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Frostrain 2 News

0.8.0 Preview

[p]Hello! Today we wanted to reach out to those of you who might be wondering, “Why hasn’t there been an update for a month?” and feeling a bit anxious. We want to assure you that development is continuing every day, and we’re dedicating more than 13 hours a day purely to development. Today we’d like to share a bit about what’s being prepared for the upcoming 0.8.0 update.[/p][p][/p]
Im Seok dae and Decisions
[hr][/hr][p][/p][p][/p][p][/p][p]Im Seok dae will be able to make decisions different from Choi Soon ja. Since the two conductors have different personalities, it wouldn’t make sense for them to share the exact same decisions. All of the materials shown here are still under development and may change at any time![/p][p]In fact, in the previous developer letter we mentioned that we were trying to add decisions that would allow players to adjust the game’s difficulty themselves. However, that idea has been rolled back as well. We’ll continue looking for a better approach to handling self-adjustable difficulty…[/p][p][/p]
A New Map!
[hr][/hr][p]A completely new map for Im Seok dae’s journey is coming! This region is home to the remnants of an old survivor settlement nestled deep within a rugged canyon. Here, you will encounter landmarks such as a massive lighthouse, a seed vault, and even a long-exiled conductor😂.[/p][p][/p][p][/p]
Improved Backgrounds
[hr][/hr][p]Come to think of it, we realized that we hadn’t posted a developer letter on the Frostrain 2 store page yet! So we’d like to mention again that we’re also working on upgrading the background visuals.[/p][p]In the previous game, many of you experienced those “wow!” moments and sometimes even a cozy feeling whenever you entered a new terrain. In this sequel, however, we received feedback that those moments felt somewhat lacking.[/p][p]After thinking about the possible cause, we felt that the use of light and color might not have been as strong as in the previous game. Because of that, we’ve been making adjustments in that area. The updated version looks like this.[/p][p][/p][p][/p][p]We hope that entering a new terrain will once again give you that “wow!” moment.[/p][p][/p]
Artifact and Status Acquisition Effects
[hr][/hr][p]We’ve added new visual feedback when acquiring artifacts or statuses so that it’s much clearer what exactly is happening.[/p][p][/p][p][/p][p]For example, with something like the Auto Assembly Device, there were moments where you might think, “Wait, when did that break?” because it would sometimes break without you noticing. Now you’ll be able to clearly see when it breaks. (Though we’re not sure if that’s actually a good thing😂)[/p][p][/p][p][/p][p]Also, when you obtained something through an event, it wasn’t always immediately obvious whether it was an artifact or a status, and sometimes you had to look around to find where it went. Now, when you obtain it, it will move toward the place where it belongs, making it much easier to tell whether it’s an artifact or a status.[/p][p][/p]
Statistics History
[hr][/hr][p]Previously, you could only check statistics at the very end of a journey. Now you can view your statistics history. Keep a record of your journeys and look back at the paths you’ve taken.[/p][p][/p][p][/p]
New Artifacts!
[hr][/hr][p][/p][p][/p][p][/p][p]We’re also continuing to work on new artifacts! What kind of effects might these artifacts have? It looks like there’s even a generator that feels strangely familiar.[/p][p]We hope these artifacts will make your journeys even more enjoyable.[/p][p][/p]
Closing
[hr][/hr][p]We plan to run beta testing through our Discord channel for three days, from March 27 to March 29. After that, we aim to release the official update at the end of March, or at the latest, in early April. Hopefully nothing unexpected happens along the way![/p][p]Until we’re able to show you the next update, we’ll keep working hard on further development. Thank you![/p][p][/p][p]Sincerely,[/p][p]nemonan[/p]

