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Frostrain 2 News

0.7.1 Update

Balance Patch
[hr][/hr][h2]Synergies[/h2][h3]Explorers’ Guild[/h3]
  • [p]Exploration Record 140: When you have additional movement speed, each 1% increased movement speed increases the Happiness production of your Explorers’ Guild trains by 2% → Each 1% additional movement speed now increases the Happiness production of your Explorers’ Guild trains by 3%.[/p]
  • [p]Exploration Record 999: For every 100 Exploration Records, movement speed increases by 2% → Each 1% additional movement speed now increases the Happiness production of your Explorers’ Guild trains by 7%.[/p]
[p]Developer Comment:[/p][p]This effect was originally added to allow the Explorers’ Guild to synergize with movement speed. However, it ended up threatening the position of movement-focused builds themselves. In addition, since this synergy could be activated with a relatively small requirement of two units, it became excessively powerful when combined with the artifact Guild’s Compass, even with a single train. These changes aim to address that issue.[/p]
[p][/p][h3]Children of the Engine[/h3]
  • [p]The chance for high-quality artifacts to appear has been reduced.[/p]
  • [p]Artifacts that are refused are now completely removed from the pool and will no longer appear again.[/p]
  • [p]Children of the Engine (2): Faith requirement 250 → 300[/p]
  • [p]Children of the Engine (6): Faith requirement 150 → 180 (requires 40% less Faith overall)[/p]
  • [p]The amount of Faith gained when refusing gifts is now affected by synergy effects. For example, at 6 synergy, the Faith requirement increase changes from 15 → 9.[/p]
[p]Developer Comment:[/p][p]The Children of the Engine were showing excessively strong performance and required adjustment. Many players also reported frustration with unnecessary artifacts appearing repeatedly. To address this, refused artifacts are now removed from the pool. Additionally, by reducing the absolute Faith requirements, we resolved the issue where refusing too many artifacts made pursuing 6 synergy unnecessary.[/p]
[p][/p][h3]Transportation[/h3]
  • [p]Transportation (4): When acquiring Supplies, there is a 45% chance to gain one additional Supply → The chance has been increased to 55%.[/p]
[p]Developer Comment:[/p][p]Transportation is a useful synergy, but the 4-synergy effect was underperforming compared to the 3-synergy effect. We have slightly increased the probability and will continue to monitor its performance.[/p]
[p][/p][h3]Shadow Traders Association[/h3]
  • [p]The chance for Platinum shop artifacts to appear has been increased across all stages.[/p]
  • [p]Nectar: Happiness production of Shadow Trader trains +20% → +25%[/p]
  • [p]Whiskey: Happiness production of Shadow Trader trains +15% → +20%[/p]
  • [p]Cheap Liquor: Happiness production of Shadow Trader trains +10% → +15%[/p]
  • [p]Cigar: Overachievement chance +6% → +8%[/p]
  • [p]Premium Cigarette: Overachievement chance +4% → +6%[/p]
  • [p]Cigarette Butts: Overachievement chance +3% → +4%[/p]
  • [p]Golden Statue: Overachievement production +5% → +7%[/p]
  • [p]Marble Statue: Overachievement production +3% → +5%[/p]
  • [p]Clay Statue: Overachievement production +2% → +3%[/p]
