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FrostBound – Official Release FAQ

[p][/p][p]Greetings, Lords of Frostbound Land! It’s been a while![/p][p]
From the Playtest in April, the public Demo in May, the Steam Next Fest in June, and the closed beta starting in August, FrostBound is finally ready to launch its full version.[/p][p][/p][p]Before release, we’ve gathered many frequently asked questions from both new and veteran Lords. Here is a consolidated FAQ to help you better understand what to expect in the official version![/p][p][/p][hr][/hr][p][/p][h2]Release Time & Pricing[/h2][p]The full version of FrostBound will officially launch on November 27 at 10:00 AM (UTC+8).
The game is priced at $14.99, with a launch discount of $13.49 available for two weeks.[/p][p][/p][hr][/hr][p][/p][h2]What’s Included in the Full Version[/h2][p]Compared to the Demo, the official release is a complete evolution. From content volume to new mechanics, everything has been expanded to deliver a deeper, more immersive tower-defense experience:[/p][p][/p][p]• Full 13-Day Campaign: Face the final boss and defend the last barrier of civilization.[/p][p]• 10 Playable Heroes: Each hero comes with unique signature abilities.
Clearing the \[Ice Crystal Mountains] difficulty unlocks Hero Evolution, introducing new and refreshing ways to play.[/p][p]• 9 Difficulty Levels: Whether you enjoy casual play or intense strategic challenge, there’s always a mode for you.[/p][p]• 500+ Cards in the Complete Card Pool: Build freely! We’ve expanded the Demo’s single-card locking system with new pack-based toggles to help players prepare their builds more efficiently before battle.[/p][p]• Hidden Battles & Hidden Bosses: Enslave monsters? Uncover the truth? Secrets await those who dare to explore.[/p][p][/p][hr][/hr][p][/p][h2]Will Demo Progress Carry Over?[/h2][p]Due to significant differences between the Demo and the full version, save data cannot be shared.
Playing both versions simultaneously may also cause conflicts and result in progress loss.[/p][p]However, the online Demo will remain available for new players to try. Thank you for your understanding![/p][p][/p][hr][/hr][p][/p][h2]Supported Languages[/h2][p]At launch, FrostBound supports:[/p]
  • [p]Simplified Chinese

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  • [p]Traditional Chinese

    [/p]
  • [p]English

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  • [p]Japanese

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[p]More languages are currently planned.[/p][p][/p][hr][/hr][p][/p][h2]Launch Platforms & Future Ports[/h2][p]The game will launch on Steam.
There is no MacOS version at launch.
Console ports are planned for the future, but due to UE engine constraints and UI adaptation requirements, a mobile version is not currently planned.[/p][p][/p][hr][/hr][p][/p][h2]Steam Deck & Workshop Support[/h2][p]Steam Deck and Steam Workshop are not supported at launch.
However, both features are in our development roadmap and require additional time to optimize to ensure the best experience for all players.[/p][p][/p][hr][/hr][p][/p][h2]Future Update Plans[/h2][p]We are already preparing updates with new cards and additional content.
We also look forward to creating more exciting ideas together with our community![/p][p]Beyond content updates and bug fixes, our top priorities include adding controller support and Steam Workshop functionality. Once we have a clearer development timeline, we’ll share the details with all Lords.[/p][p][/p][hr][/hr][p][/p][h2]That’s all for the FrostBound Full Version FAQ![/h2][p]Winter has arrived, the fortress stands tall. May all Lords join forces to defend against the looming threats and safeguard the kingdom’s peace.
Wishing every Lord victory in battle![/p][p]LyraStudio[/p][p][/p][hr][/hr][p][/p][h2]Join the Community for Updates & Behind-the-Scenes Content[/h2][p][/p][p]Facebook:[/p][p]https://www.facebook.com/people/FrostBound/61577092110005/?_rdr [/p][p] Instagram:[/p][p]https://www.instagram.com/frostbound.official/ [/p][p]Discord:[/p][p]https://discord.gg/RrU7ZXxSPX[/p][p][/p]

FrostBound Has Launched!

