
r/Frostpunk

One funny thing about Winterhome evacuation transport train is that you can see the resource carring boxes and most ofem are loosely placed without any rope/chain holding them, showing Winterhome have learned nothing since the Last Autumn
To ones dont know that in TLA dlc we can find Train convoys shipping generator parts to Winterhome site but they lost many crates/boxes in their path do to either being rushed or didnt had any safety equipment to hold them on the train and a supervisor to check it. We have choice to give them back (even though cannon event being new liverpool stoling them) but it dosent gurantees them loosing it again or not so its safe to say that even if they got the boxes back they would have lost it again in the path
also interesthingly this train have 4 big wheel, 4 sled part and 2 road wheels. not just regular train wheels most people assumes, this train ineed designed for harsh terrain without needing train tracks
also again l cant really see wheres the god damn door on this train, how the conductor and 49 people entering this?
Finally Beat New Home Extreme
New Home on extreme mode has been kicking my butt. I'm on a path to get all Steam achievements for FP1.
Finally cleared it with only 6 deaths from early game, no deaths during final storm.
Signed Child Labor, Soup, Sustain Life, Overcrowing, 24 hour shift, and then extended shift laws first in that order. Mainly only used the children in the beginning so I could get some faster gathering and give my workers time to build without resource lost. After that, the children stayed in Cookhouse til I automated that.
For research I went against common advice after 4 failed runs of trying to do beacon first. Instead I did; Faster Gathering, Drawing Boards, Hot House, Heaters, Sawmill, and then Beacon.
I did Order, but stopped after propaganda center and agitators.
Had to do cemetary much to my dismay because had 1 citizen die from starvation before I could get it under control.
I got my first scout team out on day 5 or 6.
On day 35 I realized I messed up greatly, I had only build 2 upgraded hot houses instead of 3, which is why I spammed so many upgraded hunter huts. Also cost me as I had to switch over to soup so I could stockpile for storm.
Otherwise, relied heavily on sawmills until about day 33 when I did a 2nd level wall drill to get the last burst of wood for the storm event.
I explored all of Frostland, but made everyone travel back by themselves and robbed the Tesla people, as one should, no free meals here. I did save/escort all the last wave survivors.
562 Citizens and 16 automatons to carry us. Don't know why the working number bugged out.
I never do coal thumpers bc not worth the labor or research time when your time is limited imo and during the last storm I always have enough hope from the proganda center that I can just ignore them wanting coal thumpers.
2 Advanced Coal Mines with fully upgraded automatons gave me enough coal and I only went negative on coal during the last 2 storms when all the heaters had to be turned on. I did struggle with getting coal up to speed with how fast I was researching the heating, mainly due to lack of steam cores due to my late scouting, but it was all manageable.
Things I learned, I am not good at micromanging and keeping track of things, but have been learning more, especially in harder modes to just let time roll on normal speed.
I didn't build tents til day 2 & 3 for everyone which gave me the bonus points for fulflling promises. I turned on generator and overdrive at 1950 every night. Managing the generator gave me a lot less sick people. I also think not forcing 24 hour and exteneded really helped me to get on my feet because food and warmth is SO hard to keep up with.
I didn't build more Research posts fast enough, was a day or so delayed which cost me. I did learn to cycle my engineers better and made sure they were only filled with healthy engineers.
I didn't really get breathing room til about day 20, by then just had to start fine-tuning and upgrading the tents.
Maybe I could've had better luck following what others do in Extreme or Survivor mode, but this is what worked for me, maybe this will help somone else that is struggling with New Home Extreme mode. Now onto getting the New Home Survivor achievement.
Whic Nation/Language you guys think have one of the best fitting names for Frostpunk world?
In FP1 people can rename their Automaton/citizens since game sets them English/Scotish names at start but l wonder if some people actually care enough to name them to something special from their langauge like the exmaple picture l made
The Bohemian and The Technocrat decided to vandalize today
Pls send this to Alex Rowe. We want some chaos.
Yay! finally did it. Extreme, Builders, Rifts, Deathless, Hazards, in one sitting.
