{"id":971601,"date":"2026-01-04T14:25:20","date_gmt":"2026-01-04T14:25:20","guid":{"rendered":"https:\/\/www.polygon.com\/?p=451819"},"modified":"2026-01-04T14:25:20","modified_gmt":"2026-01-04T14:25:20","slug":"the-overloaded-frostpunk-2-could-have-been-chiller","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/the-overloaded-frostpunk-2-could-have-been-chiller\/","title":{"rendered":"The overloaded Frostpunk 2 could have been chiller"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"Click to expand\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/the-overloaded-frostpunk-2-could-have-been-chiller.jpg\" \/><figcaption>Click to expand<\/figcaption><\/figure>\n<p class=\"has-drop-cap has-text-align-none\"><em>Frostpunk<\/em>, the 2018 post-apocalyptic city-builder, dominated my every waking thought when I first started playing it \u2014 at this point I\u2019ve sunk almost 90 hours into the game. But, after 15 hours of playing the sequel, I have to say I\u2019m disappointed. <em>Frostpunk 2<\/em> doesn\u2019t hit in the same way.<\/p>\n<p class=\"has-text-align-none\">In <em>Frostpunk<\/em>, every decision you make has swift and tangible consequences. After all, you\u2019re working every day to ensure your city survives plummeting temperatures and dwindling resources. Not enough coal to keep the heat on overnight? People die. Not enough food to feed your citizens? People die. While this is still the case in <em>Frostpunk 2<\/em>, in order to move the storyline forward and not just make a \u201cFrostpunk 1.5,\u201d developer 11 bit studios <a href=\"https:\/\/www.polygon.com\/gaming\/451037\/frostpunk-2-interview-jakub-stokalski-11-bit-games\">took a more macro approach<\/a> to the sequel. This is, in part, the game\u2019s downfall.<\/p>\n<p class=\"has-text-align-none\"><em>Frostpunk 2<\/em> is set 30 years after the original. The city has survived and is growing rapidly \u2014 think thousands of people, not just hundreds. Because of this, its citizens have broken into factions to make their hopes for the future clear. It\u2019s the player\u2019s job to navigate these different factions and their ideas to ensure people survive and are happy \u2014 or risk banishment.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/the-overloaded-frostpunk-2-could-have-been-chiller-1.jpg\" alt=\"A Frostpunk 2 city with overlay text: \u201cFood is low. Overpopulation looms. Coal is running out.\u201d\" title=\"A Frostpunk 2 city with overlay text: \u201cFood is low. Overpopulation looms. Coal is running out.\u201d\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: 11 bit studios\" \/><\/p>\n<p class=\"has-text-align-none\">The new macro approach comes with major changes. <em>Frostpunk 2<\/em>\u2019s council system allows delegates of each faction to vote for or against laws that the player proposes, depending on how they line up with their ideology. The player can also negotiate with factions to secure their vote by promising them something they want. Compare this to <em>Frostpunk<\/em>, where players could sign laws into being without input from the people.&nbsp;<\/p>\n<p class=\"has-text-align-none\">There\u2019s greater scope to this sequel, too. In <em>Frostpunk 2<\/em>, the player is working across a time span of weeks instead of individual days to show how these decisions affect the city on a wider scale. Instead of placing individual buildings and assigning workers to them as you would in <em>Frostpunk<\/em>, players with enough resources and workforce can build districts that automatically collect resources.<\/p>\n<p class=\"has-text-align-none\">In <em>Frostpunk<\/em>, a little red icon in the center of the UI tells players how many sick citizens they have \u2014\u00a0including how many are critical \u2014\u00a0and how many are currently being treated in hospitals. Players can then address the growing number of sick in various ways, depending on what could be causing it: for example, increasing the heat range on the generator, ensuring everyone is fed, or building more hospitals to meet the capacity demand. If a citizen dies, discontent often rises immediately and hope falls slightly. Every individual death affects the player in some way.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/the-overloaded-frostpunk-2-could-have-been-chiller-2.jpg\" alt=\"A council in Frostpunk 2 and a chart explaining a vote breakdown\" title=\"A council in Frostpunk 2 and a chart explaining a vote breakdown\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: 11 bit studios\" \/><\/p>\n<p class=\"has-text-align-none\">Compare that to this example from <em>Frostpunk 2<\/em>: The player has added a few hospitals to various housing districts, but despite this there is a rolling pop-up in the bottom right of the screen. 109 people died \u2014 and then again, a few seconds later, and again. It\u2019s not always clear <em>why<\/em> these people are dying (Is it the lack of food? The cold? A combination? Something else?) or how it affects the city \u2014 both in terms of workforce and citizen happiness. It\u2019s a thing that\u2019s happening, but because the player is focusing on the macro and time is speeding by, it\u2019s hard to really care.