

These generators require coal to be powered on, which some campaigns may offer plenty of, while others require a mighty sharp discipline of when to turn on the generator to allow for longevity. However, the difficulty they each have, share the same key theme: the generator must be powered for the campaign - or the story will come to a short and grisly end. One story may see the town be surrounded by plenty of resources for building tents, while another story may only have a finite number of engineers who must be kept alive to allow for progress in various research and technological fields. The fourth and final campaign is titled 'The Fall of Winterhome,' and this serves as a prequel to the first campaign, revolving heavily around the ruins of Winterhome, with the prequel campaign fleshing out how exactly the events had panned out.Įach campaign has its own maps, each with their own advantages and disadvantages, which forces for four unique strategies for each campaign. The third campaign is titled 'The Refugees,' and this story centres around a group of commoners who fought the wealthy to a generator, in a bid to build a haven for everyone, regardless of their prior class status. 'The Arks' focuses on a group of engineers who must protect the seeds of plants from across the world to ensure a green world when the great winter is finally over.


Rather than being a city-builder with simple objectives, this campaign weaves the objectives into a large narrative that has many layers. This story covers the journey of the survivors who have fled London, with the hope of building a New London. However, the four campaigns that do exist are quite expansive and rich with story and duration that makes these stages feel like arduous journeys.įor context, the first campaign titled 'A New Home' can last just over six hours, and that is providing it's done successfully on the first play-through. Sure, four campaigns do sound like too little, and this is such a great experience that it is a real shame there isn't another four campaigns to sink more time into. There are only four campaigns that tell the story of how the world came to be in Frostpunk, and these do a fantastic job of expanding on the narrative and filling in the lore. As the days grow colder, combating the winter by ensuring there is enough heat being produced by the generator is paramount to ensuring a healthy and prosperous community. This device is the heart and soul of any town that can be built in Frostpunk - and this is due to the wintry weather that grows even colder by the day. The aim is to sprawl outwards and build a thriving society around a huge steampunk-esque generator. At its core, Frostpunk is a harrowing survival game where every decision can have dire consequences.
