Frostpunk
PlayStation 4
85

Frostpunk

24 AVR. 2018
Simulation, Stratégie, Indépendant
Développeur
Moteur
Prix indicatif
29.99 € (Steam)
Durée de vie (HLTB)
Histoire principale : 10½ Hoursh
Complétion (100%) : 56 Hoursh
Notes des critiques
Igdb : 86/100
Opencritic : 86/100
Metacritic : 84/100

Frostpunk

85 /100
24 avril 2018 10½ Hoursh
Description en cours d'enrichissement
Cette fiche de jeu est en cours d'enrichissement automatique. Les informations ci-dessous proviennent des données brutes d'IGDB.

Description (IGDB)

Frostpunk, the newest title from the creators of This War of Mine, is a society survival game where heat means life and every decision comes at a price. In an entirely frozen world, people develop steam-powered technology to oppose the overwhelming cold. You face the task of building the last city on Earth and securing the means necessary for your community to survive. Optimization and resource management often clash with empathy and thoughtful decision-making. While city and society management will consume most of the ruler’s time, at some point exploration of the outside world is necessary to understand its history and present state.

Histoire (IGDB)

In an entirely frozen world, people develop steam-powered technology to oppose the overwhelming cold. The city’s ruler has to manage both the citizens and the infrastructure they live in. The leader’s tactical skills face challenges that will frequently question morality and the basic foundations of what we consider organized society. Optimization and resource management often clash with empathy and thoughtful decision-making. While city and society management will consume most of the ruler’s time, at some point exploration of the outside world is necessary to understand its history and present state. What decisions will you make to ensure the survival of your society? What will you do when pushed to the limit? And... ...who will you become in the process?

Description en cours d'enrichissement.

Médias

Informations Steam

Description Steam (Français)

CHAQUE FIN MARQUE UN NOUVEAU COMMENCEMENT

Depuis le premier lancement, Frostpunk a été enrichi avec un certain nombre de mises à jour. Vous pouvez profiter du nouveau Endless Mode (mode sans fin) qui augmente la rejouabilité du jeu. Il y a également un nouveau scénario, The Fall of Winterhome (La chute de Nidhiver), qui élargit encore l’univers et l’esprit du jeu. Et cerise sur le gâteau, nous avons ajouté des éléments comme le nommage des personnages et des automates et enfin un mode photo. Tout ceci est disponible gratuitement pour tous les propriétaires du jeu. Il existe également trois extensions, disponibles avec le forfait saison payant.

Bien qu’aucun développement supplémentaire ne soit prévu pour la version première de Frostpunk, la possibilité de revivre les premières heures de la Nouvelle-Londres se profile à l’horizon. Frostpunk 1886 sera une version réimaginée du jeu d’origine, qui sera complètement reconstruite dans le moteur Unreal Engine et enrichie avec du nouveau contenu.

Ce jeu combinera 70 % de l’expérience originelle avec 30 % de tout nouveau contenu, proposant ainsi aux vétérans de nouvelles façons de modeler leur société tout en servant d’excellent point d’entrée pour les nouveaux venus.

Nous sommes déterminés à lancer le jeu en 2027. D’ici là, vous pouvez vous attendre à recevoir d’autres actualités palpitantes, ainsi qu’un premier aperçu du gameplay et même un petit coup d’œil dans les coulisses du développement. Alors pensez bien à ajouter le jeu à votre liste de souhaits et à nous suivre sur les réseaux sociaux pour ne rien rater de nos futures publications !

À PROPOS DU JEU

LA VILLE DOIT SURVIVRE

Frostpunk est un jeu de survie de société où la chaleur est synonyme de vie et où chaque décision a un prix. Dans un monde entièrement gelé, les gens développent une technologie à vapeur pour combattre le froid accablant. Vous devez construire la dernière ville sur Terre et sécuriser les moyens nécessaires à la survie de votre communauté.