[p]Developer Comment:[/p][p]The Shadow Traders Association was not performing its intended role as effectively as expected. While collecting many artifacts was appealing, shop artifacts themselves lacked sufficient impact, reducing incentives to purchase them. These changes strengthen shop-exclusive artifacts and, in turn, the overall power of the Association.[/p]
[p][/p][h2]Artifacts[/h2][h3]Silver[/h3]
  • [p]Equivalent Exchange: Receive 1 artifact Drone Supply, lose 3 Passengers → Receive 1 artifact Drone Supply, lose 2 Passengers[/p]
  • [p]Invisible Hand: Silver → Gold[/p]
[h3]Gold[/h3]
  • [p]Birth Certificate: Gain 4 Passengers → Gain 3 Passengers[/p]
  • [p]Fruit of Patience: Gold → Platinum[/p]
  • [p]Übermensch: All trains gain +1 Happiness. This value increases by 3 each time Happiness reaches 0 → The increase is now 4 each time Happiness reaches 0.[/p]
  • [p]Lynceus’ Eye: Sight +2 → +3[/p]
  • [p]Dispatch: Overachievement chance +10%, overachievement production +10% → Overachievement chance +12%[/p]
  • [p]Hot Wallet: Happiness 80~+160 / cycle → -60~+120 / cycle[/p]
[h3]Platinum[/h3]
  • [p]Automated artifact Assembly Device: Gain 1 artifact Drone Supply every 2 days (Warning: may malfunction) → Gain 1 artifact Drone Supply every day (Warning: may malfunction)[/p]
  • [p]B-12 Reignition Booster: Movement speed +11% → +12%[/p]
  • [p]Elitism: Base Passenger count is halved. Happiness production of all trains +70% → +100%[/p]
  • [p]Tropical Globe: Happiness production of all trains +25% → +30%[/p]
  • [p]Sadism: Increment per repetition reduced from +14 → +4[/p]
[h3]Special[/h3]
  • [p]Engine Failure: Movement speed 3% → -2%[/p]
  • [p]Blurred Vision: Movement speed 20% → -10%, removed after 120 seconds[/p]
  • [p]Contaminated Archive: EXP +33, Happiness -22 / cycle, all trains’ Happiness production -11% → EXP +40, all trains’ Happiness production 20%[/p]
  • [p]Rocket Engine: Movement speed +15% → +12%, all trains’ Happiness production remains 25%[/p]
  • [p]Shining Star: Sight +1 → +3[/p]
[p][/p][h2]Decisions[/h2]
  • [p]Parallel Processing Unit: Movement speed -4%, EXP +7 → Movement speed 3%, EXP +9[/p]
  • [p]Infrastructure Reconstruction: Movement speed -4%, EXP +9 → Movement speed 3%, EXP +12[/p]
  • [p]Standard Exploration Protocol: Gain 1 EXP upon entering an exploration zone → Gain 2 EXP[/p]
  • [p]Turbo Activation: Gain +15% movement speed for 10 seconds → +20%[/p]
  • [p]Material Extraction: Gain 1 Supply → Gain 2 Supplies[/p]
  • [p]Privilege: Frontmost train car Happiness production +24%, decreasing by 4% per car → +20%, decreasing by 4% per car[/p]
  • [p]Domestic Market Expansion: Happiness production +20% → +15%[/p]
  • [p]Asset Seizure: 65s → 75s[/p]
  • [p]Illegal Asset Recovery: 110s → 120s[/p]
  • [p]Execution time of all “Exclude the Poor” decision lines increased by 5 seconds.[/p]
  • [p]Ascending Observation Tower: Sight +1 → +2[/p]
  • [p]Recon Drone Squadron: Sight +1 → +3[/p]
  • [p]Drone Container Expansion: Sight -1, +1 Drone Supply option → Sight -2, +1 Drone Supply option[/p]
[p][/p][h2]Exploration[/h2]
  • [p]Landmark: The position of Aeolus, the World Storm has been moved further back.[/p]
  • [p]Landmark: Shelter 101 and The Laboratory have swapped positions.[/p]
  • [p]Landmark: Deep-Sea Archive rewards adjusted.[/p]
    • [p]Gain 4 Passengers, gain Backlash → Gain 3 Passengers, gain Backlash[/p]
  • [p]Landmark: Empty Launchpad rewards adjusted.[/p]
    • [p]Gain 4 Passengers → Gain 2 Passengers[/p]
  • [p]Landmark: Fallen Goddess rewards adjusted.[/p]
    • [p]Gain 5 Supplies → Gain 10 Supplies[/p]