0.7.4 Update

[p]Hello! We’re back with the 0.7.4 update. As with the previous update, this one is focused primarily on balance changes. We fixed several bugs that emerged from the optimization work done in the 0.7.3 update, made some adjustments to the world map, and applied a handful of small but important fixes.[/p][p]Now we’re taking a brief moment to catch our breath and then push full speed ahead toward the 0.8.0 update. Of course, if there are still issues that weren’t fully resolved in this update, we plan to address them through follow-up patches.[/p][p]Still… it’s probably safe for us to finally focus on adding new content now, right? 🥹[/p][p][/p]
Balance
[hr][/hr][h2]Decision[/h2]
  • [p]Five Day Workweek Implementation: Increases the maximum number of passengers per train by 1 → Increases the maximum number of passengers per train by 1, and allows Shanty Carriage to be upgraded to Silver Shanty Carriage.[/p]
  • [p]Eternal Bond: Allows Shanty Carriage to be upgraded to Silver Shanty Carriage, and Silver Shanty Carriage to Gold Shanty Carriage → Allows Silver Shanty Carriage to be upgraded to Gold Shanty Carriage.[/p]
[p][/p][h2]Landmarks[/h2][p]Colossus[/p]
  • [p]Experience +9 → Experience +14[/p]
[p]Roof of the World[/p]
  • [p]Experience +8 → Experience +12[/p]
[p]Great Rift[/p]
  • [p]Receive Artifact Drone Supply 5 times, Gain Backlash x4 → Receive Artifact Drone Supply 4 times, Gain Backlash x4[/p]
[p]Forgotten Station[/p]
  • [p]Lose Backlash x3 → Gain Supplies x10[/p]
  • [p]Experience +13 → Experience +15[/p]
[p]Ship Wrecked[/p]
  • [p]Nothing happens → Gain 6 Supplies[/p]
[p]The Chimney[/p]
  • [p]Position slightly adjusted[/p]
  • [p]Experience +9 → Experience +12[/p]
  • [p]Gain Supply Shortage x3, Lose Backlash x3 → Lose Backlash x2[/p]
[p]Underwater City[/p]
  • [p]Position slightly adjusted[/p]
  • [p]30%: Obtain Underwater City Power Source, 70%: Lose 1 Passenger → 40%: Obtain Underwater City Power Source, 60%: Lose 1 Passenger[/p]
  • [p]70%: Obtain Underwater City Power Source, 30%: Lose 3 Passengers → 60%: Obtain Underwater City Power Source, 40%: Lose 2 Passengers[/p]
[p]Crystal Curtain[/p]
  • [p]Position slightly adjusted[/p]
[p]Empty Launchpad[/p]
  • [p]Position slightly adjusted[/p]
[p][/p]
Game
[hr][/hr]
  • [p]The game now supports Brazilian Portuguese.[/p]
  • [p]Some landmark illustrations have been updated.[/p]
  • [p]Some shop Artifact sprites have been replaced.[/p]
  • [p]Triggering Overperformance now plays a distinct sound effect.[/p]
  • [p]When Transport activates a bonus effect, a separate visual effect is now displayed.[/p]
  • [p]Disabling the Blizzard effect in the settings menu will now also disable Blizzard effects on the world map.[/p]
  • [p]Acquiring the Artifact Gambler now disables the Experience button.[/p]
[p][/p]
Bug Fixes
[hr][/hr]
  • [p]Fixed an issue where Security synergy-related Control Facilities would not appear correctly, or where certain synergies could not be activated after completing the Security synergy.[/p]
  • [p]Improvements were made to an issue on Linux / Proton where cards could not be moved. (Unfortunately, the development team does not currently have a Linux environment available for thorough testing, so we cannot guarantee full stability. If the issue persists, please report it—thank you!)[/p]
  • [p]Fixed a bug where Ukrainian text would appear in the tutorial when playing in Russian.[/p]