L'optimisation et la gestion des ressources se heurtent souvent à l'empathie et à une prise de décision réfléchie. La gestion des villes et de la société occupera la majeure partie du temps du dirigeant, mais à un moment donné, il sera nécessaire d’explorer le monde extérieur afin de comprendre son histoire et son état actuel

Quelles décisions allez-vous prendre pour assurer la survie de votre société ? Que ferez-vous lorsque vous serez poussé à bout ? Et qui deviendrez-vous dans ce processus ?

CRÉEZ LA LOI

Établissez des lois qui régissent l'existence de votre société en pleine croissance. Décider des routines de travail, du système de de santé, de l'approvisionnement en nourriture et d'autres aspects cruciaux de la vie quotidienne. Maintenez l'espoir et la satisfaction ; le moral de votre société est aussi important que la sécurisation des ressources de base pour la nourrir et la protéger.

FAÇONNEZ VOTRE SOCIÉTÉ

Si vous arrivez à un tournant, n'hésitez pas à déterminer le chemin de votre peuple. Devriez-vous les diriger d'une main de fer... ou leur montrer une voie de compassion et de foi ? Atteignez les extrêmes ou essayez de trouver un juste équilibre. Quel que soit votre choix, souvenez-vous : il n'y a pas de retour en arrière possible.

PESEZ VOS CHOIX

Certaines de vos décisions vous sembleront mineures, comme décider du sort d'un citoyen en difficulté ou répondre aux exigences d'une faction naissante, mais sachez que la somme de vos actions peut aboutir à des résultats inattendus. Votre peuple vous fait confiance, mais son dévouement n'est pas aveugle. L'autorité peut être un fardeau.

DÉVELOPPEZ DE NOUVELLES TECHNOLOGIES

La survie exige le progrès. Réagissez aux événements actuels, mais n'oubliez pas le long terme et investissez dans le développement et le progrès technologique. Fournir une infrastructure très avancée avec des automates, des dirigeables et d'autres merveilles techniques auto-alimentées est difficile, mais réalisable. Tout dépend de vos qualités de gestionnaire et de leader.

EXPLOREZ L'ÉTENDUE

Même si la Nouvelle Londres est au centre de vos préoccupations, le monde ne s'arrête pas aux limites de votre ville. Les expéditions, bien que risquées, peuvent vous apporter des informations utiles, de précieuses marchandises et la possibilité d'augmenter la taille de votre société. Il y a peut-être des gens dehors, et leur sort est entièrement entre vos mains.

JOUEZ INDÉFINIMENT

Le mode Sans fin de Frostpunk vous permet de rejouer le jeu sans limite. Jouez sur 8 cartes différentes, avec des terrains et des conditions météorologiques variables et différents défis à relever. Nous savons que des personnes différentes recherchent des expériences différentes et c'est pour cette raison qu'il y a 3 modes de jeu dans le mode sans fin. L'endurance sera un test ultime pour vos capacités de construction, de gestion et de survie dans les conditions les plus difficiles. Des bâtisseurs, sans générateur disponible dès le départ, ce qui crée un type de défi différent. Et enfin, Serenity, qui se concentre sur l'art de construire la ville elle-même, sans pression inutile.

Éditions et prix Steam

Frostpunk - 29,99€ 29.99 €

Avis des joueurs Steam

Évaluation globale très positives
Total des avis 1 964
Recommandé

Jour 49 : Les réserves fondent. Les malades s'accumulent. Les bouches à nourrir se multiplient. Pourtant, le générateur doit continuer de brûler. Il est notre cœur. Nos membres peuvent geler, se briser, se nécroser ; mais notre cœur, lui, doit contin...

Recommandé

J'ai eu le jeu en promo, et fraaaanchement, il est incroyable ! Pour un jeu d'il y a bientôt 10 ans maintenant, il est toujours aussi beau, les happenings sont vraiment sympas, les musiques sont trooop belles ! le sound design est juste pépite ! Je v...

