
Don't Freeze is a winter card survival game set in a winter wasteland. Explore, gather resources, craft, hunt, die, repeat. Something sinister lurks in the cold darkness. Will you make it out in time?
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About
Stranded in the aftermath of a passenger jet crash, you are the sole survivor in a merciless winter wilderness. Your mission: stay alive long enough to make it back to civilization — all while navigating this deadly environment in a unique card-based survival experience.
Journey through over 10 diverse environments, from the wreckage of the crash site to frigid rivers, abandoned towns, and vast, unrelenting winter terrain that will test every ounce of your survival instinct.
Hunt, fish, trap, and scavenge to find vital food and supplies — anything you can use to stay alive.
Craft campfires and wear the right gear to shield yourself from the biting cold.
Manage your Hunger, Thirst, Sanity, and Cold, constantly balancing your resources and energy to stay alive. Every decision you make can be the difference between survival and death. When you die, your save file is wiped — no second chances. But death isn’t the end. Each run earns you coins, which you can spend in the shop after death to unlock meta-progression cards and shape your next attempt.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Hours played at review time, across 34 reviews with recorded playtime.
Reviews
模仿card survival的不错产品,底子已经打得很好了,给点设计上的建议 1. 我猜制作者也并不打算做成一条路的单向设计,多设计一些迂回和捷径会大大增加玩家的探索欲。比如坠落地点旁边可以设计一个山洞,到了后期地图,玩家可以穿过某个隧道返回坠落地点。这些类似于黑魂里的单向门,都可以设计相应的解谜要素,还能跟剧情有所联系(能感觉到游戏是有意在埋隐藏剧情的) 2.衣服坏的太快了,大概七八天左右就得换,我没有玩到做出织布机,非常的缺布,有些动物皮做的衣服感觉修理它还不如重做一件 3.看宣传片好像还有局外成长?我重开一局的时候并没有看见,似乎必须得死掉才行 4.不知道是不是翻译问题,我记得教程里说营地呆久了会长霉菌,这对想玩长期居住的玩家来说可不是好消息,负反馈较大,除非这游戏想设计成需要玩家迅速通关的 ------------------------------------------------------------------------------------------------- 4确实是我记错了,还好没这么设计,再提几点 5.跟生存无关的收集品最好做个收藏册或者日记统一整合,不然丢地上太乱了,做成日记的形式还可以让主角写点剧情相关的,还能补充游戏的世界观 6.营火熄灭后,烤架居然会消失,这个必须得改,不改玩家会骂的,做成有耐久也行,最起码得符合现实吧,火灭了关我架子什么事 7.搞点箱子冰箱啥的吧,让玩家有自我管理的方式,可以考虑用飞机上的手提箱制作,最好能带着走. 8.战斗系统太简单了,而且似乎所有武器命中率一样,只有攻击力的差别。我觉得也不用做的太深太复杂,最起码稍微差异化一点吧,比如一些武器适合打灵敏的小动物,那就设计成伤害低命中高,另外一些适合打中大型
THE LONG DARK的卡牌版,有玩過卡牌生存:熱帶島嶼和卡牌生存:奇幻森林的玩家們應該也不陌生,還是熟悉的介面,控制飽食飲水睡眠顧三圍,外加嚴寒氣候撿木生火取暖和四處搜括,解鎖各種藍圖製作,找尋更好的禦寒衣物,還有尋找稱手的工具,最後獵捕各種野生動物,另外製作也會消耗時間,所以需要事先好好規劃日夜行程,也有負重問題,所以要花時間搬運物資到基地~每輪失敗結束後有結算畫面,按成績取得硬幣獎勵,硬幣可以購買徽章卡牌,下局開場前可以裝備,提供下次開局整場額外正面效益 也因為是卡牌點擊生存,所以單隻手滑鼠就能輕鬆地遊玩,離開遊戲就能隨時儲存,所以廁所等車這種零碎時間都能遊玩,適合生存遊戲愛好者,卡牌遊戲愛好者,喜歡到處搜刮資源有屯物癖的愛好者,還有THE LONG DARK卡牌生存:熱帶島嶼的死忠粉絲,因為目前是早期版本,所以有些BUG和內容不足,都還在合理可接受範圍內~期待作者進一步的更新和豐富遊戲內容
I really like this game. It reminds me of The Long Dark and Card Survival Tropical Island. It is a casual challenge that is pretty manageable as long as you are paying attention. If you get careless and die, you get rewarded with bonuses to make it a little easier the next time. It's still in development, and dev is really responsive to comments and bug reports.