0.7.3 Update

[p]The Children of Engine, the Shadow Traders Association, and the Central Supply Bureau were broadly useful to the point that they could be recruited regardless of which synergy you were pursuing. By using the Children of Engine and the Shadow Traders Association to acquire Artifacts, then reducing the cycle down to 1 second with the Central Supply Bureau, it was possible to clear the game easily with virtually any deck.[/p][p]Clearing the game easily with any deck is not a problem in itself. However, when a specific synergy becomes so strong that everyone ends up using only that synergy, the game stops being fun.[/p][p]These changes are not permanent. With this patch, we will closely monitor the win rates of the three synergies below and make further, broader adjustments based on the data. The next balance update might even come sooner than expected![/p][p]In the short term, the “power spike” feeling when completing a synergy may feel a bit weaker. However, from the perspective of the game’s long-term health, balance adjustments across synergies are essential, and we ask for your understanding. Trust us—by the time of full release, the game will be in a much better state than it is now.[/p][p]Now then, let’s take a look at the changes![/p][p][/p]
Balance
[hr][/hr][h2]Synergies[/h2][h3]Children of Engine[/h3]
  • [p]When receiving an Artifact, the required Faith now increases by 20. When refusing an Artifact, the required Faith decreases by 30.[/p]
  • [p]The chance for higher-quality Artifacts to appear has been increased.[/p]
[p]Developer Comment:[/p][p]The core concept of the Children of Engine was to allow players to obtain more Artifacts than other synergies, but in a “random” way. However, this was never meant to imply access to every Artifact. By increasing the Faith requirement each time an Artifact is acquired, we aim to make monopolizing all Artifacts more difficult, while adjusting acquisition probabilities to preserve as much of the synergy’s power as possible.[/p]
[p][/p][h3]Shadow Traders Association[/h3]
  • [p]Each reroll now increases the reroll cost. Purchasing an Artifact resets the reroll cost.[/p]
  • [p]The overall power of shop Artifacts has been increased.[/p]
  • [p]The overall chance for higher-quality goods to appear in the shop has been increased.[/p]
[p]Developer Comment:[/p][p]This change follows the same philosophy as the Children of Engine. The Shadow Traders Association was designed as another synergy capable of acquiring many Artifacts, differentiated by the ability to see and choose Artifacts, as well as purchase trains to quickly strengthen synergies. We also wanted players to enhance the synergy itself through shop purchases. However, with a fixed reroll cost, repeatedly rerolling until the desired Artifact appears can feel tedious. Instead, we aim to lower the floor while opening up the ceiling by adjusting the synergy in a way that rewards commitment.[/p]
[p][/p][h3]Fuel and Hammer Brotherhood[/h3]
  • [p]Fuel and Hammer Brotherhood (7): When producing Happiness, produce 6 additional times → produce 5 additional times.[/p]
  • [p]Fuel and Hammer Brotherhood (9): When producing Happiness, produce 12 additional times → produce 10 additional times.[/p]
[p]Developer Comment:[/p][p]Many players dislike the Fuel and Hammer Brotherhood… but in truth, it is an extremely powerful faction! Since we do not want any single faction to become overwhelmingly dominant, we are applying a slight nerf to better balance it.[/p]
[p][/p][h3]Culture[/h3]
  • [p]Culture (2): Happiness +4 → Happiness +5[/p]
  • [p]Culture (3): Happiness +8 (unchanged)[/p]
  • [p]Culture (4): Happiness +12 → Happiness +13[/p]
  • [p]Culture (5): Happiness +17 → Happiness +20[/p]
  • [p]Culture (6): Happiness +24 → Happiness +29[/p]
  • [p]Culture (7): Happiness +37 → Happiness +40[/p]
[p][/p][h3]Guild of Explorers[/h3]
  • [p]Exploration Log 140: For each 1% bonus movement speed, Happiness production of Guild of Explorers trains increases by 3% → 4%.[/p]
  • [p]Exploration Log 700: Instead, for every 10 Exploration Records, Happiness production of Guild of Explorers trains increases by 3% → 4%.[/p]
  • [p]Exploration Log 999: For each 1% bonus movement speed, Happiness production of Guild of Explorers trains increases by 7% → 10%.[/p]