Recommandé

Bonne progression, intérêt toujours stimulé, arbre de techno riche et varié !

Recommandé

très bon jeu, émouvant, les choix moraux sont bien fait, y'a juste un petit bug sonore que j'ai qui est chiant mais rien qui empêche fondamentalement de jouer

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If you want to play a SimCity that will make you suffer and make hard decisions, then you will enjoy this game. Do not hesitate to grab the DLCs. They allow you to discover different scenarios which have their own unique quests, storyline and mec...

Mises à jour et Actualités

19 juin 2026

Revisiting New London #3: Procedurally Generated Content Tryout

Hello Citizens, Today, we are back with another very interesting topic, and one that will be entirely new to Frostpunk 1886: Procedurally Generated Content. Frostpunk has always been about details and creating the feeling that every playthrough is personal and shaped by your own decisions. Piotr Boczkowski - Junior Game Designer will now shed more light on how PGC will make Frostpunk 1886 feel even more personal than ever before: What exactly is PGC?It is a technique to generate any content by given rules. Imagine it as if you had a big 500x500 units chessboard and you wanted to place a pawn on each black square. With proc gen, you don't have to do it manually. You just insert a rule that loops through all squares and checks if that's a black one. If it is, place a pawn here. And then you could also make a short rule to spawn smaller pieces around each of those pawns. Maybe even offset them each time left or right a bit by a random amount. So, how exactly is it implemented in Frostpunk 1886?In Frostpunk, there isn’t much that can be procedurally generated like in a huge open world. But that doesn’t mean PCG can’t improve smaller details. It also doesn’t have to mean “big.” Even around tents or bunkhouses, there are many ways to create interesting level design with props.Unlike FP1, where buildings often looked repetitive, randomness can make certain buildings feel unique and naturally tell a story through object placement. In the base game, props were attached to buildings as one object. With the procedural approach, those props are removed and spawned dynamically through the PGC system. The system starts with points placed around the building that can be rotated, offset, or resized. Points overlapping the building are cut off using a spline shaped to match that specific structure. Objects like barrels, boxes, benches, or ladders are then spawned on selected points. Splines can also place objects along walls or leaning against them. Priority rules decide which objects remove others - for example, ladders always clear nearby props to leave climbing space. Overall, it’s mainly a visual upgrade. If we’re reimagining a good game, we want it to shine from every angle possible. Piotr teased to us that in Frostpunk 1886, we're using PGC to build what we could call "organic city tissue" - but what exactly does it mean? The system starts with a grid of points generated by the PGC system. These points don’t physically exist in the level; they’re created dynamically and store location, rotation, and scale data for spawned objects. That becomes the base for everything else. Once the grid is generated, random noise can be added to vary the points. For example, some points can be removed entirely so nothing spawns there. This breaks up patterns and makes the placement feel much more natural and random, which is exactly the goal. But sometimes it can get tricky…:Optimising individual building graphs definitely is a challenge. Avoiding multiple looping dependencies between buildings may get complicated, especially when you place a hundred bunkhouses, so we need ways to make each building as independent as possible with its debris.What was Piotr’s road to Frostpunk 1886?Before Frostpunk 1886, I worked on Frostpunk 2 and several personal projects involving procedural generation - roguelike levels, generated items, and similar systems.I used to think: “If you don’t know how to do it, make a rule and let the system spawn it randomly.” Sounds rough, but proc gen isn’t just about filling gaps. It still requires rules, balancing, predicting edge cases, and thinking outside the box. Piotr's advice for developers: The hardest part: downloading and launching the game engine :D But seriously - if you’re starting a tech art journey in gamedev, don’t focus too much on gameplay at first. Try building a cool simulation just for fun, where you can walk around and maybe interact with objects if needed. That’s a good starting point.From there, it’s about finding that one missing thing - maybe a forest biome (summon the PGC tool!) or some visual fog that creates the atmosphere you imagined. Once you learn the basics, you’ll naturally start optimising things and focusing more on visual quality. Those polished pieces can become a strong starter portfolio. There are plenty of tutorials online for scripting and optimisation. Build your portfolio and jump right into it. What is the future of PGC in Gamedev?Definitely, better optimisation methods would allow more interactions between spawned objects. But if I were to go wild? That's creating whole simulations of randomness. NPC, biomes, weather events, species, planets… Big bang. But we're approaching very narrow and cruel subjects of questioning if humans would take their time and dedicate themselves to finding a good place to start the universe in. Hey, we already have the whole solar system around us. :D Maybe it's not that much needed to go spiralling into simulation of simulations… at least for me. How about Minecraft 2?... (pray) At the end, we couldn’t resist asking about the personal gaming side of Piotr:What I enjoy the most are those story-driven RPGs and my favourite of all time… Control. Currently, I am playing Pillars of Eternity: Deadfire and Sorcery: Contested Realm TCG. When we speak about inspirations and wow factor, which I observe in our other friends from different studios, there are two games I found out about while learning the PCG workflows. The first one is Chicken Run: Eggstraction, and the second is The Witcher 4. The Chicken Run is the one that was a bigger influence on the Frostpunk 1886 approach, as it showed how each element has its own small PCG area, like a personal pile of trash. This was something that reassured me that PCG can really be used for anything. When it comes to Witcher, that's a completely different cinema, as you've probably already heard of that gigantic proc gen forest, which is not going to make it into our bald, frozen world, but still stayed with me as a “wow” factor. Voices of the City As with every upcoming episode, the City is calling for your feedback! If you have any questions, suggestions, or ideas about this update and PCG, share them in the comments or our Discord channel! Stay tuned, Citizens. And remember: The City Must… ~ 11 bit studios Team