I got so obsessed with doing this but every time I tried I kept having the npc's get stuck on constructing buildings even after they were completed and just end up dying by the time I realised T.T
Deathless in the sense that anyone I brought back to the population never died, not that i saved everyone when scouting.
Is it theoretically possible? To beat the game without leveling up the generator.
(The image above Is just something I built in minecraft but it's also a placeholder.)
He who controls the bots, controls the city.
Yall ever have those moments in Frostpunk 1 where you get so many Automatons that you basically don’t need your people to keep the city running, and you just think to yourself “if everyone died except the people running the Automatons, we would be just fine.”
How long are the districts?
I’m gonna be honest, I made this because I’m an info nerd or junkie.
I like to hyper-fixate on the little details and what not.
So, for those that like being the paragraph person, this is your time to shine and just info dump on this.
The Perilous North Development | Arctic survival game | 19th century | Lovecraftian horror
Hello everyone, we are Submersion, a small two-person studio made up of myself and my husband, Morgan. We’re currently developing a third-person survival game set in the 19th-century Arctic, with elements of Lovecraftian horror.
If that sounds like your cup of tea, we’d love to hear your feedback, especially on whether the game’s direction and tone come across clearly.
https://www.youtube.com/watch?v=MrJAo50Acds&t=219s
Also happy to answer questions about the game or the development process.
''Mechanized Lancer'' concept visualized
One dark concept Frostpunk world have is the ''Mechanized lancers'' even though there very few words of them in FP1 without a visual like in TLA and Refugees scenerio but the idea of them is scary since our normal Automatons is size of a avrage house and without even the intent of hurting some one, they still can accidently crush some one or break a entire work place apart because they are stuck
now image this big machine with intent of hurting people while having guns.
Normaly in internet and in some other concept the Lancers shows as 2 leg machines with guns and transportation for soldiers but l mean even in FP1 they shit on that kind of design so its better to assume Lancers being similer to Automatons like a beta/prototype versions and cheaper to make, maybe even a human controling it insted of a pre programmed thing
Every Frostpunk 2 Map Layout Rendered as High-Resolution PNGs
“Vibe coding is the future bro”.
“Just feed Claude large chunks of code bro”.
So I did.
With absolutely no understanding of how Frostpunk 2 stores map geometry, I opened FrostKit, VS Code and started feeding Claude industrial quantities of Unreal-engine-flavored insanity:
- whole Blueprint diagrams
- object property JSON data
- coordinate transforms from another dimension
- mysterious structures that looked like cursed reverse-engineering artifacts
At some point my workflow literally became:
- Copy 4000 lines of incomprehensible UE/FrostKit nonsense
- Paste into Claude
- Type: “can you somehow make the map render beautifully”
And somehow… it actually worked.
Now I have a Python script that:
- parses map layouts
- renders tactical maps top-down like I’m writing GIS software for NATO
- automatically colors terrain/resources
- exports gigantic PNGs you can zoom into like satellite imagery
List of ready-made maps:
- Crater
- Dreadnought
- Forsaken Valley (both variants)
- Fractured Gorge (both variants)
- Hanging Rock
- Horizon (both variants)
- The Pit
- Windswept Peaks (both variants)
Sadly, I couldn’t render two of the maps (Broken Shore & Jagged Bay) because they apparently just don’t exist in the FrostKit (or my version is outdated).
Meanwhile the code itself looks like a crime scene.
There are functions named things like:fix_polygon_thing_v4_FINAL_2.py
Half the coordinate transforms were discovered using the highly advanced method of:
- flip axis
- run script
- stare at PNG
- say “yeah that looks more correct”
The terrifying part is that Claude probably wrote 90% of the code.
Tech stack:
- FrostKit (black magic)
- Python (industrial glue)
- VS Code (RAM consumption simulator)
- matplotlib (adult coloring book)
- Claude Code (free senior software engineer)
Will I refactor it? No.
Do I fully understand the code? Also no.
Does the PNG look beautiful? Absolutely.
And yes, this post was also partially AI-generated.
At this point I’m no longer sure who the actual developer is.
