
Frost is a Survival solo Card game. Inspired by deck-building board games like Dominion, Ascension and the like, it's an unique take on the genre as it puts you in charge of a group of people struggling against a restless, lethal storm.
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About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Eine ziemliche Genre Perle hast du hier entdeckt, lieber Leser. Ich könnte einfach sagen, los kaufs dir, das Ding taugt was. Und ja, stimmt auch total, so simpel könnte mans halten. Aber wenn du´s genau wissen willst, es geht darum, dass dieses Spiel wirklich dezent aussieht und viel bietet. Du wirst dem ganzen ein paar Minuten geben müssen, um auf Dich zu wirken. Die Grafik und der Sound vermitteln die trostlose, einsame Atmosphäre perfekt und nehmen Dich mit auf eine hoffnungslose Reise durch verschneite Einöden. Da kommt´s dann hart auf hart, im Kampf Mensch gegen Natur bist Du haushoch unterlegen. Die Kälte kriecht Dir in die Glieder, Du wehrst Dich nach Kräften, kämpfst Dich voran und stapfst trotzig dem drohenden Kältetod entgegen. Einen Fuß setzt Du stoisch vor den anderen, eine Karte nach der anderen legst Du aus, nur um Dich ein paar wenige Schritte voran zu schleppen, nur ein wenig weiter noch, bevor die Große Dunkelheit Dich umfängt. Wenn die Nahrung knapp wird, weißt Du, bald ist es aus. Kannst Du noch ein kleines Feuer entfachen, um Dich zu wärmen? Ein paar Minuten reichen schon, dann kannst Du sicher weiter laufen. Nur.....ein....paar......Augenblicke......aus....ruhen..... Und das ist der Haken: die Ressourcen sind wirklich unverschämt knapp und Genre typisch ists nicht gerade leicht, zu überleben. Du wirst oft, ziemlich oft das Zeitliche segnen. Aber das Spiel motiviert, immer nochmal zu beginnen, mit ein paar neuen Karten und mehr Vorwissen um die Funktionsweise der Welt. Und ehrlicherweise muss man auch sagen, so unendlich viel neu macht das Spiel nicht, aber es macht eben alles bekannte sehr richtig, wirkt ausgewogen und stimmig. Und Du hast ja hier drauf geklickt, weils Dich irgendwie angesprochen hat und wenn du mit nem Deck voller Karten was anfangen kannst, greif ruhig zu. Der Preis stimmt mehr als gut und es ist mal ein erfrischend neues Szenario (erfrischend, verstehste? Wegen der Kälte und so... naja, lies lieber nicht weiter, spiel lieber los, die Kälte besiegt sich schließlich nicht von allein und auf die globale Erwärmung brauchst Du nicht hoffen, die braucht sicher noch drei oder vier Jahre bis überall Sahara ist. ) Viel Spaß also.... ;-) Und hey, wenn´s Dir gefallen hat, ne Runde von mir zu lesen, dann klick hier https://store.steampowered.com/curator/41622336/ und da gibts mehr von mir auf meiner Curator Seite. Schmökern for free: Also stell Dir nen Tee bereit und viel Spaß beim lesen...
Too much bad random. The outcome of cards you play are random. Scavenging (which is one of the way that you can get cards) is random. All of this just hides the fact that core gameplays isn't very deep. When you're not being screwed by random, you don't put many cards in you deck. Most of the cards that you can add are bad.
I wish I could love this game, but no one can possibly love this game as much as the developer clearly did. Everyone who loves deck building strategy and experimenting with card synergies should give this game a chance. 3 Main Resources: Survivors, Food, Wood Countless Resource Variations and Combinations: - Survivors: Hunter, Trader, Healer, Shaman, and far more - Food: Dried Food, Cannibalism, Plant Pot, Excavator, and far more - Wood: Tools, Cleaver, and... hey, it's a free Cleaver! (you'll never have enough wood unless you have too much wood) Countless special and wonderfully thematic cards: Forced March, Clothing, Fire, Fire, and please give me more Fire! Countless special and wonderfully thematic events: Depression, Cannibals, Blizzards... there are good ones too, I promise! Countless special and wonderfully thematic places: Plains, Swamp, Volcano... you probably should look where you're going! Countless special and wonderfully thematic characters to play: Leader, Skeptic, Meditator, Hunter, and that's not even half! This game was an act of true love, and I keep coming back to it again and again so I can deeply enjoy freezing to death. When I get too greedy in the main game and die, there's always a wonderfully thematic scenario to play instead. My favorite scenario is the very last one. (At least, I assume it's the last; they're always such a delightful surprise to unlock!) And Author, if you are the survivor reading this, I want to thank you for your hidden message, and I'd like to say in return: Yes, your story resonates. Continue on towards your Refuge, and may there be many sunny days along the way.
Ok, wow.... I`m like 5 years late for a Positive review So.. yeah.. Pretty interesting game: - Challenging - Different from your usual Spireclone - Very boardgamey - Cheap - Healthy amount of content - Demo! As someone who played way too many card-somethings, this was a very satisfactory buy.
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As someone who loves the card game Dominion, I obviously had to pick up this title. It did not disappoint! Although it isn't multiplayer and plays very different than Dominion the core mechanic is there and it's lovely. Building a deck that means survival can be a little tricky due to RNG but that just means you aren't glued to one play style and have to think and strategize differently with what you have during each play through. Sometimes it's a gamble and you lose but the moments that pay off and get you to the end are rewarding and keep you coming back to play more.
Liked the idea but gameplay comes down to random luck for card draws and outcomes. After a couple failed playthroughs, I'd felt like I'd seen enough.
