughly outline our plans and update cadence for Early Access and what these updates will be focusing on. We shared this before, but we plan to go out with more content intended to be added in game updates that are expected to be released in intervals approximately 3 months of each other. Additionally, we'll be going out with smaller updates as well in-between these major content updates as well -- so there's plenty more content to come![/p][p]Once again, we’d like to thank you for joining us on this journey from the very beginning. We’ll see you on our Discord! - The Snapshot Games Team [/p][h3]FOLLOW FROSTHAVEN’S SOCIAL MEDIA CHANNELS[/h3][p]YouTube: [dynamiclink][/dynamiclink]
X: https://x.com/PlayFrosthaven
Facebook: https://www.facebook.com/FrosthavenGame
Discord: https://discord.gg/FUNmzWVfz2[/p]

Patch Notes 0.10.2

[h3]Build version number: 26028[/h3]

[h3]Major Fixes[/h3]
  • Fixed an issue in “Realm of frost”, where the boss ability would lead to the game getting stuck under specific circumstances.
  • Enemies and allies with fly can now finish movement in the same hex as an object with health.
  • Brittle and Ward will now apply after the damage, after resolving an event.
  • Fixed a number of issues in quest 69 “Sacred Soil”.
  • Option B from Summer Road Event 19 now correctly gives a random item from the pool of items available in this Early Access update.
  • Fixed an occurrence of getting stuck with Snowflake.
  • Fixed a number of different Multiplayer desyncs.
  • You no longer need Line of Sight to move shadows with the Deathwalker.

[h3]Minor Fixes [/h3]
  • X level cards are now correctly shown as X level cards.
  • Fixed an issue with the name of the card “Feeding Frenzy”.
  • Fixed a UI issue with the card "Gift of the mountain”.
  • Improved the UI of spent items.
  • Fixed an issue when using a ranged attack from an Icy terrain.
  • Improved the UI of used bottom/top action of a card.
  • Fixed an issue with the Geminate perk “Revitalizing swarm”.
  • Fixed an issue with the Geminate perk “Reshape the guise”.
  • Blinkblade’s fast and slow mandatory movement is no longer mandatory.
  • Changed the narrator portrait in quest 1 “Town in Flames” to a guard.
  • Added X2 speed button in tactical.
  • Added auto-equip on purchase/crafting if the slot for the item is empty.
  • Fixed an issue with “Crude bow” not letting you use “spyglass” as well.
  • Added tooltips that clarify each difficulty.
  • Added an indicator of Geminate’s form on every ability card.
  • Fixed missing text in the “Flaming Bladespinner” card.
  • Fixed an issue with the Vsync option.
  • Fixed a display error in the enhancer.
  • Fixed a visual issue where cards in card management would show up on the right, going out of the screen.
  • A few QOL changes in the hand management screen.
  • Fixed an issue where the Drifter confirmation and cancel buttons were visually the same.
  • Fixed an issue with the VFX of the Algox Archer.

[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

Patch Notes - August 5

[h2]Patch Notes - August 5[/h2]

[h3]Build version number: 25932[/h3]
Welcome to our first Early Access Patch Notes. We have been listening to your feedback and we’ve been working on testing and fixing the reported bugs so we can bring you the best possible Frosthaven experience. If you do not see a fix you were hoping for, be sure we are working on it and will address it as soon as possible! Some of the most important things we will be addressing in the upcoming patches are connected to network stability, translation updates for multiple languages, and quality of life changes for all classes (unsummoning, XP tracks, legacy icon options and many more). For now, we are leaving you with a small set of fixes that we did before evaluating your feedback, but the next update will come soon!

[h3]Major fixes[/h3]
  • Fixed an issue with Quest 4 “Heart of Ice”, where players would receive the wrong character after completing the quest.
  • Fixed a Multiplayer issue, where spamming Done/Continue or the Ready button can lead to UI resets and unwanted notifications.
  • Fixed an issue where picked up chests would reappear when you retry a quest.
  • Fixed issues with personal quests “Searching for the oak” and “The study of plants” where picked up loot was not counted towards the progress in the quest.
  • Fixed an occurrence of getting stuck in the Tutorial.
  • Fixed an occurrence of getting stuck in Quest 4 “Heart of Ice”.

[h3]Minor fixes[/h3]
  • Fixed a bug where deleting a saved game in the main menu will visually duplicate the rest of the saved games.
  • Fixed an issue with the Lurker Clawcrusher’s texture when using retaliate.
  • Made some UI changes to the buttons in the Outpost.
  • Fixed an issue with the Boneshaper card “Eternal Torment”.
  • Fixed a visual issue with the difficulty options.
  • Corrected the Vermling scout portrait.
  • Added a tooltip for Inspiration.
  • UI improvements for tooltips and buttons.
  • Fixed some UI and gameplay issues with the enhancer.
  • Fixed an issue in the Outpost where some assets were showing up before they were unlocked.
  • Fixed a UI issue with the Outpost attacks.
  • Fixed a visual issue with Winter outpost event 60.

[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