
Develop, expand, and advance your city in a society survival game set 30 years after an apocalyptic blizzard ravaged Earth. In Frostpunk 2, you face not only the perils of never-ending winter, but also the powerful factions that watch your every step inside the Council Hall.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 8.43/day in the week to Sep 14 → 4.75/day in the week after.
About
Frostpunk 2 elevates the city-survival genre to a new level. Take the role of a Steward and lead your city through a cascade of calamities taking place in a postapocalyptic, snowy setting. Build large city districts with their string of endless needs and demands. Navigate through conflicting interests of factions that populate your metropolis. As the needs of the city grow and factional power at its core rises, only you can steer the society towards an uncertain future.

The world is overtaken by an ever present winter, which makes expansion of the city the only way for the survival of mankind. In order to grow, the metropolis needs resources like coal and oil, just like its citizens require food and warmth. In Frostpunk 2, it's your job to tackle this never ending circle of supply and demand.




The number of your citizens steadily grows, making the task of governing them and satisfying their demands all the more challenging. As the Steward you will have to maneuver carefully across the interests of many groups inhabiting the city.




People of your city want to have a voice in how you run things. Each faction has its own ideology and ideas for the future, yet they also have one thing in common - insatiable thirst for power. Choose your allies in the Council Hall wisely.


Make tough life-and-death decisions as you allocate heat across your city, supported by new research topics and heat-oriented laws. Choose districts that need the most warmth with the help of the Heat Management system with a detailed temperature overlay.


The story of Frostpunk 2 introduces a multi-chapter saga set in the frozen wastes. Spanning across the life of the Steward this campaign lets you feel the burden of leadership as you take the responsibility for thousands of lives. At the same time, the sandbox mode called Utopia Builder with infinite play time leaves you room for boundless social and infrastructural experiments.


Frostpunk 2 comes with a comprehensive and versatile modding tool. FrostKit will let you create your own maps, models, and scenarios inside the game. Now, only your imagination can limit the destination your city is heading to!