  • [p]Exploration Log 1440: Instead, for every 10 Exploration Records, Happiness production of Guild of Explorers trains increases by 5% → 7%.[/p]
[p]Developer Comment:[/p][p]The Guild of Explorers functions reasonably well even with as few as four units, but felt lacking when used on its own. Pairing it with Press improved performance, but the efficiency did not justify the large number of slots required. We are slightly improving its performance and will observe how things develop.[/p]
[p][/p][h2]Artifacts[/h2][h3]Silver[/h3]
  • [p]Old Speaker: Removed.[/p]
  • [p]Old Pottery: All trains’ Happiness production +4%, Movement Speed -1% → All trains’ Happiness production +5%, Movement Speed -1%.[/p]
[p][/p][h3]Gold[/h3]
  • [p]Invisible Hand: Gold → Platinum.[/p]
  • [p]Fruit of Endurance: Gold → Platinum.[/p]
  • [p]Crunch Mode: Removed.[/p]
  • [p]Black Card: All items sold by the Shadow Traders Association are 15% cheaper → 25% cheaper.[/p]
[p][/p][h3]Platinum[/h3]
  • [p]Blood and Sweat: Platinum → Gold.[/p]
  • [p]Grand Unification: All trains’ Happiness production +0%. This value increases by 12% per active Bronze synergy → All trains’ Happiness production -40%. This value increases by 25% per active Bronze synergy.[/p]
[p][/p][h3]Special[/h3]
  • [p]Tailcar Reconstruction Treaty: If no Slum Car is placed, all trains’ final Happiness production -20%[/p][p]→ If no Slum Car is placed, all trains’ final Happiness production -40%.[/p][p]→ Additionally, the Tailcar Reconstruction Treaty will now only appear in the Status tab when no Slum Car is placed.[/p]
  • [p]Plague Outbreak: All trains’ final Happiness production -30% → -40%.[/p]
  • [p]Irritable Passengers: Discontent +30% → +66%. (Display error correction; actual difficulty is unchanged.)[/p]
[p][/p]
Game
[hr][/hr]
  • [p]General event illustrations have been replaced.[/p]
  • [p]Optimization work has been completed. We should no longer be mistaken for a crypto-mining game! (If you still experience performance issues, please report them via [email protected] or DM on our Discord channel.)[/p]
  • [p]Remaining time for tense atmosphere, terrain effects, and environmental effects can now be checked in the Status tab.[/p]
  • [p]Related to this, events that previously appeared when entering a new terrain have been replaced with a notification UI in the top-left corner.[/p]
  • [p]Relics now have background colors, allowing you to identify their rarity at a glance without opening tooltips.[/p]
  • [p]A red dot will now always appear unless a Decision is in progress.[/p]
  • [p]When hovering over buttons during an active Decision, a tooltip showing the current Decision will appear.[/p]
  • [p]Tooltips will no longer remain fixed when receiving Drone Supplies.[/p]
  • [p]You can now skip after selecting a card from Drone Supplies.[/p]
  • [p]Events can now be skipped slightly faster.[/p]
  • [p]Tooltips for the Red-Eyed Statue, Power Cycle Amplifier, and Toothed Donut have been clarified.[/p]
  • [p]Sound effects have been added when pressing event buttons.[/p]
  • [p]Fixed an issue where the results screen was broken on 21:9 monitors.[/p]
  • [p]Victory message text has been revised.[/p]
  • [p]Fixed an issue where tooltips could go off-screen and become invisible.[/p]
[p][/p]
Bug Fixes
[hr][/hr]
  • [p]Fixed a bug where dragging during Drone Supplies allowed rewards to be claimed twice (!).[/p]
  • [p]Fixed a bug where, after saving/loading with the relic Chewed Gum, visiting a landmark would continue granting relics even after both uses were consumed.[/p]
  • [p]Fixed display errors for relics such as Tail Car Reconstruction Act and Plague Outbreak that affect final Happiness values.[/p]
  • [p]Fixed a bug where rerolling was impossible when the Shadow Merchant Guild reroll cost exactly matched the player’s current Mileage.[/p]
  • [p]Fixed a bug where acquiring all hand-size-reducing relics would set the hand size cap to -1, permanently freezing the game.[/p]
  • [p]Fixed a bug where the Explorers’ League failed to gain 8 Exploration Records when visiting landmarks.[/p]
  • [p]Fixed a bug where Academy train counts were occasionally miscalculated, granting the Ivory Tower even when not all trains were level 5.[/p]
  • [p]Fixed a bug where the “Uncovering Secrets” reward was granted even when no secret was uncovered.[/p]
  • [p]Fixed an issue where some trains would shake in place as if stuck.[/p]