22 mai 2026

Revisiting New London #2: Animation and Visual Effects with Marta Czarnecka

Hello Citizens, We are coming back to you with another episode of "Revisiting New London" this time with Marta Czarnecka, who will show you a little bit more of animation and visual effects in the upcoming Frostpunk 1886, including a closer camera view. Let's have a walk in New London again: Deepening Personal Connection to Citizens in Frostpunk 1886 Let's start with Marta's introduction: "Hello everyone! My name is Marta, Senior 3D Animator, and I am thrilled to share some of my work with you today. I have always worked as an animator. I moved from film to games because I felt there was a whole new world to discover and a lot of life in the industry - and that proved to be true. Before joining Frostpunk 1886, I worked mainly on Frostpunk 2, so many aspects were already familiar to me. At the same time, there were new paths to explore!" We think this is a perfect moment, Marta, to tease a brand new feature in Frostpunk 1886 - one that will allow players to experience the city from a closer perspective than ever before. "Yes! Characters in Frostpunk 1886 will be seen from a closer view than in FP1, which is why we also decided to enrich the animation - both in terms of detail, expression, and authenticity. There are areas we want to focus on. One of them is social interaction: we want players to notice relationships between people, the connections they share, and the struggles they go through together. Especially in moments of crisis, people unite or search for support. Another area is occupations and physical and mental states. We want players to have a richer experience in this regard."There is no New London without New Londoners, right? The dev team knows how important it is for players to build personal connections with the people under their command. "That's why citizens will no longer be tiny, barely visible dots. We're moving toward a more grounded, realistic experience. Motion capture lets us offer a more intimate view of human life in the frozen land. From my point of view, the majority of our emotions are connected to other beings - how we perceive them, interact with them, identify with them. You'll see individuals fighting to survive, each with their own worries and circumstances. Your actions directly affect people. Families may be separated. People may lose their loved ones. We want players to notice Citizens' relationships, feel their mood, see their losses - the full spectrum of life in struggle." To achieve this, the team turned to motion capture. Here is a little more about the process: "We start with visual references - a pose or movement to express. Then we record motion data from actors and apply it to in-game character skeletons. Animators clean the data and adjust it to match the required poses. Sometimes the recorded movement isn't sufficient, so we add hand-crafted animation on top, or mix different parts of the recorded data to create a montage. The scenes we show often consist of several short clips, which we test in the engine. The engine code defines character positioning, movement direction, and transitions. We also implement logic that determines which animations can be played by which characters and under what circumstances." What about the children who also call New London home? "Adult actors can imitate them, but there's nothing like capturing the genuine energy and spontaneity of a child's movement. That's why we hired children - and those were some of the best sessions. This is the message we want to convey: you are deciding the fate of children. It's about them and their future." Surviving the Cold in Frostpunk 1886 Through Marta's Eyes Marta is one of a very few "citizens" who has the opportunity to shape the new picture of the city. So how does it look from her side? How does she do it? What challenges does she face? "I revisit Frostpunk daily, and I enjoy these playthroughs! I try different approaches to be able to see changes I haven't experienced before. It also gives me information and inspiration for future solutions." What is the key to creating animation that feels immersive and real? "Maaany