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $22.49−50% | 27.1Kreviews | 75% | — | $32.5M |
| $44.99 | 2.6Kratings | 66% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1114 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Frostpunk 2 is a game I eagerly pre-ordered and played during the alpha, and I had very high hopes for it. Unfortunately, even years later, I still can’t bring myself to actually play or enjoy it. The main issue is the tiny, poorly designed UI, which makes everything uncomfortable to read. The majority of the screen is just blank white snow, with very little visual representation of your actual city - a massive downgrade from Frostpunk 1. The interface, building descriptions, and item tooltips all look bad. It feels like a strange mix of pointless minimalism and visual clutter at the same time. The gameplay loop is noticeably less fun as a result. You simply care less about the city because it doesn’t feel alive. Instead of a living, breathing settlement, you’re mostly looking at plain black blocks scattered across white snow. There’s very little to get excited about or attached to. Even the progression tree suffers from the same ugly, hard-to-read UI that was never properly fixed after launch. A simple, well-implemented font and UI scale slider would have solved a huge portion of these problems, yet it was never added. Overall, Frostpunk 2 feels like a step backward in almost every way that matters to me.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 9/day in the week to Jul 30 → 12.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese*, Turkish +2 more
| $44.99 |
| 1.2Kratings |
| 82% |
| — |
| not modelled |
| $22.49−50% | 235ratings | 82% | — | not modelled |
| $44.99 | — | 92% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game. There is some learning curve since the gameplay is quite different from the previous game but Frostpunk 2 is a worthy sucessor from the previous one. It features a tense storyline with equal parts dark themes and some hope for the future.
I loved the first frontpunk, and I thought i could get into the whole district system rather then making a cool circular city, but no, the game doent explain vital systems needed to survive the elements. they have over comlicated and obscured most of systems that the first game has, its not more fun, just more frustrating. I knew I was out when I needed 3 reddit posts, 2 youtube videos and 1 spreadsheet to figure out how the promity heating system worked...
I really like how the studio was not afraid to make their sequel unique from the first game. Its designed around the story: We survived the apocalypse, now what? The material conditions allow this society to be less authoritarian and more democratic. Factions with competing ideologies emerge. Politics is the messy work of engaging with how this fictional story progresses. I like how there is a political aspect to this game, it was unexpected. I have to downvote because of some frustrating bugs, which surprised me for a game released around a year ago. One where the game freezes and I loose a lot of progress. I fixed this using a recommendation to remove by USB hub and plug in to my pc directly. Another is when my entire city population turns sick despite heating all districts to "Warm". FPS was lower than expected, but I can live with that for a good city builder. It's just the bugs that prevent me from enjoying the game
After Competing around 75% of all achievements and having 80+ hrs, all of which I did on Captain difficulty, I can firmly say that Frostpunk 2 is just as good as Frostpunk 1. Not the same as FP1, but just as good. If you would like to simply know if the game is good? Yes it is. I suggest you buy it even if you are not the type to play city builder (I would know as I am one of them). The main story is great just like the first and if you find yourself hungry for more afterwards I suggest picking up the DLC's as they quite literally add a whole new mode of play to the game. So please try the game you will not regret it. Without DLC 8/10 with DLC a very strong 9/10. My only major complaint is that their is far less connection to the people of the city. Of course the scale of the game is so much bigger so I understand why this is the case, but I would still like there to be more events that show how your efforts and laws effect your people. Also why is pleasure clubs considered radical while government stealing your children is not? (Also child-labor is back and meta LETTTSSSS GOOOOOO)
The game offers a different take on Frostpunk world and has decent gameplay. It is easier than FP1, or I guess more "accessible". You no longer have to contol single peasants (who manage to randomly die on a 10 meter stroll to infirmary, or get stuck on some task and refuse to get treated) but city blocks. The change is less irritating than I thought, so it's not really a negative. Gameplay is engaging enough and the factions now have a truly unique twist to them. The council is less annoying than shown in the trailers. Research section is greatly expanded and is a huge improvement over FP1. This is a good game, provided you can tolerate the UI. Chapter 2. The UI. Oh boy. 1) The research finishing or laws becoming available do not pause the game. There are minor sound cues, but they are not enough. It's easy to get idle time if you do not pay attention. This is manageable early game until you get a ton of explorers going or colonies. 2) Exploration. You get notified when a region is explored, with no option to go there directly on the map. You have to open up the map and search for new stuff. In utopia mode you have the "Depleted cores" tale where you have to explore a lot of the map fast. You build buildings for extra scouts and explore 4-5 regions simultaneously, the management becomes tedious. An increased zoom-out level would help immensly. You can spot idle explorers only if you remember they exist. Probably after tossing the next triangle bro into the generator shaft. 3) Popups. Remember in FP1 you had the "ghost of the past" popups in endless mode? Yeah, someone thought this was a great idea and now you are bombarded with popups after every law MULTIPLE times. You literally cannot go 5 seconds on speed 2 or 3 without some peasant sharing their important triangle opinion with you. Take an average utopia run. You pass ~10 or more laws in a 100 first weeks and get 20+ popups, which you cannot dismiss with a simple right-click. You have to click the icon (I bet they wanted to make the icon even smaller, but the triangle needs at least 3 pixels) and tab escape multiple times to minimize the disturbance. Want to start another run for achievements or to try another faction/map/setup/plan? Welcome to the same 20 popups again. And it doesn't stop. An option to disable these would be great. Creating a pinned icon at a fixed position in the corner of the screen for this popup just so that you don't have to switch between colonies, frostland and main city and search for it would also be good. Replacing this popup with and extra screen after enacting a law would also be an option. There are solutions to this. 4) Planning tools. There are none. There are two problems with this. First, you have to have the required materials PLUS the workers to PLACE a building. Secondly, the hub effects are not shown when the hub is being built. So you have to place the hub. Wait for it to be built, then you can test where the district goes (again you need workforce + materials) and how much bonus it can get. Made a mistake? Demolish and lose materials. Want to have 2 hubs? 3 hubs? Early game when heatstamps are in short supply and you have to frostbreak this is just a pipe dream. This problem was very minor in FP1 since it only had heating hubs, in FP2 it is multiplied by different hubs and by the uneven distribution of building tiles, which make building annoying. A mapmode with a bold tile border overlay (and not white, I know everyone likes white-on-white gui elements, but please add some contrast to the game) would solve most of the problems with building. Add "ghost" hubs to the mix and that would solve all of them. 5) Building based district abilities. Finding a district with specific building, despite the addition of a separate map mode, is not trivial. Most of the time you remember where research districts are to speed it up, other stuff is just too tedious to be useful, except squalor reduction from time to time. 6) Cycling districts. This is a strange one. In FP1 you could cycle through buildings of the same type. In FP2 where districts have unique toggleable abilities you cannot. Want to find which of the 30 snaking house disctricts have heating insulation? Tough luck, gotta click them all and find out separately. Oh and don't accidentaly click on the icon above them, or else it will cancel some other current ability. Why? 7) Obfuscation and omission. Remember how in FP1 some events said "hope falls slightly" and it fell by like 1/4 of the bar? Yeah, expect more of this. Laws, buildings, events, all of them affect different aspects of the game by "marginally", "slightly", "significantly". An option to translate this to simple percentage would be welcome. Placing buildings affects faction relations. A warning that placing some random hospital or a watchtower will put some faction in mood for some good old revolt would be nice. 8) Separate mention to red blinking relation bar which gives 0 information on how far off you are from getting the faction to normal relations again. Why is it even there? Add percentage values to the bar. Tell by how much % a fulfilled promise restores relations. This would improve things a lot. 9) Heat management. The "generator capacity" is a thing you learn by experiments, not by reading research descriptions, tutorials, or even playing the story mode. The heating was reworked since release, so maybe the game wil catch up at some point. Researching something with "slightly increases capacity" does not seem worth it over some fancy resource building. Until the storm hits and you don't have enough heat even for housing with all the industry turned off. The game is let down massively by the UI. Popups being the biggest issue currently. They break the flow of the game and their repetitive unskippable nature makes trying out new stuff in utopia mode a nightmare. The game is most fun the first 100-200 weeks when you are scrambling for resources, research, tale objectives, etc. This is exactly the time when you get the most popups. At this point they could make a DLC which disables popups for a buck or 2 and it would be a massive hit.
If you loved Frostpunk; you'll hate this politico sim, that feels like a frostpunk themed, mobile game.
It's a completely different game from Frostpunk that lost its original identity. Every citizen used to count, now there are thousands. It's too prosperous for an eternal winter.
What a waste of money, this game is an absolute souless bore, if you don't construct and play in perfect sequence you'll struggle with resources to the point you may as well start again, and again, and again. Performance wise this game sucks the life out of my PC to the point where the game crashes when trying to load saves. My PC runs Anno and Civilization just fine but this games hardware requirments are just over the top. I wish I could get a refund.
刁民模拟器,死几个人一直在那边叫
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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