[p][/p][previewyoutube][/previewyoutube][p][/p][p]Today is the day! ❄️[/p][p][/p][p]We’re excited to announce that FrostBound is officially available on Steam.[/p][p][/p][p]From the bottom of our hearts, thank you for being part of this journey. Every test, every piece of feedback, every shared run brought us here.
[/p][h2]🔍 What’s in FrostBound Right Now[/h2][p][/p][p]Here’s what you’ll get when you dive in today:
[/p]
  • [p]A shared pool of 500+ cards, units, spells, and structures, all available to every hero[/p]
  • [p]10 distinct starting heroes, each with a signature ability that changes how you build and play[/p]
  • [p]4 factions, letting you mix-and-match strategies[/p]
  • [p]Over 100 upgradeable buildings/structures, shaping how you defend every battle[/p]
  • [p]80+ enemy types, from basic foot soldiers to powerful elites, each demanding different tactics[/p]
  • [p]Unique turn-based tower defense gameplay, position your units, balance offense and defense[/p]
  • [p]Elite cards that level up mid-battle, offering powerful progression when used wisely[/p]
  • [p]Procedural runs, meaning each playthrough feels fresh, unpredictable, and full of potential
    [/p]
[p][/p][h2]🧊 What will we need help with?[/h2][p][/p][p]When we first started building FrostBound, we envisioned something bigger. This game is a hybrid, part deck-builder, part tower defense, part roguelike, and balancing all those systems is a huge, ongoing task.
[/p]
  • [p]Players can experience the 500+ cards, the structure synergies, and the mid-battle “elite” mechanic, players are encouraged to share their feedback[/p]
  • [p]We want to make sure every run feels meaningful, every comeback feels earned, and that the difficulty curve is both challenging and fair.
    [/p]
  • [p]Help us grow FrostBound. We’ll refine, tune, and add content based on real player experience.
    [/p]
[p][/p][h2]🔮 What’s Coming Next[/h2][p][/p][p]This is just the beginning. Here’s what we’re planning to work on in the coming months:
[/p]
  • [p]New Card Combinations: Command monsters and newly reported elite cards, further enriching the card pool[/p]
  • [p]New Events: Added random events, requiring players to make more strategic choices[/p]
  • [p]Controller Support & Workshop: Players can create game assets through the Workshop, with future support for controller input[/p]
  • [p]Balance tuning: We’ll continue refining card power, enemy waves, and comeback mechanics[/p]
  • [p]Quality of life improvements: Better UI, improved onboarding, and community-requested features[/p]
[p][/p][p][/p][p][/p][h2]⚔️ Start your journey![/h2][p][/p][p]Thank you again for supporting FrostBound from day one. Your passion and feedback are what make this possible.[/p][p][/p][p]If you’ve played the beta or just joined for Demo, please join our Discord, leave feedback, and help us shape the future of this frozen world.[/p][p][/p][p]Join our Discord: [/p][p]https://discord.com/invite/RrU7ZXxSPX[/p][p][/p][p]Stay warm, commander. ❄️[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]
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❄️ FrostBound Launches November 27 - The Final Defense Begins

[p][/p][previewyoutube][/previewyoutube][p]Greetings Deckbuilders,

The long winter is almost here. We’re proud to announce that FrostBound will officially launch on November 27!

FrostBound combines the strategic depth of deck-building with the intensity of tower defense to create an experience where every decision counts and every run tells a new story.

Highlights:

🧊 500+ cards and countless strategies

⚔️ Unique synergy-driven combat

❄️ Roguelike progression with evolving challenges

🔥 Designed for those who love tactical thinking and comeback victories

As you face overwhelming odds, your resolve and your deck will decide humanity’s fate.

👉 Add FrostBound to your wishlist now and prepare for launch: [/p][p][dynamiclink][/dynamiclink]
Winter is coming - are you ready to hold the line?[/p]

❄️ FrostBound Launches November 27 - The Final Defense Begins

[p][/p][previewyoutube][/previewyoutube][p]Greetings Deckbuilders,[/p][p][/p][p]The long winter is almost here. We’re proud to announce that FrostBound will officially launch on November 27!
[/p][p]FrostBound combines the strategic depth of deck-building with the intensity of tower defense to create an experience where every decision counts and every run tells a new story.
[/p][p]Highlights:[/p][p][/p]
  • [p]🧊 500+ cards and countless strategies[/p]
  • [p]⚔️ Unique synergy-driven combat[/p]
  • [p]❄️ Roguelike progression with evolving challenges[/p]
  • [p]🔥 Designed for those who love tactical thinking and comeback victories
    [/p]
[p]As you face overwhelming odds, your resolve and your deck will decide humanity’s fate.
[/p][p]👉 Add FrostBound to your wishlist now and prepare for launch: https://store.steampowered.com/app/3649580/FrostBound/
[/p][p]Winter is coming - are you ready to hold the line?[/p][p]
[dynamiclink][/dynamiclink][/p]

❄️Echoes of the Frost #1❄️

[p][/p][p]Greetings Deckbuilders!