factors! Depending on the camera distance - the closer it is to the character, the more important facial expressions and eye contact become. When the camera is further away, the focus shifts to the silhouette, body movements, and interactions with the environment and other characters. I would say that noticing little details and actions that aren't strictly necessary - but turn general actions into individual behavior - is very important." But we could talk about this forever! Sometimes the recorded movement is not sufficient or clear enough, so we add additional animation on top, created by hand and invented by the animators. We may also mix different parts of the recorded data to create a montage. When we enrich the animations, elements that we would like to keep may no longer work - they don't look coherent with the style and level of animation. Balance is the challenging part. Some areas of animation will be simplified to improve performance. We also keep some elements from FP1, finding a middle ground between enriching the experience and preserving what worked before - and that balance is still very much a place of ongoing research."Why Frostpunk 1886 Will Be Special and PersonalWe have all heard stories about animators who literally studied people's and animals' movements to apply them in games. What knowledge is required to recreate such specific behavior - like the physical toll of suffering in the cold? "Animation is largely about observation. It is important to observe your own body language as well as the behavior of people around you. These observations can become valuable references. Animation is about training your eye and developing empathy in order to understand how emotions feel and how they manifest physically. Later, you can recreate these behaviors during motion capture sessions, or by recording yourself or others as reference. You can also study documentary footage frame by frame to better understand subtle movements and reactions. When it comes to capturing the subtleties of movement, it sometimes happens that I record a person - yes, without them noticing - whose walk is particularly expressive and fits a scene: an elderly woman, an angry man, a child walking. I use these recordings as references, watching them frame by frame to understand how movement changes. I may also recreate these movements during a mocap session. Observing things in this kind of controlled slow motion, frame by frame, is something I do regularly. I also immerse myself in worlds close to the one we are creating in Frostpunk 1886: watching documentaries - often heartbreaking - videos, photoreportages of people leaving their cities, living in harsh conditions, homeless, or in mourning. These are scenes that could easily take place in New London. By observing city life, you will be able to see individuals fighting to survive, each with their own worries and circumstances. Through their actions, players will shape these stories and scenes. For some, this may bring greater awareness of the consequences of their leadership; for others, it may feel more like being there - experiencing firsthand the story they are creating." New Possibilities Frostpunk 1886 is being created in Unreal Engine 5, giving us access to new features that are more accessible and easier to explore for us. As technology continues to evolve, we have more and more ways to both stylize animation and create realistic effects, enhancing immersion and the overall experience. "With more detailed skeletons in Unreal Engine 5, it's easier to create more detailed animations and rigs that give us a higher degree of freedom than before. Animation computation can be moved to the graphics card thanks to the AnimToTexture plugin. We also make use of specific aspects of MetaHuman, which allows us to unify parts of the work - however, some parts of the job are meant to remain very unique and handcrafted." Voices of the city As in our every upcoming City is calling for your feedback! If you have any questions, suggestions, or ideas about this update (or upcoming ones), share them in the comments or our Discord channel! Stay tuned, Citizens. And remember: The City Must….. ~ 11 bit studios Team

