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❄️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]

Frost Bound Selected for BIC 2025!

[p]Hello Lords,[/p][p]We’re thrilled to announce that Frost Bound has been officially selected for the Busan Indie Connect Festival (BIC) 2025! 🏆[/p][p]Starting with Demo Day on July 14th, the BIC 2025 lineup will be revealed to the world — and Frost Bound is among the chosen few.[/p][p][/p][p]Join us and experience our latest demo:
Online: August 8 – August 29 → www.bicfest.org Offline: August 15 – August 17 at BEXCO, Busan[/p][p]We’re honored to stand beside so many amazing indie games and can’t wait to share what we’ve been working on.[/p][hr][/hr][h3]Spread the Word, Earn Your Glory[/h3][p]We invite you to celebrate this milestone with us — share your excitement on social media, tag @BIC_Festival, and help rally more Lords to our cause![/p][p]Stay warm, stay vigilant — the frostbound wilds hold many secrets yet to be revealed.[/p][p]Frost Bound Team[/p]

Summer Expo Updates! Join Discord to Stay in the Loop for Beta Opportunities!

[p]Hello Lords, greetings to all![/p][p][/p][p]The summer sale is coming to an end—what great games did you pick up during the event? Feel free to share your favorites in the comments and join the discussion with other players![/p][p][/p][p]Recently, our studio has been working hard on the development of the full version of FrostBound, while also preparing for upcoming closed beta recruitment. The day when we can meet you with the official release and beta testing is drawing closer! If you want to be among the first to get the latest updates and not miss any beta opportunities, please join our Discord to connect with fellow Lords and become a veteran member there![/p][p][/p][p]With summer underway, many expo events are taking place. Although we didn’t participate in the recently concluded CCG Expo or this week’s Bilibili World, our team will be bringing FrostBound to meet players at upcoming events. Check out our exhibition schedule and be sure to come say hi when we’re there![/p][p][/p][h3]BitSummit the 13th Summer of Yokai[/h3]
  • [p]Event Date: July 18–20, 2025[/p]
  • [p]Location: Miyako Messe, Kyoto, Japan[/p]
  • [p]Booth: 1F-D12[/p]
[p][/p][h3]ComiDay29[/h3]
  • [p]Event Date: July 19–20, 2025[/p]
  • [p]Location: New Century Global Center, Chengdu, China[/p]
  • [p]Booth: Hall 8, Indie Game Area, A22[/p]
[p][/p][h3]PG Indie Game Expo & The 24th Beijing IJOY International Animation & Game Festival[/h3]
  • [p]Event Date: July 26–27, 2025[/p]
  • [p]Location: National Convention Center, Beijing, China[/p]
  • [p]Booth: PG·01[/p]
[p][/p][h3]2025 ChinaJoy Express Game Demo Zone[/h3]
  • [p]Event Date: August 1–4, 2025[/p]
  • [p]Location: National Convention Center, Beijing, China[/p]
  • [p]Booth: N1 · CJE01[/p]
[p][/p][p]Finally, a friendly reminder: be sure to join our community—if you miss the closed beta recruitment, you’ll have to wait for the official release! Also, don’t forget to add FrostBound to your wishlist. Your support means a lot to us and helps us continue improving the game! [/p][p]Thank you all, Lords, for your ongoing attention and support. Wishing you a fun-filled summer gaming season—see you in the comments![/p]

Our game FrostBound has surpassed 10,000 demo players in just one month!

[p][/p][p]This is a milestone we never dared to imagine when we first started development. We're incredibly grateful for all the support and encouragement from our amazing community.[/p][p][/p][p]To all the new players joining us—welcome! We hope you enjoy diving into our fresh take on the roguelike deck-building genre.[/p]