When the last spark of humanity flickered out, we asked ourselves: what if survival meant defending the final ember in a frozen world?[/p][p][/p][h2]The Spark – How the Idea Started[/h2][p][/p][p]The main source of inspiration was Game of Thrones, especially its battle scenes—whether between humans or against the White Walkers. Scenes like lighting the flames beyond the Wall to block the undead’s advance left a deep impression on us. These moments helped define the game’s tone: enemies far greater in number, the tension of defense and counterattack, the unity of mankind, and the ever-present winter setting.[/p][p][/p][p]In addition, classic RTS titles like StarCraft and Warcraft II shaped our early gaming memories. The thrill of commanding units, coordinating forces, and achieving that “1 + 1 > 2” synergy became a foundation for several core mechanics:[/p][p][/p]
  • [p]Troop synergy[/p]
  • [p]Interaction between abilities and keywords[/p]
  • [p]Complex, sometimes unpredictable “battlefield chemistry”[/p]
[p][/p][p]We didn’t initially choose the card-game direction because everyone was a fan of TCGs. Instead, cards felt like an intuitive and flexible way to present strategy and decision-making—they could just as easily have been miniature soldiers on a battlefield. But once you introduce “cards,” you inherit a whole world of TCG-related concepts. As development continued, we explored and played similar titles to refine our understanding.[/p][p][/p][h3]🏰 Early Concepts[/h3][p][/p][p]In early versions, FrostBound wasn’t the grounded tower-defense game you see today. Players originally commanded a floating fortress. After completing the tutorial, the castle would literally rise from the ground and take flight. The concept was to explore how, after a great cataclysm, a lone ark could search for and preserve civilization.[/p][p][/p][p][/p][p][/p][h3]🃏 Design Philosophy[/h3][p][/p][p]Ironically, I’m not a particularly seasoned or passionate card-game player—at least not compared to our planners. Naturally, the game’s rules were influenced by titles like Gwent and Slay the Spire.[/p][p][/p][p]That lack of deep card-game experience became both a blessing and a curse:[/p][p][/p]
  • [p]We weren’t constrained by what card games “should” be.[/p]
  • [p]We spent tremendous effort later to make the logic intuitive for traditional card players.[/p]
  • [p]It allowed us to create a subtle “new genre,” blending roguelike, tower defense, and auto-battler elements.[/p]
[p][/p][p]For a long time, we jokingly called it “a card-based version of Plants vs. Zombies.”[/p][p][/p][h3]⚔️ Building the FrostBound Experience[/h3][p][/p][p]As a hybrid between card and tower-defense systems, FrostBound delivers a unique “battlefront tug-of-war,” where waves of enemies crash forward and soldiers hold their ground. Including structure cards (which act like relics or permanent effects), the total number exceeds 500 cards.[/p][p][/p][p]There are no deck restrictions by hero or class—everything draws from a shared pool. Our goal was to give players extreme freedom and truly emergent strategies, letting each player find their own path to victory.[/p][p][/p][h3]🔥 The Feeling We Chase[/h3][h3][/h3][p]Beyond the roguelike randomness and vast card pool, one moment stands above all others—the defensive counterattack.[/p][p][/p][p]Just like in Game of Thrones, humanity starts under overwhelming pressure, then strikes back. During early demos, when players were pushed to the last line of defense and managed a desperate comeback, their excitement was unmatched. We’ve been chasing that feeling ever since.[/p][p][/p][p]We designed comeback mechanisms, tuned enemy waves, and refined difficulty pacing to encourage that reversal moment. When a player truly feels like “the last bastion in winter,” retreating step by step until rallying to victory—that alone makes all the effort worth it.[/p][p][/p][h2]First Steps / Early Prototyping[/h2][p][/p][p]Since many of us are huge fans of survival games, our early concept gave significant weight to management and survival aspects. It made sense, given that the player is a city lord.[/p][p][/p][p]Originally, the player commanded a floating fortress waging wars across snow-covered lands, ultimately to defeat the northern calamity.[/p][p][/p][p][/p][p][/p][p]A variant of this idea replaced the floating fortress with a hex-grid city builder, where building placement and adjacency created gameplay relationships.[/p][p][/p][p][/p][p][/p][p][/p][p]At that time, the game loop was much longer than it is now. Players not only fought battles but also built farms, banks, and other basic infrastructure.[/p][p][/p][p]Eventually, we realized that these mixed systems didn’t blend well. The roguelike structure required shorter, tighter sessions, while management systems demanded longer playtime and more complexity.[/p][p][/p][p]So we started simplifying. We redesigned the game into one where the player explores the world on a floating city, visiting points of interest, engaging in battles, and gathering resources from forests and mines, while a storm constantly pursued them from the west.