  • [p]Landmark: Forgotten Station rewards adjusted.[/p]
    • [p]Lose Backlash x2 → Lose Backlash x3[/p]
    • [p]EXP +9 → EXP +13[/p]
  • [p]Landmark: Great Rift rewards adjusted.[/p]
    • [p]Gain Backlash x3, gain 5 artifact Drone Supplies → Gain Backlash x4, gain 5 artifact Drone Supplies[/p]
  • [p]Landmark: Remains of a Macroorganism rewards adjusted.[/p]
    • [p]Gain 4 Passengers → Gain 3 Passengers[/p]
  • [p]Landmark: Roof of the World rewards adjusted.[/p]
    • [p]Gain Tallest Communication Tower, gain Backlash x2 → Gain Tallest Communication Tower[/p]
    • [p]Lose Backlash, EXP +4 → EXP +8[/p]
  • [p]Landmark: The Abyss rewards adjusted.[/p]
    • [p]EXP +9 → EXP +7[/p]
  • [p]Landmark: The Chimney rewards adjusted.[/p]
    • [p]Gain 5 Supplies → Gain 6 Supplies[/p]
    • [p]EXP +7 → EXP +9[/p]
  • [p]Landmark: World Tree rewards adjusted.[/p]
    • [p]Gain Enhanced Drone Booster, gain Supply Shortage x4 → Gain Enhanced Drone Booster, gain Supply Shortage x6[/p]
[p][/p][h2]Events[/h2]
  • [p]Extreme Measures event rewards adjusted.[/p]
    • [p]Antony – Power Source Extraction: Movement speed 7% → -6%[/p]
    • [p]Antony – Unstable Energy Utilization: All trains’ Happiness production 14% → -12%[/p]
    • [p]Lim Seok-dae – Inevitable Choice: Lose 2 Passengers, gain Backlash x2, lose Overpopulation → Lose 2 Passengers, gain Backlash x4, lose Overpopulation[/p]
  • [p]Rat Solution event rewards adjusted.[/p]
    • [p]Gain 1 Passenger → Gain 1 Passenger, gain Backlash[/p]
  • [p]Midnight Roar event rewards adjusted.[/p]
    • [p]Happiness loss increased by 40%[/p]
  • [p]Shining Star event rewards adjusted.[/p]
    • [p]Lose 1 Passenger, gain Backlash, gain Shining Star → Lose 1 Passenger, gain Shining Star[/p]
  • [p]People of the Tail Car event rewards adjusted.[/p]
    • [p]Gain 2 Supplies → Gain 3 Supplies[/p]
  • [p]Silent Night event rewards adjusted.[/p]
    • [p]Happiness gain increased by 33%[/p]
  • [p]Blind Beggar event rewards adjusted.[/p]
    • [p]Happiness gain increased by 33%[/p]
[p][/p][h2]Miscellaneous[/h2]
  • [p]EXP requirements to reach max level have been slightly increased.[/p]
[p][/p]
Game Updates
[hr][/hr]
  • [p]Frost Mode has been added.[/p][p]Clearing the game on the default difficulty unlocks Frost Level 1.[/p][p]Likewise, clearing Frost Level 1 and Frost Level 2 unlocks the next level, up to Frost Level 3.[/p]
    • [p]Clearing all Frost Levels grants a special reward.[/p]
    • [p]Frost Mode is an exceptionally challenging difficulty. We recommend attempting it only after becoming thoroughly familiar with the game.[/p]
  • [p]During the tutorial, additional guidance has been added explaining that route reservation can be performed using Shift + Click.[/p]
  • [p]When receiving gifts from the Children of the Engine, the “Refuse” button now displays an informational tooltip.[/p]
  • [p]When Slum Cars level up, their level is now displayed as gem icons on the left side of the card.[/p][p]Once a Slum Car exceeds level 5, the gems are replaced with a new visual style from the top.[/p]
  • [p]When acquiring artifacts beyond inventory capacity, a scroll bar is now added to prevent the screen from being overly obstructed.[/p]
  • [p]Event illustration color grading has been adjusted.[/p]
  • [p]Artifact icon color grading has been adjusted.[/p]
  • [p]Several UI elements have been adjusted to better support 21:9 resolutions.[/p]
[p][/p]
Bug Fixes
[hr][/hr]