Frost is a survival card game that understands how to make players feel hopeless in the most effective way possible. Set in a frozen world slowly being consumed by an endless winter, the game transforms survival into a constant battle against exhaustion, starvation, and inevitable collapse. Unlike many deckbuilding games that focus on empowering players with flashy combinations and increasingly powerful abilities, Frost takes the opposite approach. Every mechanic is designed to make survival feel fragile and temporary. Progress is not about becoming unstoppable but about delaying death for one more journey through the snow. That harsh philosophy gives the game a unique identity that separates it from almost every other survival deckbuilder on the market. The core gameplay revolves around managing a group of survivors through card-based exploration and resource management. Every card represents something important, whether it is food, tools, weapons, injuries, ideas, or the survivors themselves. Players travel between locations by meeting card requirements while constantly balancing limited resources and trying to avoid complete collapse. At first, the mechanics seem manageable, but the game gradually introduces more pressure through fatigue, weather conditions, deck pollution, and difficult moral decisions. The further players progress, the more overwhelming the struggle becomes. Every successful move feels earned because the game rarely allows players to feel truly safe. One of Frost’s greatest achievements is its atmosphere. The visual style perfectly captures the emotional emptiness of a dying frozen world. Nearly every environment is covered in pale white snow, faded blue shadows, and bleak grey ruins that create a constant sense of isolation. The artwork resembles dark illustrations from a post-apocalyptic storybook, with exhausted survivors wandering through endless storms searching for warmth that may not even exist anymore. The minimalist presentation works incredibly well because it allows the world to feel cold and lifeless without relying on excessive detail. The game’s environments rarely feel welcoming, and that emotional discomfort becomes one of the experience’s defining strengths. The audio design contributes just as much to the atmosphere. Frost rarely uses dramatic or overwhelming music, instead relying on quiet ambient sounds, distant wind, and unsettling silence to create tension. The constant sound of snowstorms and harsh weather makes the environment feel hostile even during calm moments. Music appears only when necessary, and when it does, it reinforces the desperation and exhaustion that define the experience. The restrained soundtrack combined with the bleak visuals creates a remarkably immersive atmosphere that few survival games manage to achieve this effectively. Mechanically, the game blends survival management with deckbuilding in creative ways. Every action affects the deck directly, meaning poor decisions can slowly poison future turns with useless or harmful cards. Hunger, injuries, exhaustion, and emotional strain all become physical obstacles within the deck itself, forcing players to constantly think about long-term survival instead of short-term victories. Building an efficient deck is not about creating unstoppable combinations but about reducing suffering and keeping the group functional for as long as possible. This creates a very different pacing from traditional roguelike deckbuilders where players usually become stronger over time. The game’s scenario structure also adds a significant amount of replayability. Different missions introduce unique conditions, starting resources, and survival goals that force players to rethink their strategies constantly. Some scenarios become brutally difficult, demanding careful planning and efficient resource management from the very beginning. The game rewards adaptation and patience more than aggressive experimentation, which helps every successful run feel meaningful. Even failure often teaches players something valuable about resource priorities and deck efficiency. One of the most interesting aspects of Frost is how emotionally draining it intentionally feels. The game constantly pressures players into uncomfortable decisions involving sacrifice, rationing, and survival at any cost. There are moments where keeping the group alive may require morally questionable actions, and the game never tries to make those choices feel heroic or satisfying. Instead, survival often feels desperate and exhausting. This emotional weight gives Frost a stronger psychological impact than many survival games that focus primarily on action or spectacle. However, the game’s oppressive design can also become one of its biggest weaknesses. Frost is extremely unforgiving, especially for new players still learning how the systems interact. Early runs often end quickly and brutally, sometimes because of bad luck or unclear mechanics rather than obvious mistakes. The tutorials and explanations are limited considering how punishing the systems can become, forcing players to learn largely through repeated failure. Some players may appreciate this harsh learning curve, while others may simply find it frustrating. The game’s pacing can also feel slow and mentally exhausting during longer sessions. Because every decision carries consequences, even relatively small actions require careful thought and planning. Combined with the bleak atmosphere, this creates an experience that can become emotionally draining over time. Frost is not designed for relaxed or casual gameplay sessions. It constantly demands focus, patience, and attention to detail, which may not appeal to players looking for faster or more rewarding progression systems. Readability can occasionally become another issue. The muted art style and minimalist interface fit the atmosphere perfectly, but some cards and information can blend together visually during complex situations. While the presentation is beautiful in its own bleak way, it occasionally sacrifices clarity in favor of maintaining the oppressive aesthetic. Despite these flaws, Frost succeeds because of how completely it commits to its vision. Every mechanic, visual element, and audio cue reinforces the feeling of surviving in a hopeless frozen world where every victory is temporary. The game never breaks its atmosphere for convenience or accessibility, and that commitment makes the experience feel far more immersive and emotionally memorable than many larger survival games. For players who enjoy difficult strategy games, survival mechanics, and atmospheric deckbuilders, Frost offers a uniquely bleak and rewarding experience. It is harsh, exhausting, and unforgiving, but beneath that frozen exterior lies one of the most emotionally immersive survival card games available. Players willing to embrace its brutality will discover a deeply strategic and unforgettable journey through a world where hope slowly disappears beneath the snow. Rating: 8/10
wasn't sure about this, but I actually love it. Somehow Frost is simultaneously chill and casual, as well as difficult and unforgiving, and I really like the blend.
Only offers easy mode to begin with; if you are experienced with such games then it takes boring grinding before you can unlock anything more interesting.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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