
Click, collect, build and craft. Frostland is a cozy 2D clicker game set in a snowy valley. Process resources and forge powerful tools to help Pitty, the wizard dog, on his journey to obtain the legendary staff.
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About
Frostland is a cozy 2D clicker game set in a snowy valley, where you harvest, gather, and build structures to process and refine resources without automation. Forge powerful tools to help Pitty, the wizard dog, on his journey to obtain the legendary staff.
Collect wood, stone, ores and plants. Refine these resources into new materials and use them to upgrade your gathering power and build structures.
Explore a cozy, snow-covered valley.
Click to gather resources such as wood, stone, ores and plants.
Build structures to refine and process resources.
Forge tools and unlock new gathering resources.
Progress through a satisfying incremental system with clear and constant growth.
Upgrade your stats at the talent tree.
*The game was inspired on Click Mage a game by Tiny Crow Games.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Korean
Engagement
Hours played at review time, across 28 reviews with recorded playtime.
Reviews
Fun little relaxing incremental game centered around harvesting and manufacturing increasingly advancing materials and tools to help a dog wizard acquire a magical staff from a frozen lake. Good way to take a break and it's addicting learning to manually process materials through your set up. Easy recommend
Muito joia. É jogo bem agradável de jogar. Me lembra muito Forager, só que sem a bagunça. Esse aqui é para escutar um podcast e jogar de boa. OBS: Funcionou perfeitamente no Linux Mint 👍
It’s a clicker game, but one that becomes more annoying the longer you play because it adds unnecessary and overly convoluted mechanics that constantly slow the gameplay down. The world is a frozen land divided into several patches, each with a resource source in the center. Clicking on a source spawns resources. You start with wood and rocks, then eventually move on to copper, gold, different types of trees, and various plants. However, only the basic resource spots can be mined at first, while the others require upgraded tools. One problem that becomes frustrating almost immediately is the lack of a map or any kind of fast travel system. Every time you need a specific resource, you have to move the camera across the frozen landscape to find it. The sources are scattered everywhere, and while you’ll eventually memorize the common ones, you’ll constantly forget where the less frequently used resources are located. Then there’s the interface, which somehow makes even basic actions feel tedious. Left clicking on a source creates a resource, but instead of collecting it automatically, or even by simply moving your cursor over it, you have to pick it up with the right mouse button. This becomes especially annoying because nearly every mechanic in the game revolves around collecting different materials and personally carrying them from one place to another. Basic resources are only the beginning. Progress quickly depends on processed materials made through buildings like furnaces, which create various ingots, and saws, which produce planks and stone blocks. There’s also a bonfire that exists just to produce water, along with a forge that lets you craft better tools needed for gathering advanced resources. Buildings can be placed anywhere, but if you want to make the game even slightly less irritating, you’ll need to build multiple copies of the same structure for different recipes. For example, you practically need ten forges because switching production always requires opening the recipe menu and manually changing what the building creates. The recipe menu itself is another example of poor design. It’s small, cluttered, and forces you to scroll endlessly instead of displaying everything on one page. With saws, for instance, you’ll likely dedicate one to regular planks, another to stone blocks, a third to frost planks, and so on. To make matters worse, once a building is placed, it can never be moved or even removed. You can build replacements closer to resources later, but the old structures just sit there permanently, taking up space and serving no purpose. As mentioned earlier, every crafting process requires you to personally deliver materials to each building. Once supplied, the building will continue producing items until resources run out. The problem is that managing all these production chains becomes a huge chore, constantly forcing you to run back and forth between resource nodes and crafting stations. Resources are also needed for the talent tree, which offers small quality-of-life upgrades. You begin with things like increased carrying capacity, then unlock auto-clicking so you no longer have to spam the mouse button, along with upgrades that reduce the number of clicks needed to generate resources. Each upgrade can be purchased multiple times to improve efficiency, but the material costs become increasingly expensive and time-consuming to produce. Overall, the game simply isn’t fun. It takes the basic satisfaction of a clicker game and buries it under excessive micro-management, repetitive busywork, and mechanics that waste far more time than they add enjoyment.
O jogo é simples e legal... clica nos lugares, pega madeira, pedra e demais recursos, faz ferramentas melhores. A arte é bonita, os sons são agradáveis, e o tempo passa rápido. Roda bem no notebook. Comprei na promoção de lançamento. Recomendo para quem quer um jogo calmo para clicar e relaxar.
Adorei, jogo muito bom para passar o tempo. Super recomendo.