22 mai 2026

Frostpunk 1886 - [Voices of the City vol. 1]

Hello Citizens,As promised, we’re back with a summary of the questions from the latest “Revisiting New London”. You asked an enormous number of questions, and all of them were thoughtful and insightful! You also shared many suggestions, some of which we’ve already noted down to address in the future. We’ve grouped together questions that covered the same topics or touched on similar subjects: Can we see inside buildings / observe citizens more closely?That’s actually a very good question, and it will be covered in the next episode of “Revisiting New London” :)Will laws be changeable, repealable, or amendable after being chosen?No. The finality of signing laws is a design choice that we do not want to revisit in Frostpunk 1886. It is a crucial part of the game’s structure and allows your actions to have proper, understandable, and long-lasting consequences.Will growhouses be rebalanced to be more viable?We are currently exploring different areas for improvements and rebalancing, and we have noted this feedback.What exactly is Frostpunk 1886 (remake, sequel, etc.), and what’s new?Frostpunk 1886 is a reimagined Frostpunk experience in which we aim to bring players back to the well-received core experience, while introducing rebalancing, new laws, a new Purpose path, and improved visuals.You will once again take on the role of the Captain, revisit familiar moments, and experience brand new ones.Will gameplay lean toward micro (FP1) or macro (FP2)?As a reimagined version of the first instalment, the gameplay will remain mostly faithful to the original experience, while introducing various improvements.Will any of these changes come to Frostpunk 1?No. The original Frostpunk is a complete experience, and there are currently no plans to continue its development.Will specific broken mechanics (e.g., Alternative Food Source) be fixed?This mechanic was intentionally designed to work this way, and at the moment, we have no plans to rework it. But we're reviewing all the feedback and comments from the community and will make adjustments where necessary in Frostpunk 1886.Will settlement expansion systems (like FP2) exist?As we are primarily focused on reworking and expanding systems from the original Frostpunk, we currently do not plan to introduce systems from Frostpunk 2, as that game was designed to offer a different type of experience.Will there be better communication/news from developers?We want to remain transparent throughout development and involve our amazing community in observing the process behind the scenes. Our goal is to deliver an experience that will be enjoyable for both returning and new players. Your suggestions, which we would like to address here and now: Remove expansion limitsWith current technology, this is possible for us, and it is something we are taking into consideration. However, we cannot confirm anything at this moment.New environments (caves, volcanoes, New Liverpool, Tesla City)Yes, we are considering expanding and refreshing the original maps to give them a fresh touch, if that is what this suggestion refers to :)Procedural maps or a map editorDuring the reveal of Frostpunk 1886, we also mentioned support for modding :)More randomness in Endless Mode (storms, events, layouts)We are currently working on new events, and we are also aware that Endless Mode is a very popular one, so we plan to support it, both during development and after release. But we do not want to reveal too much just yet :)Add more ideological paths beyond “Order vs Faith.”Yes! There will be a third Purpose path, and its reveal and detailed description will appear in a future episode of “Revisiting New London.”Generator maintenance & failure systemsWe are aware that this feature appeared in “The Fall of Winterhome,” and it is something we are seriously considering adding to Endless Mode in Frostpunk 1886, but we haven’t made any decisions yet in this matter. Of course, we could not cover all of your suggestions for various reasons, and we also do not want to reveal everything so soon after the very first episode :D!So we ask for your patience as we continue testing different ideas and opportunities to deliver the best possible return to New London. Take care!~ 11 bit studios Team

Avis des critiques et joueurs

Critiques de la Presse (Metacritic)

