
Become the last conductor and rule over the final train society in a frozen world. Gather, expand, and forge your train while building powerful synergies with mighty artifacts. Your position—and the safety of your passengers—now rests in your hands.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Frostrain 2 is a roguelike game built around synergy-building, with a touch of management elements added to the mix. In this frozen world, you take on the role of the last remaining Conductor within the train society and must lead your passengers to survival. Acquire, place, and upgrade train cars to generate Happiness, and make decisive choices to determine the direction your train will take.

Combine a wide range of train synergies with hundreds of powerful artifacts to generate more Happiness. Greater Happiness will further solidify your authority within the train society.
Upgrade your train and arrange it to suit each situation. Proper placement and enhancement of train cars will allow you to generate even more Happiness.

You are the last remaining Conductor of humanity, tasked with ruling the final train society. Each run presents you with randomly occurring events—respond to them, resolve them, and obtain the outcomes you need.

Make decisive choices and lead your train society toward the future you believe in.
As the Conductor, you must also decide the train’s direction. Travel through dozens of landmarks across diverse environments, find the optimal route, and guide your passengers to survival.

At the end of each run, you will earn Purple Coins. Spend them to unlock new artifacts.
As the story unfolds, you will uncover the tales of different Conductors. Unlock future Conductors and help fulfill their long-held aspirations.
If you prove yourself a truly exceptional Conductor, you can guide your passengers even through the harshest conditions. Challenge the “Frost Mode” and discover hidden rewards.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean, English, Japanese, German, Greek, Simplified Chinese, Czech, Russian, Ukrainian, Polish, Portuguese - Brazil, French +1 more
Engagement
Hours played at review time, across 105 reviews with recorded playtime.
Reviews
Themes across 105 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
前作と比べて作品単体としてみると劣化しているという印象 とりあえず前作は無料だからそこから遊べばいい 前作とベースはそのままに要素が増えたことで忙しなくなった 処理能力が低い人間だから要素が増えるのはかなりきつい 気が付いたら物資などが溜まって無駄になっていてばっかり 前作を遊びつくした人がさらなる要素を求めて手を出すゲームということでいいんじゃないかな とりあえず私は前作をやり直してくる
I loved Frostrain 1. I loved Frostrain 2 too. However, the developers keep "balancing" by removing every single fun element or synergy. I don't enjoy playing this game anymore.
[게임 설명] 한줄요약: 열차 카드를 뽑는다 (=드론 보급) -> 열차를 배치한다 -> 행복도를 얻는다 -> 열차가 달리는 걸 유지한다 아래는 구구절절 써놓은 거임. (괄호 안에 있는 내용은 구체적인 내용이니까 읽어도 되고 안 읽어도 됨.) 전반적으로 게임 진행 자체는 롤토체스랑 비슷함. (게임 장르나 성격은 완전히 다르지만, 자원을 써서 조합을 맞춘다는 점에서) 열차가 달리면서 '물자'를 얻음. 물자로 열차를 뽑거나 레벨을 올릴 수 있음. 레벨마다 배치할 수 있는 열차가 늘어나고 고급 열차가 나올 확률이 높아짐. (열차 티어는 브론즈, 실버, 골드, 플레티넘 순이고, 드론 보급할 때 왼쪽 위에 확률 보임) 열차마다 특성 시너지가 2개씩 있는데 종족이랑 직업이라고 생각하면 됨. 같은 종족(카드 색깔)으로 시너지를 맞출 수도 있고, 같은 직업(카드 문양)으로 시너지를 맞출 수도 있음. 이렇게 배치한 열차에는 '주기'마다 인원이 들어가서 인원x카드설명 만큼 행복도를 생산함. (주기는 기본 10초이고 엔진칸에 보임. 기본적으로 배치되는 인원은 열차칸마다 랜덤으로 최대 3명임. 인구는 자동으로 늘어나지 않음, 특성이나 이벤트로 늘려야 됨.) 행복도는 시간이 지나면서 깎여 나감. 행복도가 0이되면 기관사 자리에서 '축출' 당할 수 있음. 축출 당하지 않고 열차를 잘 운행하는 게 게임의 기본적인 목표임. (그 외에 결단이나 유물, 환경 등등 설명할 게 많지만 그건 그냥 하면서 익숙해지면 그때 알아도 됨.) [게임 평가] 주말동안 7시간 정도 해서 기본 난이도는 클리어 했음. 하면서 익숙해지니까 미미? 플레이 할 때는 1트에 클리어 되더라. 처음에 낯선 시스템+시너지에 익숙해지는 게 진입 장벽이라 30분 하고 끄고 연휴에 각잡고 했음. 익숙해지면 롤토체스처럼 진득하게 질릴 때까지 할 수 있고 다회차 요소도 충분해서 로그라이크나 롤토체스 좋아하는 사람들에겐 강추함. 다만 이건 예상인데 20-30 시간 정도 하고 나면 롤체가 매 시즌 질리는 순간이 오듯이 이것도 할거 다 해보면 질릴 가능성이 큼. 그러니까 개발사는 어서 빨리 DLC를 준비해주세요. 시너지만 바꾸거나 추가하고, 기관사 (새 맵) 정도 더 추가하면 DLC 서너개는 뚝딱일듯 벌써 군침이 싹 도네.
아직 초반 플레이 중인데 전작과 비슷하면서도 컨텐츠가 훨씬 많아졌네요. 선택에 따른 제약이 더 강해져서 일단 여러 회차 해봐야할 것 같아요. 저도 조미미는 확률을 뚫어를 경험해보고 싶습니다.