<\/p>\n<p class=\"has-text-align-none\">The weight of the choice is lost in how much there is to do and keep tabs on in <em>Frostpunk 2<\/em>\u2019s complex UI. In <em>Frostpunk<\/em>, players face moral and ethical dilemmas on a regular basis \u2014 ones that really make them question who they are and what they\u2019re willing to do for the city to survive. There are elements of that in <em>Frostpunk 2<\/em>, but they are few and far between when thinking about the scale of the game.&nbsp;<\/p>\n<p class=\"has-text-align-none\">The first moral dilemma I ran into in <em>Frostpunk 2<\/em> was in the Prologue (essentially the tutorial), and it immediately gave me the <em>Frostpunk<\/em> flashbacks I was looking for. Would I slaughter all the seals in a nearby colony or let the elders go to their deaths to ensure we had enough food to survive the incoming whiteout? Unfortunately, this was the first and last time a decision gave me pause. In Chapter 1, I could choose to employ children at the mines \u2014 and doing so could lead to a consequence down the line \u2014 but I just didn\u2019t care in the same way, because it didn\u2019t make as much of a difference whichever way I chose. Decisions just don\u2019t seem to hold as much weight in <em>Frostpunk 2<\/em>.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/the-overloaded-frostpunk-2-could-have-been-chiller-3.jpg\" alt=\"A text screen for Frostpunk 2 explaining the Feasts of Preparation with people in gas masks raising up plants\" title=\"A text screen for Frostpunk 2 explaining the Feasts of Preparation with people in gas masks raising up plants\" data-has-syndication-rights=\"1\" data-caption=\"&lt;em&gt;Click to expand&lt;\/em&gt; | Image: 11 bit studios\" data-portal-copyright=\"Image: 11 bit studios\" \/><\/p>\n<p class=\"has-text-align-none\">Is <em>Frostpunk 2<\/em> pretty? Yes. Is it worth playing? Sure. Does it have its flaws? Definitely. I think, in some ways, my deep love of <em>Frostpunk<\/em> set me up for disappointment here (not that that game was perfect either, mind you). Or maybe it\u2019s the fact that politics is a huge part of <em>Frostpunk 2<\/em> and I just don\u2019t want to deal with it in-game right now with everything going on in the world. It could also be my current aversion to games that make me keep tabs on every little detail, across multiple screens, and how my changes could affect other elements down the line. Complexity is beyond my brain right now; maybe that\u2019s why I only put 14 hours into <em>Elden Ring<\/em>. <em>Frostpunk 2<\/em> also doesn\u2019t give me the satisfaction of snapping individual buildings into place around the generator\u2019s rings or filling a ring perfectly \u2014 something my brain loves.<\/p>\n<p class=\"has-text-align-none\">All of that said, the grittier art style in <em>Frostpunk 2<\/em> is beautiful, and building the game on Unreal Engine gives it a level of polish that leaves me wishing I could see the original in the same way. <em>Frostpunk 2<\/em> was built on Unreal, in part, because 11 bit studios wanted to enable modding for the game. And honestly, that could be its saving grace.\u00a0<br \/>I want to see what players do when given free reign. I want to see <em>Frostpunk<\/em> but as colonies on other planets, or as a floating steampunk society, or with dinosaurs (<a href=\"https:\/\/www.youtube.com\/watch?v=2a-qKtx5DJU\">as the mod announcement trailer shows<\/a>). Basically, just fix the issues with <em>Frostpunk 2<\/em> and put it in unique settings, with scenarios and moral decisions based on that. Until then, I\u2019ll go back and sink another day or two into the original.<\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n<p class=\"has-text-align-none\"><em>Frostpunk 2\u00a0will be released Sept. 20 on PC, macOS, PlayStation 5, and Xbox Series X\/S. The game was reviewed on PC using a pre-release download code provided by 11 bit studios. Vox Media has affiliate partnerships. These do not influence editorial content, though Vox Media may earn commissions for products purchased via affiliate links. You can find\u00a0<a href=\"https:\/\/www.polygon.com\/pages\/ethics-statement\">additional information about Polygon\u2019s ethics policy here<\/a>.<\/em><\/p>\n<p><a href=\"https:\/\/www.polygon.com\/review\/451819\/frostpunk-2\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Click to expand Frostpunk, the 2018 post-apocalyptic city-builder, dominated my every waking thought when I first started playing it \u2014 at this point I\u2019ve sunk almost 90 hours into the game. But, after 15 hours of playing the sequel, I have to say I\u2019m disappointed. Frostpunk 2 doesn\u2019t hit in the same way. In Frostpunk, every decision you make has swift and tangible consequences. After all, you\u2019re working every day to ensure your city survives plummeting temperatures and dwindling resources. Not enough coal to keep the heat on overnight? People die. Not enough food to feed your citizens? People die. While this is still the case in Frostpunk 2, in order to move the storyline forward and not just make a \u201cFrostpunk 1.5,\u201d developer 11&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/the-overloaded-frostpunk-2-could-have-been-chiller\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":971602,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-971601","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The overloaded Frostpunk 2 could have been chiller | Arcader News<\/title>\n<meta name=\"description\" content=\"Click to expand Frostpunk, the 2018 post-apocalyptic city-builder, 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