Strategy Gamer 100/100

« I’ve never cared about the people under my command in any game more than in Frostpunk. The window-dressing isn’t perfect. Aspects of the experience are frustrating; a couple of failed games can leave one a tiny weeny bit annoyed. I am not even sure if some of the scenarios are even possible! Yet if the perfect game is a series of choices where every choice has meaning, then Frostpunk is it. »

Softpedia 95/100

« Frostpunk says that’s it’s a city building game, but it’s much more that. It’s a test and to pass it you must fail somewhere. Save a few and sacrifice many, or let them all die, but your conscience is clear. I can only hope that players won’t be discouraged by the insanely difficult learning curve because I promise you, on the other end is a beautiful game that everyone has to experience. »

PlayGround.ru 95/100

« Frostpunk gives you an intense and truly dramatic experience. The game is so immersive that you can literally play it all day long. »

Let's Play Video Games 95/100

« Frostpunk is a bitterly cold game. Every wife crying over the corpse of their frozen husband, every father dying in the cold looking for their runaway child, every amputation, and every sacrifice made for the greater good makes it one of the most miserable experiences you can find at the moment. And yet, 11bit manages to make such unrelenting suffering an utterly stellar colony simulator and narrative experience that you’d be a fool to skip. »

Hooked Gamers 92/100

« Frostpunk is special, it’s one of a kind in that the game is used as a vehicle to convey a message in a way that most games can’t even aspire to achieve. You’ll switch of your PC after a session and walk off filled with what if’s and that is an amazing experience. Few developers understand how to play the heart strings well, but 11 bit studios are proving themselves to be the orchestra conductor. »

GameSpace 90/100

« Frostpunk is a rare blend of social simulation, city management, and survival game that just about does everything right. There are times I wish it was a bit easier to come back from a misstep, but that’s the point of the game – you need to make choices, live with the consequences, and try again if you fail. I just feel bad that each time I do fail, the people who depended on me are let down, and likely dead. It’s that kind of emotion, a sense of real responsibility to these digital characters, that makes me think Frostpunk may be the best city management game I’ve ever played and one I’ll be playing for countless hours. »

Twinfinite 90/100

« Frostpunk is an extremely polished city-builder game that builds upon the genre’s core mechanics with meaningful innovations. Despite the steep learning curve at the start, it manages to be captivating every step of the way while never forgoing that rush of adrenaline you get when the game strips away your power and complacency with yet another ethically conflicting challenge. »

Eurogamer Italy 90/100

« Frostpunk is an incredible survival city builder that is successful in both delivering an optimal gameplay and empowering it with a believable (and scary) atmosphere coupled with an immersive storyline. An outstanding feat that reaches the same heights of This War of Mine, the studio’s former product. »

Avis des Joueurs (Metacritic)

Utame 8/10

« Engancha. A veces se nota mucho que hay cosas scripteadas, pero en general la historia, apartado artístico y progresión son buenos. No tiene rejugabilidad, pero esas 15 horitas la pasé muy bien. »

RikkuESP 9/10

« Frostpunk is, honestly, a really, really great game. It reminds me a lot of The Alters, which makes sense since both come from 11 bit studios — a studio I’m liking more and more, and I’m genuinely excited to see what they do next. It also shares some ideas with colony simulators like Oxygen Not Included, but in a more focused and somewhat lighter way mechanically. That said, the difference in theme and weight is everything. You’re not a duplicant in space, not an astronaut dealing with clones and identity dilemmas. Here, you are leading people — real people, with names, thoughts, discontent, and hope — trying to survive in a frozen wasteland. And sooner than you expect, the game puts you in situations you never thought you would even consider. At first, it might just be sending children to help in the kitchens or gather basic materials — simpler tasks, easier to justify. But then you find yourself signing laws that allow them to work everywhere, and eventually sending them to mine coal in extended shifts. That’s when it hits you. When you realize that if they don’t do it, your generator might shut down — and with it, your people’s hope, the health of the sick, and the lives of your citizens — that’s when morality and necessity truly start to weigh on you. You might find a shipment out in the wild, full of resources you desperately need, while knowing it belongs to a nearby settlement. If you take it, they may not survive the next couple of days. What matters more? Their lives, or the lives of your people? Is that selfishness… or leadership? It depends on where you stand. It’s a difficult game — not just mechanically (even if its colony management is more approachable), but because of everything it represents. You will be forced to make decisions you don’t want to make, because the alternative is death. This isn’t a game where you casually pick one of four dialogue options and get a “they will remember this” message. Here, decisions have consequences the game won’t warn you about — just like real life. Every step matters, and you have to move forward with both confidence and caution. A powerful, tense, and deeply human experience. A great game, and an easy recommendation. »