Full-resolution PNG for people brave enough to zoom in:
[GOOGLE DRIVE LINK]
10/10 would vibe code again.
#frostpunk2 #frostkit #vscode #python #vibecoding #claudecode #whydoesitwork
Do you think I won or lost? Is this like a picture-perfect play through or Could there be possibly something I could do? That would make this even better.
(I want you guys to know if you read this body. This is just a joke.)
What would you add to the late game to add replayability?
I usually run 5 tales (7 I guess if you count Political Overhaul + Frostland Reborn), but after enduring the breakneck pace up to the final tale, it's basically all down hill from there. I can usually achieve a moderate run with some effort, depending on the factions and map.
The civil war is usually the "end game", but after that, you can't really trigger a civil war again -- I actually tried after achieving a centrist utopia by passing a bunch of radical laws and all three relevant cornerstones, but after peace is achieved there are no more protests, revolts, or even the option to become Captain. That's fine and expected, I suppose.
Now I've put about 500 hours into FP2 (I know, I'm obsessed), but some things I was considering:
Unemployment and heat stamps excess should be more of a factor. For most of the game, you need all the labor you can get, but after a few more growth spurts you can pretty much build up every settlement, max out resource extraction, and pour resources wherever you want and still be in the green. The most we get is "there are excess unspent heatstamps" but there are only so many uses of Fund Projects that I can do. What kind of city do you create now that you've achieved equilibrium?
The Automated Workforce event sort of explores this, because you either have to severely limit the output of those buildings (kind of ruining the point of them) or create a useless "busy work" public program. You kind of end up in a post-scarcity utopia even without an actual Faction Utopia, but now it leaves one to wonder what you do with it.
Colonies are basically the "extra" at this point, since it takes more investment to sustain them than the output they provide (personal take). But you only get three, and there's only so much you can do with them before it feels like a ponzi scheme of work -- we're sending you to settle and create resources that we don't really need, but want to put you to work just cause. Personally, I wish they had more functionality outside of "more resources of X type"; this is largely fulfilled by settlements that you don't have to manage other than an initial startup investment, so why go through the trouble of a whole other map that you have to maintain the needs of?
- Maybe late-game, resources need more specialization. "Goods" can be anything, from tools to fabrics to luxuries.
- "Materials" are a lumped category even though we have lumber and iron as distinct resources.
- Food is split between whatever meat you get in the frostland and whatever you can create in the hothouse.
While I don't foresee resources getting crazy specialized (FP is not Anno), it seems like that would be the natural late-game evolution.
I kind of wish there were more late-game buildings, investments, laws, etc that make use of the surpluses that you can get. I also wish the tales were modifiable to either recur in some way, increase intensity, or change when they arrive in the campaign. By about Week 500, you've settled all of them and that's kind of it.
On Tales, I feel like the Tales are good as-is, but I'd like to see some additional options to create everpresent threats in the Frostland.
- Plague is the easiest one to recreate. More virulent, different strains that require new research and vaccination protocols, etc -- make public health even more demanding in the late game.
- Doomsayers are easier to manage in the early game, but I can see pockets of them rising up again and again, more violent and more prolific than the last, requiring you to make hard decisions about how to keep your city under control.
- If you're the shining beacon on the hill, especially after doing Beacon of Hope, surely we'd have more intense waves of migration and have to really think about how we'd engage that issue -- to me, it would give the colonies more purpose as a way to offload some excess population (you can do this early game in the original tale, but imo it's not worth the trouble early on rather than just building up you city). Surely there'd be evolving attitudes towards outsiders -- you have the Outsiders laws, but couldn't there be some expansion on that? What happens when they come in such waves as to evade even No Outsiders?
- We get Whiteouts after the Tale version, but this one seems like it could be the most modifiable. Longer, tougher, more apocalyptic in the late game -- how prepared are you for the long haul? What if another one comes sooner?
I don't see much to add to IEC Cores, it's a factory after all.
I don't know -- obviously it's a favorite game of mine but I do wish there were more to do after surmounting the initial challenges.
Ah yes, The New London, Lord Gaben's cursed place.
i like numberrrs