[h1][b]无形的大手,调控着冬土里的城镇经济——纯手打增量城镇建设小游戏[/b][/h1] 游戏界的赛道已愈发拥挤,想要让玩家能够觉得有新意,往往就只有两种倾向了:牡丹花好且入目,即在视效打磨以及场景拟真沉浸中做到极致,如果优化能同样顶级,那么就是一款非常不错的3A,即便玩法一眼可以看穿,但其本质还是能让玩家有心预购,当然如果机制、武器以及派生系统都有匠心,那么这些作品会出现跨时代的产品,比如说怪猎崛起、GTA等。 当然,更多成本有限的工作室,他们只能朝着另一个方向了——[b]枣花虽小结实成[/b],画面极简,甚至偏陋,但如能精准踩中了某一类游戏的最核心的成瘾之处,它就是极简爆款,比如说一些泡面游戏,而其中更容易荡起正反馈涟漪的,一定是增量游戏,而且最好要给人一种从手动慢慢变成工业自动的感觉。 那么,我觉得frostland是小力起大效,看似出生在一个星露谷那种世界中,但我们并没有人物模型,我们只是一个“大手”,对于不同地方的原材料进行采摘挖掘即可,手以及日后逐渐强化出来的各式工具是家当的全部,也是最重要的生产资料,因为: 第一步,[b]点击生材[/b]:初始阶段,所有的木材、矿石都需要玩家疯狂点击,而这些产出本质上能够进一步加强玩家的投入感,简·麦戈尼格尔在其书中对于一款类似的游戏机制称之为“令人心满意足的工作”,我们之所以回对重复点击慢慢换取的资源感到上头,有投入感,是因为游戏在往后的推进中提供了大量的不同目标,并且在每一次采集转化为能力(游戏中放置了能力树,将资源可以转化为日后资源采集效率的提升),本质上在这一环节,水到渠成、集腋成裘的投入回报感就慢慢激出涟漪了。 第二步,[b]资源加工链以及城镇布局中带来的宜家效应[/b]。如果说资源采集帮助生存,那么当我们解锁了一个家具/设施商人之后,我们就要开始城建,熔炉链锯等二次加工站需要我们先去用资源解锁,然后就可以建筑,建筑的摆放也是玩家可自选的,通常来说,就会摆在能力树旁边,这样主城的辨识度会高一点。手打城镇自此便是起步了,工具像是泰拉瑞亚一样需要阶层式的强化升级,一步一步攀向高效掠取高级材料。开发者通过这种“阶梯式产出”,把简单的点击变成了带有目标感的任务。[b]能力提升、设施解锁、工具强化[/b]等等工业线就会拉的特别长,资源种类也进一步增多,此时,主线目标就变得很丰富了。对于不同种资源的指引其实有点难找,建议后面可以找一个资源小地图,可以直接按图索骥到时候点击跳转即可。 回到核心,本质上就是数值膨胀之旅,生产链就算有自动之处,总体还是类寻道大千一定有人的点击鼠标手动要求的。但是积累扩张既是老祖宗的生存要义,也是玩家原始正反馈的来源,枯燥的摸鱼时光里,体验个两三小时我觉得还是可以的。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
You can complete this game in about 3-4 hours. It involves lots of clicking and moving around the map. Although it was short and fun to kill time, I don't think I would recommend it. Hopefully in the future there are some QoL changes.
[h1]“冰霜之地”[/h1] 本作是一款采集资源,进行建造的点击增量小游戏,forstland翻译过来就是霜境、霜原、冰封之地、寒域,我们就在这个像素风的背景出发,来开始建造的旅程! [h3]游戏介绍[/h3] 玩法也是很新颖的,在红袍大师生物的 pitty 的指导下不断地发展,通过利用一些工具来收集地板上的木材、石头以及冰块,更别提还有一些铜矿石、以太液的东西,可以这些资源投喂给天赋树,从点击自动点击这个天赋开始,越到后面,你拥有的能力越多,然后玩起来也就更爽的增量了,还可以去商店买一些图纸,通过收集资源来开始建造建筑,而且操作简单,只要点点就好了!不过操作简单,新手教程有些引导得不是很好,比如说资源投到天赋数的过程,要怎样才能把木头放到天赋树里面呢,我点鼠标左右两点直接进入到天赋页面了,没有反应,后面乱按发现按空格才有用,搞了我一两分钟的时间,我觉得有点烦人! [h3]结语[/h3] 整体下来还是非常不错的操作简单的增量游戏,也算是一个独游的精品了,喜欢像素和增量的玩家可以去试试! [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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