0.7.2 Update

[p]Hello![/p][p]We hadn’t originally planned to post update notes this quickly, but since we’ve added the cloud save feature that many of you have been waiting for, we decided to push out this patch sooner than expected. (Tooltip pinning is a small bonus!)[/p][p]This update focuses more on quality-of-life improvements than major changes, but we believe it will be a welcome addition.[/p][p]However, there is one important thing to note: as a result of this update, any run that was currently in progress will not be preserved. Completed runs are not affected, but if you had an ongoing run, we ask for your understanding.[/p][p][/p]
Balance Patch
[hr][/hr][h2]Synergies[/h2][h3]Security[/h3]
  • [p]Central Intelligence Bureau: Happiness +72 → Happiness +68[/p]
  • [p]Ministry of State Security: Happiness +196 → Happiness +164[/p]
[h2]Decisions[/h2]
  • [p]Parallel Processing Unit: Speed −3%, Exp +9 → Speed −2%, Exp +10[/p]
  • [p]Rebuild Infrastructure: Speed −3%, Exp+12 → Speed −2%, Exp +13[/p]
  • [p]Population Control: Lose 1 Passenger, Exp+8 → Lose 1 Passenger, Exp+11[/p]
[p][/p]
Game Updates
[hr][/hr]
  • [p]Cloud saving is now supported! We originally planned to introduce this alongside Steam achievements in version 1.0, but it turned out to be much easier to implement than expected. Local-only saves can feel restrictive, after all—now you can keep your train running seamlessly anywhere. (Bugs may occur. If you encounter any issues, please report them and we will address them as quickly as possible.)[/p]
  • [p]A new way to pin tooltips has been added. In addition to the previous middle mouse button click, tooltips will now also pin automatically if you hover the cursor over them for one second.[/p]
  • [p]The reroll button is now a bit smarter. You can now reroll when a Reassembly Workshop exists among Drone Supply options, or when rerolling would grant supplies.[/p]
  • [p]The Unhappiness panel tooltip has been updated to be more intuitive.[/p]
  • [p]Difficulty is now displayed in the recent save file history.[/p]
[p][/p]
Bug Fixes
[hr][/hr]
  • [p]Fixed a bug where the effect of the Overman artifact could persist into the next run.[/p]
  • [p]Fixed an issue where rankings could display incorrectly if extremely large values were generated through artifact usage in the statistics screen (e.g., Power Cycle Amplifier).[/p]
  • [p]Fixed a bug where all profiles were sharing a single save file.[/p]

Early Access Release & Roadmap Announcement

[p]Hello to all Conductors around the world who love Frostrain 2! You’ve waited a long time—truly. And we sincerely apologize for making you wait so long. Steam review has finally been completed, and we are excited to announce that Early Access is now live![/p][p][/p][p]Below is our update roadmap leading up to the full release planned for the first half of 2026.[/p][p][/p][p][/p][p]We’ll keep pushing forward every day to make Frostrain 2 an even more fun game, with more things to enjoy and discover.[/p][p]Thank you for your continued support—we truly appreciate it![/p][p][/p][p]Sincerely,[/p][p]nemonan[/p]