FrostBound Steam Next Fest Recap and Feedback

[p]Greetings, Lords![/p][p][/p][p]First off, a heartfelt thank-you to everyone who has supported FrostBound! Thanks to your enthusiasm, the game maintained a 90% "Very Positive" rating even after the Next Fest ended! To be honest, the response far exceeded our expectations. As our very first title, receiving this much attention and feedback has given our team tremendous confidence and motivation to keep pushing forward.[/p][p][/p][p]With Steam Next Fest now behind us, development on the demo will temporarily pause as our team shifts focus entirely to preparing content for the full version set to launch later this year.[/p][p][/p][p]In the meantime, we’ve gathered some fun stats and stories from the frontlines that we’d like to share. Also, we’ll be addressing some of the most frequently asked questions and concerns raised during the demo—including plans for the official release—at the end of this post. Now, let’s take a look at the latest battle reports from the front![/p][p][/p][h2]FrostBound: Next Fest Battle Report[/h2]
  • [p]During Next Fest, lords held the frontlines for a total of 95,638 days![/p]
  • [p]There were 5,340 blood-soaked battles that reached the fifth-to-last day boss fight—only 411 were cleared on the first attempt. Lords who managed a first-try victory are true masters of the deck![/p]
  • [p]A total of 4,297 hidden boss battles were triggered on the fourth-to-last day, with 2,817 ending in victory. Let’s congratulate the lords who emerged triumphant![/p]
  • [p]Thanks to its efficient search and cost-reduction synergy, Overload/Overload+ was chosen a whopping 6,873 times—making it the most-picked card of the entire demo. Meanwhile, the once-reigning supplier, First-Gen Pick King, was dethroned due to rising costs.[/p]
  • [p]Supports come and go, but the most popular elite remains Celestia—summoned 4,893 times by lords seeking her powerful aid.[/p]
  • [p]Other popular elites include Helene, Astanor, and Qionghua. Together with Celestia, they form the four leading elites of the major factions.[/p]
  • [p]The top three elites warming the bench are Beiluo, Soul Reaver, and Remin—not because lords dislike them, but simply because they’re hard to draw…[/p]
  • [p]Stone Golem was summoned 1,419 times, making Klem the most frequently included boss battle special card. By comparison, the Exile Cannon was snatched in only 8 battles.[/p]
  • [p]The Night Market was chosen 7,299 times, securing its spot as the top building—proof that even in the apocalypse, lords still know how to make a profit. Meanwhile, Barricade and Grimholt rose as the fan-favorite legendary buildings thanks to their straightforward, powerful effects.[/p]
  • [p]Curse? Blessing! A total of 7,171 Curse of Greed following Irrigation System joined the lords’ decks.[/p]
  • [p]Hero Aurethil was the most picked at the start, followed by Anduriel—the only hero with a permanent reputation boost mechanic, and Fate—favored for its strong ranged adaptability.[/p]
[p][/p][h2]Player Feedback Q&A and Official Release Plans[/h2][p]Since the demo launch, we have received a total of 301 survey responses. We have carefully read every single one. Below are answers to some of the most frequently asked questions.[/p][p][/p][h2]Game Release Date and Pricing, Supported Platforms, and Steam Workshop Support[/h2]
  • [p]The full version is planned to launch before October 2025! Honestly, the great attention from all of you has raised our expectations for the final product. Completing the full content in less than four months is indeed a tight schedule, but we’re committed to doing our utmost to avoid any delays. Please stay tuned for our official release date announcements.[/p]
  • [p]The game’s official price has not been set yet. Once we finalize the release schedule, we will share a definite number with you. Our goal is to offer a fun, affordable experience with plenty of content to enjoy.[/p]
  • [p]Regarding support for the Steam Workshop, we’ve heard your strong interest loud and clear. To be honest, our team currently doesn’t have the capacity to explore its feasibility, as our main focus is on developing the full version. So, we can’t make any promises right now, but please know that we will seriously consider it.[/p]
  • [p]Regarding multi-platform and controller support, the game will initially launch on PC. A Mac version is planned but, due to tight development schedules, it may be added via an update after release. We also plan to port the game to consoles like Xbox in the future. A mobile version is currently not confirmed. As for controller support, gamepad support is planned, while keyboard support is still uncertain. Final details will be confirmed with the full release.[/p]
[p][/p][h2]Regarding Game Performance[/h2]
  • [p]Among all art-related feedback, the UI received the most comments. We will prioritize optimizing it in the full version.[/p]
  • [p]We have carefully received all feedback regarding loading screens, font sizes, special effects, card readability, battlefield scenes, and other details. We will strive to optimize these aspects without compromising the completion and quality of the full version. With only one artist on our team who is already working extremely hard, we can’t promise perfection, but the final release will be the result of our utmost effort. We sincerely thank all lords for your understanding and support.[/p]
  • [p]The game’s music in the demo is still a temporary version. In the full release, both music and sound effects will be enhanced to provide a richer and more immersive experience.[/p]
[p][/p][h2]Regarding Game Content[/h2]
  • [p]Regarding concerns about game content volume, the 70% mentioned when players completed the demo refers to a single playthrough’s progress—specifically, completing 10 out of the last 13 days. This percentage does not include events, unreleased cards, heroes, and other content. In fact, the demo’s total content is well below 70%. We believe the full version will deliver a fresher and richer experience for everyone.[/p]
  • [p]The full version will feature difficulty tiers, aiming to ensure both new and veteran lords can enjoy the game. The demo’s difficulty can’t be simply classified into a single level; we will adjust the difficulty curve based on your test feedback and collected data.[/p]
  • [p]Some buffs and mechanics were only lightly touched on in the demo. In the full version, we will deliver richer mechanic experiences and more intense battlefield dynamics.[/p]
  • [p]The demo’s tutorial has many rough or missing parts. We will focus on improving this aspect in the full version.[/p]
  • [p]Many lords have expressed the wish to bring their favorite cards into battle. We plan to incorporate card-locking and related mechanics to make this possible.[/p]
  • [p]The game’s story is only a glimpse beneath the surface in the demo. In the full version, we will enrich it through event narratives and more, delivering the complete FrostBound saga—letting you experience the joys, sorrows, and legends that unfold across this land.[/p]
[p][/p][p]That wraps up our full recap and feedback from this Next Fest. Once again, thank you to every lord for your support of FrostBound. We also hope that those who enjoy our game will help spread the word—it truly means a lot to us![/p][p][/p][p]Keep Up with Us on Social Media:[/p][p]Discord[/p][p]x[/p][p]Youtube[/p][p]Facebook[/p]