  • [p]Fixed an issue where the Chewing Gum artifact did not function.[/p]
  • [p]Fixed an issue where the “Refuse” button for Children of the Engine gifts was always displayed in English.[/p]
  • [p]Fixed an issue where tooltips for Cryptography Lab were not displayed for the Philosopher’s Stone artifact.[/p]
  • [p]Fixed an issue where EXP could still be gained by consuming Supplies after reaching level 10.[/p]
  • [p]Fixed an issue where warning sound effects did not stop after storing train cars when exceeding capacity.[/p]
  • [p]Fixed an issue where incorrect values were displayed in the statistics screen after completing a game.[/p]
  • [p]Fixed an issue where Drone Supply options were not centered, preventing other options from being visible.[/p]
  • [p]Fixed an issue where the effect of the Loaded Dice artifact applied to train cars stored in inventory.[/p]
  • [p]Fixed an issue where Happiness gained from Loaded Dice was displayed in red.[/p]
  • [p]Fixed an issue where tooltip values were not updated after selecting artifact fragment-related decisions.[/p]
  • [p]Fixed an issue where train cars appeared to “pop out” from the sides when swapping positions.[/p]
  • [p]Fixed an issue where Explorers’ Guild trains visibly jittered whenever overachievement triggered at high Exploration Record counts.[/p]
  • [p]Partially fixed performance degradation occurring in very late-game scenarios.[/p]
  • [p]Many other minor bugs have also been fixed.[/p]

Urgent Announcement regarding Early Access

[p]Hello to all conductors around the world who have been waiting for Frostrain 2. Today is the day we promised—the Early Access launch day for Frostrain 2. However, before sharing this news, we must first offer our sincere apologies. Depending on the current situation, it is possible that the game may not be released today.[/p][p][/p][p]Last week, while preparing for the Early Access launch, we switched the store page to the Early Access format. In doing so, we learned that the store page must go through Steam’s review process again. Although our store page had already passed review once, we were not fully aware in advance that switching to Early Access would require a separate re-review. As a result, we urgently submitted a new review request on January 2, but we have not yet received a response from Steam regarding its status.[/p][p][/p][p][/p][p]At this time, we do not have a confirmed timeline for when the review will be completed, and all we can do is wait for Steam’s decision. We did reach out to ask whether the review could be expedited, but it appears difficult to expect a quick response at this moment.[/p][p][/p][p]As promised, we will wait for the review result until 1:00 PM GMT (10:00 PM KST). However, in case the review is not completed by then, we wanted to share this update with you in advance.[/p][p][/p][p]We are truly sorry. As this is our first time proceeding with an Early Access launch, there were shortcomings in our preparation. We will take this experience as a lesson to review and improve our internal release process so that similar issues do not occur again. We will share another update as soon as there is any change in the situation.[/p][p][/p][p]In light of this, the demo version will remain available until the Early Access launch. We kindly ask for your generous understanding.[/p][p][/p][p]Thank you sincerely for your patience and support.[/p][p][/p][p]Sincerely,[/p][p]nemonan[/p]

Demo 0.7.0 Update!