死了就得从头开始走流程,熊狼堵出生口第一个地点森林,运气不好3步2熊5步1狼咋活?无限从头在来是吧,用脚填的数值是吧,是什么理解才能让熊狼堵第一个探索点的,而且动物出现根本没限制,你好歹设计一个下午熊出没,狼晚上出没的机制让玩家避开一些危险动物啊,很难吗?合着熊狼堵着出生点杀玩家是吗?好让玩家无限重新开始拖延游戏时间是吗?还有篝火恢复温度的问题,你暴风雪你篝火坐15分钟恢复2点体温我不挑你理,你没特殊天气坐篝火恢复2点温度是什么意思,你篝火是冰做的吗?是不是用脚填的数值,全天有半天在回温度,根本没多少机会探索,在来说背包问题你游戏背包负重才20公斤也就是40斤好我勉强算比较合理,但是你物品总量是不是过于重了?什么木材负重4斤才只能烧3小时不到啊?而且篝火烧完原地消失,我在篝火上制作的扩展直接没了,这就是你的营地建设是吧?多打磨在说吧,现在的评价就是不好玩。
开局太难了,必须靠运气刷出特定物资才能活过第一晚。我知道你们是想模拟真实,但问题是一个卡牌游戏就根本真实不了,抹黑就不能干活了?怎么可能?!你就不能搞个抹黑干活会有几率受伤吗?现在的问题是,只要我没有在天黑前刷出能制作火源的物资,那么我就只能被活活冻死什么都干不了,这也太傻了吧,我就不能拼着受伤也要活下去吗?就非得被冻死?还有最重要一点,这是个游戏,你得能让人玩下去,你开局给个打火机就全解决了,何必给玩家不痛快呢?
衣服是纸做的吗?一天烂40%?????
好玩,就是物品耐久掉的都好快,衣服穿不了多久就会坏,包装食品和罐头也是坏的快的不可思议,比漫漫长夜的食物还放不住 还有能穿的衣服太少了,我为什么不能一边带围巾一边戴帽子 还有在背包超载的时候就连进食时间都会加倍,这时还得把包里的东西丢到地上,希望能去除部分行为的重量超载惩罚 另外可以加入收藏物品,在回到营地后一键放物品完还得把必要工具拿回来很麻烦 最后为什么一块布会比一整条保暖打底裤还重,且两个0.1kg的石头打出来的燧石重达1kg,希望后续可以改进这个重量系统
基本框架有了,BUG和问题也不少:1.EA阶段游戏过于线性;2.部分场景地图功能不突出;3.耐久度太夸张!衣服三天就碎,你可以让冰天雪地物资更匮乏,吃冰冻的食物会带走人物大量体温甚至生病,但不要搞出一个冰天雪地零下的温度,食物放几天就腐坏!(这些别学漫漫长夜,好吗?);4.负重情况下任何动作都会加时,喝水,生火,手摇发电手电筒???请细分一下哪些动作应该不受负重影响;5.战斗系统太平庸,没有操作空间,你完全可以学一下Card survival那种不同概率的行动,造成不同伤害;6.为什么开放性伤口一定需要抗生素?之后是否会增加伤口愈合需要时间之类的效果;7.钓鱼收益太小,小镇有吃不完的罐头。 以下是我对可能的后续内容一些疑问:1.游戏中出现了不久前有人活动的痕迹,后续是否会更新可互动NPC? 2.是否会有更多武器或工具? 3.食物过于单调,营地建设是否有料理功能提供一些可观的BUFF?4.后期是否会有随机事件?(除了像这种:开个罐头都可以开出个开放性伤口)
TLDR: The game concept is great and I look forward to seeing how it progresses - the blatant overlap with The Long Dark and zero recognition or credit of it doesn't sit right with me for now. I went back and forth on whether to write a review, and ultimately decided that I should. I think for players who are new to the genre it would be a good introduction to survival games, albeit potentially difficult until the basics are learned. From what I can tell the developers have been super responsive and do want to build a great game, so I do want to give credit there. There are a lot of great things about this game - while I only played for a fairly short time, I recognize that a lot of work has been put into it. Mechanics all worked well, and I can tell that there is an abundance of things of things to explore and work through. Crafting seems useful and well thought out, and management of resources/weight/hunger/etc... is all an exciting aspect of survival games. The UI seemed a bit cluttered at first, but I quickly realized it was actually super helpful to have everything available right away instead of clicking through a bunch of menus. The tutorial aspect with the quests/directions at the beginning seem helpful to guide newer players through the game. However, the thing that kept bugging me was the clear overlap with The Long Dark with zero reference or recognition. I've played several survival games for quite some time, and there is always a lot of the mechanic overlap: hunting, balancing hunger/thirst, even the time-based actions seen in the Card Survival series. But several mechanics were direct copies of The Long Dark: accelerants for starting fires, curing hides/guts from animals, healing interface with bandages/antiseptics, up/down arrows for your metrics as they change, clothing interface and choices. I fully support the vision of a turn-based survival game like this, and even love cross-over of The Long Dark with Card Survival, but giving some credit to the games that inspired it would go far in mitigating what feels like plagiarism. I'll definitely check back to see how the game progresses and will update my review if things update, as I do think this has a ton of potential and would love to see it succeed, I just hope the developers continue to build something new instead of just transferring an existing game into turn-based survival.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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