[/p][p][/p][p][/p][p][/p][p][/p][p]It sounded great on paper, and the initial prototype even worked. But over time, we found that the complexity wasn’t matched by long-term fun. It was novel at first, but hard to balance.[/p][p][/p][p]Ultimately, we chose to focus on subtraction, removing the management systems entirely so players could fully immerse themselves in the combat experience. All metadata was reorganized into a clean and straightforward interface, making each run shorter and more focused. That’s how we arrived at the game’s current form.[/p][p][/p][p]As for art direction, we experimented with multiple styles early on, but after considering development cost, team capacity, and visual consistency, we settled on the current look and continued refining it from there[/p][p][/p][p][/p][p][/p][p]Feb 2024 - Pre-production & research stage[/p][p][/p][p][/p][p][/p][p]May 2024 - First Demo[/p][p][/p][h2]Challenges & Lessons[/h2][p][/p][p]Our goal was always to make players truly feel the thrill of battlefield strategy. To achieve that, we went through countless iterations and hard lessons. Early versions were brutally difficult — during prototype testing among friends, the demo’s completion rate was under 5%.[/p][p][/p][h3]🧊 Early Balance Struggles[/h3][p][/p]
  • [p]In early builds, monsters had no attack limit per turn. Once combat began, it was a fight to the death.[/p]
  • [p]Combined with higher base stats, this created an intense “last stand” tone that became part of the game’s emotional foundation.[/p]
  • [p]Elite cards, now a key source of mid-battle progression, used to function just like regular defense cards — going to the discard pile when defeated and unable to earn reputation unless they scored kills.[/p]
[p][/p][p]Naturally, the overwhelming difficulty led to frustration. During a private playtest about two weeks before the Steam demo, a few hardcore card gamers loved the challenge, but most players were overwhelmed. The idea of “heroic comeback” sounded thrilling, but being powerless against the enemy just felt cruel.[/p][p][/p][p]We reflected deeply and made immediate changes.[/p][p][/p][h3]🧩 Finding the Right Balance[/h3][p][/p][p]The root causes were complex mechanics, poor onboarding, unbalanced numbers — and most importantly, low tolerance for mistakes and excessive reliance on luck.[/p][p][/p][p]Beyond improving tutorials, we implemented two key changes:[/p][p][/p]
  • [p]Elite cards now return to your hand when destroyed or withdrawn.[/p]
  • [p]Restart options were added, including replaying a turn and eventually replaying an entire battle.[/p]
[p][/p][p]After these updates, feedback shifted from “this makes no sense” and “it’s too hard” to “I pulled off an amazing round!” and “This game is awesome!” — reactions that kept us motivated.[/p][p][/p][h3]⚖️ Rethinking “Balance”[/h3][p][/p][p]Our 500+ cards have undergone at least 2,000 rounds of numerical tuning or reworks. At first, we treated balance like an equation — comparing costs (resources, timing, player decisions) against expected value or payoff.[/p][p][/p][p]For a long time, we tried to “balance the math.” We built spreadsheets and ran analyses, but eventually abandoned that approach. In hindsight, there were three main reasons:[/p][p][/p]
  • [p]True balance takes years. With a small team and limited resources, we couldn’t endlessly fine-tune like big studios.[/p]
  • [p]Player behavior changes everything. The same card can feel wildly different depending on a player’s build or timing.[/p]
  • [p]Emotion can’t be balanced. Players crave moments that feel beyond numbers — the thrill of risk and reward.[/p]
[p][/p][h3]🎲 Lessons from the Players[/h3][p][/p][p]We learned that experience matters more than equations.[/p][p][/p][p]For example, there’s a “casino” event with huge variance: harsh penalties but enormous rewards. Players found clever ways to exploit it for massive gains and joked about “smashing the casino.” It became a running community meme.[/p][p][/p][p]There’s no “right” conclusion here — we’re still exploring. But perhaps this spirit is why players affectionately call us “Wheelchair Studio.”[/p][p][/p][h2]Team + Passion[/h2][p][/p][p]Lyra Studio was officially founded in September 2024. It all began with a few old friends from across the country, people who had known each other for over a decade. Each had gone their separate ways, faced their own setbacks, but ultimately came together again, united by our shared love of games and a common belief.[/p][p][/p][h2]What’s Next[/h2][p][/p][p]Next time, we’ll dive into how we built our first enemy faction - and why they freeze their own troops to gain power.[/p][p][/p][h2]Call to Action[/h2][p][/p][p]💙 Support our journey:[/p][p][/p][p]Wishlist FrostBound on Steam![/p][p]Join our Discord![/p][p]Follow for Devlog #2[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]