kivancmtee 2/10

« If you play it for a short time you'll like it if you play 7-8 hours, you ll hate it »

Nathas 9/10

« A breath of literally fresh air for the city-builder genre. This game does an excellent job of adding real depth to city-building by forcing you to make decisions that actually matter and then holding you accountable for them. Every choice carries weight, and the fact that the game evaluates your actions at the end makes the experience even more unique. A very well-crafted action-and-consequence system that blends strategy, city-building, and survival in a way that feels truly unique. Honestly, it’s unlike anything else I’ve seen. My only complaint is that playing on Survivor difficulty can feel a bit too stressful and, at times, slightly unfair but maybe that’s part of the experience :) »

ColonelMustard 8/10

« Frostpunk is a very bleak city-builder that mainly revolves around the moral decisions you have to make to survive. The frozen atmosphere and constant pressure work really well. I especially enjoyed the difficult dilemmas the game throws at you. Once the scenarios are completed, replayability can feel a bit limited. Still, it remains a very memorable experience. »

Scrunkly 10/10

« why not play frostpunk? we have: child labour. cannibalism. throwing corpses into fertilizer prostitutes propaganda prision public whipping executions labour camps »

nmlsDv 8/10

« After 15 hours, Frostpunk stands as one of the most thematically cohesive and emotionally impactful strategy games I've played. It's not just about building a city — it's about wrestling with impossible choices and living with the consequences. The atmosphere is oppressive, the moral dilemmas are genuinely challenging, and the moment-to-moment gameplay is tense and engaging. It's not perfect. The replayability is limited once you've mastered the systems, and the endgame can feel anticlimactic after the intensity of the mid-game crises. But these are minor complaints in a game that so successfully merges mechanics with meaning. Every law you pass, every person who dies, every compromise you make — they all matter, and the game makes you feel their weight. Frostpunk is a game about survival, but more importantly, it's about what survival costs. It asks whether the ends justify the means, and then forces you to answer with your actions rather than your words. It's bleak, brutal, and brilliant — a game that respects your intelligence while challenging your morality. If you're looking for a strategy game that will make you think as much as it makes you plan, Frostpunk delivers in spades. »

Fryzer 8/10

« MANN.. this game is great. City simulation, survivor and hardcore.. a very good combo lol It a city building simulation game that very emphases each decision that you will take. It a hard game that will make you take decision between save your people or advance in technologies/ infrastructure. Every decision will have a impact positively or negative on your city and population . You can decide to control your city with Fear or Faith and the game have no mercy on your population, it will find a a way to take care of them... »

Configuration PC requise

Minimale :Système d'exploitation et processeur 64 bits nécessairesSystème d'exploitation  *: Windows 7/8/10 64-bitProcesseur : 3.2 GHz Dual Core ProcessorMémoire vive : 4 GB de mémoireGraphiques : GeForce GTX 660, Radeon R7 370 or equivalent with 2 GB of video RAMDirectX : Version 11Espace disque : 8 GB d'espace disque disponibleCarte son : DirectX compatibleNotes supplémentaires : Please make sure that you have the latest VC package installed, and - if you're using Windows 7 or 8 - that you have the KB4019990 update applied.

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