[p]Hello! It’s been a full two months since our last update. We’re back with a huge number of changes. With so many updates, the game balance may feel a bit rough in places. We plan to gather data and gradually fine-tune things, so we kindly ask for your understanding. Please note that the demo will be closed before January 9, so we encourage you to enjoy it as much as possible before then![/p][p]We’ve put a lot of work into this update. There are many changes not fully covered in the patch notes, so please dive in, enjoy the game freely, and share as much feedback as you can. Thank you![/p][p][/p]
Balance Changes
[hr][/hr][h2]Trains[/h2][h3]Children of the Engine[/h3]
  • [p]You can now choose to refuse gifts from the Children of the Engine. However, refusing a gift will permanently increase the Faith requirement for receiving the next one.[/p]
  • [p]Gifts now only contain Artifacts.[/p]
[p][/p][h3]Shadow Traders Association[/h3]
  • [p]Shops are now exclusive to the Shadow Traders Association. General Artifacts, Shadow Trader–exclusive Artifacts, and Shadow Trader train cars can appear.[/p]
  • [p]Each purchase now increases the price of subsequent items.[/p]
  • [p]Happiness is no longer used for purchases. Instead, a new currency called Mileage is required, which can be obtained through Shadow Trader synergies.[/p]
[p][/p][h3]Knights of the Red Frost[/h3][p]Many faction synergies had taken the form of “slowly ramping up” power. While this can be fun as a growth mechanic, it also makes switching to other synergies mid-run difficult. To address this, we’ve redistributed power that was overly concentrated in growth, making it easier to transition between synergies.[/p]
  • [p]Knights of the Red Frost (4): Max Training increased to 500% → Deployed Knights of the Red Frost trains gain an additional 300% Training.[/p]
  • [p]Knights of the Red Frost trains now gain additional Training based on their floor level. Lower-floor trains generate less Training, while higher-floor trains generate more.[/p]
[p][/p][h3]Guild of Explorers[/h3][p]If you wanted to push efficiency to the extreme, you could swap to Guild of Explorers trains right before reaching a hub, then immediately switch back to other trains that generate more Happiness after arrival. While effective, this kind of play strongly encourages tedious micromanagement and quickly exhausts players.[/p][p]Additionally, stack-based mechanics of this type tend to concentrate power entirely within the synergy itself, reducing the incentive to upgrade trains. While not strictly a flaw, it’s also not ideal game design. This update aims to address those issues.[/p]
  • [p]Exploration Records have been completely redesigned. Abilities are now unlocked in stages based on the number of Exploration Records you have.[/p]
[p][/p][h3]Press[/h3][p]The Press now affects Overperformance Chance and Overperformance Productivity. What is Overperformance? Think of it as a critical hit.[/p][p]Similar to the Guild of Explorers changes, this rework aims to prevent fatigue-heavy play patterns where players swap trains right before reaching a new hub, while still allowing synergy with the Guild of Explorers. We truly hope this change achieves that goal.[/p]
  • [p]Press: Gain Happiness proportional to train length upon reaching a new hub → Grants Overperformance Chance to all trains. Press trains gain higher Overperformance Chance and Overperformance Productivity.[/p]
  • [p]Press (2): +5 → Removed[/p]
  • [p]Press (3): +12 → Overperformance Chance +8%, Press trains +15%, Productivity +5%[/p]
  • [p]Press (4): +26 → Overperformance Chance +15%, Press trains +30%, Productivity +12%[/p]
  • [p]Press (5): +56 → Overperformance Chance +23%, Press trains +45%, Productivity +30%[/p]
  • [p]Press (6): New! Overperformance Chance +30%, Press trains +60%, Productivity +60%[/p]
[p][/p][h2]Artifacts[/h2]
  • [p]Many existing Artifacts have been updated.[/p]
  • [p]Around 100 new Artifacts have been added.[/p]
[p][/p]
Game Updates
[hr][/hr][h2]Artifacts[/h2]
  • [p]All numerical values displayed on Artifacts are now presented in a unified format.[/p]
[p][/p][h2]Events[/h2]
  • [p]All event illustrations have been replaced. AI-generated artwork is no longer used. Replacing every event illustration will take time, and some events are temporarily using illustrations drawn by me personally (…in MS Paint). These may look a bit rough, but they will be replaced in future updates once our artist’s work is complete. Thank you for your understanding.[/p]
  • [p]Events now trigger based on days rather than hubs.[/p]
  • [p]6 new events have been added.[/p]
  • [p]Event text has been revised to be more concise overall.[/p]
[p][/p][h2]Choi Soon-ja[/h2]
  • [p]Choi Soon-ja now starts with two Artifacts:[/p]
    • [p]Perfect Workmanship: Increases the number of deployable trains by 2.[/p]
    • [p]Melser Strap: Start with 2 Slum Cars and gain 4 passengers.[/p]
  • [p]Choi Soon-ja now has a completely redesigned Decision Tree, allowing you to eliminate or upgrade Slum Cars.[/p]
[p][/p][h2]Landmarks[/h2]
  • [p]14 new Landmarks have been added.[/p]
  • [p]Landmarks now appear in fixed, predetermined locations.[/p]
[p][/p][h2]Localization[/h2][p]The following languages have been added:[/p]
  • [p]Russian (beta)[/p]
  • [p]Ukrainian (beta)[/p]
  • [p]Czech[/p]
  • [p]Polish[/p]
[p]Our sincere thanks to all users who helped with localization![/p][p][/p][h2]Game Summary[/h2]
  • [p]At the end of each run, you can now view a summary of the game results.[/p]
[p][/p]
Bug Fixes
[hr][/hr]
  • [p]Fixed a crash that could occur when playing multiple runs consecutively.[/p]
  • [p]Fixed a critical bug that could cause severe performance slowdown during gameplay.[/p]

Demo 0.6.8 Update

[p]Demo updates continue today! If you have thoughts on any changes, please share them freely. We carefully read every single comment—thank you![/p][p][/p][p]This balance update brings a mild upheaval for trains. Since this is a demo, we’re taking an aggressive approach to updates to gauge “what works best.” Specifically, we’re redistributing synergy effects that were overly concentrated at high levels toward lower levels, so we can observe how it feels to split investment across multiple synergies rather than over-committing to just one. Please leave feedback here in the comments, on the Discussions page, or via email at [email protected]. Thank you![/p][p][/p]
Balance
[hr][/hr][h2]Trains[/h2][p][/p][h3]Education[/h3]
  • [p](3) Education: Bonus Happiness becomes 5× → Always produces bonus Happiness.[/p]
  • [p](4) Education: Always produces bonus Happiness → Bonus Happiness becomes 5×.[/p]
[h3]Culture[/h3]
  • [p](2) Culture: +1 → +2[/p]
  • [p](3) Culture: +3 → +5[/p]
  • [p](4) Culture: +7 → +10[/p]
  • [p](5) Culture: +12 → +14[/p]
  • [p](6) Culture: +21 → +22[/p]
  • [p](7) Culture: +36 → +32[/p]
[h3]Food[/h3]
  • [p](2) Food: Gain 1 passenger. → Gain 2 passengers.[/p]
  • [p](3) Food: Gain 3 passengers. → Gain 4 passengers.[/p]
  • [p](4) Food: Gain 7 passengers. → Gain 8 passengers.[/p]
[h3]Media[/h3][p]The Press synergy still shows high win rates, and structurally it doesn’t feel particularly “fun,” so we’re considering a rework. For now… we’ll proceed like this:[/p]
  • [p](2) Press: +8 → +5[/p]
  • [p](3) Press: +16 → +12[/p]
  • [p](4) Press: +36 → +26[/p]
  • [p](5) Press: +88 → +56[/p]
[p][/p][h2]Artifacts[/h2][p][/p][h3]Tropical Globe[/h3]
  • [p]Happiness +81/cycle → Happiness +100/cycle[/p]
[h3]Elitism[/h3]
  • [p]Your base passenger count is halved. Train Happiness output +80% → Your base passenger count is halved. Train Happiness output +70%.[/p]
[h3]Hot Wallet[/h3]
  • [p]Happiness −60~+90 → Happiness −50~+100[/p]
[h3]Birth Certificate[/h3]
  • [p]Gain 3 passengers → Gain 4 passengers.[/p]
[h3]Rose[/h3]
  • [p]Happiness +9/cycle → Happiness +11/cycle[/p]
[h3]Missing Nut[/h3]
  • [p]Movement speed +4% → Movement speed +3%[/p]
[h3]Jury-Rigged Engine[/h3]
  • [p]Movement speed +6%, Happiness −9/cycle → Movement speed +4%, Happiness −11/cycle[/p]
[h3]Turtle[/h3]
  • [p]Happiness +14/cycle, Movement speed −6% → Happiness +16/cycle, Movement speed −4%[/p]
[h3]Engine Failure[/h3]
  • [p]Movement speed −5% → Movement speed −4%[/p]
[p][/p][h2]Events[/h2][p][/p][h3]Swarming Rats[/h3]
  • [p]Chicken without Wings: Gain 2 passengers, Happiness −11/cycle → Gain 2 passengers, Happiness −24/cycle[/p]
[h3]Preparation for the Future[/h3]
  • [p]Choice 2 “For now, keep watching”: now also Receive 1 Artifact Drone Supply.[/p]
[h3]Relief Policy[/h3]
  • [p]Power Diversion: Movement speed −7% → Movement speed −6%[/p]
  • [p]Harnessing Unstable Energy: Happiness −14~−44/cycle → Happiness −16~−66/cycle[/p]
[h3]Rat Remedy[/h3]
  • [p]Choice 1 “New rat poison, you say?”: EXP +1 → EXP +2[/p]
[p][/p]
Gameplay
[hr][/hr]
  • [p]As part of visibility improvements, card designs have been updated: slightly longer aspect, thinner borders, and wider background areas.[/p]
  • [p]As part of visibility improvements, the brightness of the train-space alert UI has been adjusted.[/p]
[p][/p]
Bug Fixes
[hr][/hr]
  • [p]Fixed an issue where the “×2” text for Backlash displayed in green in tooltips.[/p]
  • [p]Fixed an issue where the number “1” was not highlighted in green on Philosopher’s Stone.[/p]

Demo 0.6.7 Update

[p]This update is mostly focused on balance adjustments (we’ve heard all the complaints about Train Power, trust us…) along with a few bug fixes. Let’s take a look![/p][p][/p]
Balance
[hr][/hr][h2]Knights of the Red Frost[/h2][p]The Knights of the Red Frost synergy, despite being a 6-slot synergy, had a critical weakness — its peak performance relied heavily on just two high-tier cars (T3 and T4). Because of this, many players would only take those cars instead of building the full synergy. To address this, we’re slightly raising the upper potential of the lower-tier cars.[/p]
  • [p](2) Knights of the Red Frost: Begin training. (Max training efficiency: 100% → 200%)[/p]
  • [p](4) Knights of the Red Frost: Training limit increased from 300% → 500%[/p]
[h2]Children of the Engine[/h2][p]The Children of the Engine synergy is designed to help players acquire a large number of artifacts. Once the full game includes more artifacts, the balance will naturally adjust, but for now, the limitation is clear. We’ve adjusted the probability and will continue observing how it develops.[/p]
  • [p](4) Children of the Engine: Increased chance of higher-quality rewards (probabilities adjusted for better rewards)[/p]
[h2]Power[/h2][p]As in the first game, Power still delivers extremely strong performance. Speed is, of course, vital for a train — but this was a bit too much.[/p]
  • [p](4) Power: Speed increases by 3% per cycle, up to 45% → 3% per cycle, up to 40%[/p]
  • [p](5) Power: Speed increases by 7% per cycle, up to 75% → 6% per cycle, up to 60%[/p]
[h2]Food[/h2][p]The Food synergy increases passenger capacity. In the Choi Soon-ja campaign, its use is somewhat limited — but as they say, overwhelming numbers can be a strategy of their own.[/p]
  • [p](3) Food: Gain 2 more passengers → Gain 3 more passengers[/p]
  • [p](4) Food: Gain 5 more passengers → Gain 7 more passengers[/p]
  • [p](5) Food: Gain 12 more passengers → Gain 16 more passengers[/p]
[p][/p]
Gameplay
[hr][/hr]
  • [p]When receiving Drone Supply, you can now skip the animation with an additional click.[/p]
  • [p]The tense background music of the Contaminated Areas will now only play during the later stages of the game. In the early stages, you’ll be able to enjoy a cozier and more relaxed atmosphere.[/p]
[p][/p]
Bug Fixes
[hr][/hr]
  • [p]Fixed an offset issue with the Control Facility.[/p]
  • [p]Fixed a bug where bubbles were visible on the world map.[/p]
  • [p]Fixed missing tooltip text for Coast, Underwater, and Deep Water entry events.[/p]
  • [p]Fixed an issue where selling a duplicated item via the Copy Machine did not properly update the item pool.[/p]
[p][/p]
Known Issues
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  • [p]We are currently investigating an issue where cards in the inventory cannot be dragged in Linux environments.[/p]