It's fun (and to some extent intense), but it does need some adjustments in my opinion. (Mild spoilers ahead). The biggest flaw in this game, in my opinion, is that at the base difficulty you really only will lose right at the end, and it'll be a very unsatisfying loss that is essentially failing at a DPS check. To elaborate, unless you're doing *really* well, it's not particularly transparent whether you'll make it through the end, whether that be the poison cloud, the brothers at the end, etc., and it's way worse at difficulty three. You can show up near the end with around 30k happiness banked up and 130+ speed and still barely not make it. This is more an issue for Choi Soonja than for Im Seokdae since Seokdae has the one branch that dramatically buffs late game happiness. But like it's a smidge unsatisfying when you get a full Ivory Tower setup by midgame and still lose just before the end because you didn't get enough relics that directly buff happiness. Successfully completing the build for any of the major paths by midgame should give you enough time to prepare for the endgame. The way in which you add difficulty also needs adjustment, especially for Soonja. Making the unhappiness scale stupidly fast is not an exciting way to add challenge, in part because it dramatically restricts which strategies are feasible. For example, there are tons of artifacts that try to get you to interact with the blizzard, but in my experience at difficulty 3 if you're even seeing the blizzard you're probably not going fast enough to beat the ridiculous amounts of unhappiness at the end - even if you have speed 130+. Seokdae's difficulty 1 adding speed to the blizzard is a great idea since it forces you to interact with MORE of the game. It might be more work, but I think ideally you'd also have a few events that are unique to higher difficulties as well, since that might make the challenge more interesting than a DPS check at the end. Some ideas for other ways to adjust difficulty are: - Overcrowding penalty increases to 2%/passenger; - Certain marked nodes temporarily hurt move speed; - More poison clouds scattered throughout the map; - Hand size is constrained; - Cycle length increases by 50% (multiplying through by any cycle length adjustments you may have). - Each level requires more exp to achieve. Notice that each of these demand that you interact with more aspects of the game, for example artifacts affecting contamination become more viable when there are more poison clouds, and artifacts affecting the blizzard become more viable when your train speed is reduced. Another change I'd recommend, seconding what others here have said, is that you need to change the supply system a smidge since otherwise it's tedious if you collect too many (for example if you're going a transportation strategy midgame). I'd recommend you either make supplies useful for more things or scrap them and go back to "receive a drone" rather than a currency. To elaborate, other than Joe Mimi's ability to spend supply to increase economic stability, no activities require you to have supply sitting around ready for use. Some artifacts benefit from having supply available, but no events directly interact with it but rather give you supply shortages. I feel like there should be events that could happen where an option says something like "Pay 10 supply" and it's locked unless you actually have 10 supply. This is more impactful than supply shortages, since it means you actively need to have supply available or else you might need to take a less favorable route. Another simpler route is adding the ability to purchase more expensive things with supplies (for example, 10 supplies for an artifact, or a variance reduction thing like "Spend 3 extra supplies to guarantee your choices include a red"). The choice between exp or train is a smidge boring, since after early game it's usually very obvious which you want. Another person mentioned that the identity of each individual card doesn't really matter, and I strongly agree with that; in Frostrain 1 (which I played after this), you did have to actually look at what the text on the card says. In this game, after one round you essentially could know exactly what the card does just by looking at the picture. I think having a platinum tier cards actually have special abilities like in the first game would add more depth, since otherwise the only way to boost beyond the synergies in through artifacts, but without dramatically rehauling your train to go religion you cannot use supplies to interact with artifacts and so you'd pretty much be out of luck. For example, if you're going with an academy build, getting a train with 8 tier five buildings isn't enough for Soonja difficulty 3 without additionally a swarm artifacts. But there's little-to-no incentive to branch out to other directions still besides the religion direction, since the cycle-time benefit and the train-speed benefits won't suffice. Lastly a few quality of life things are needed. To be honest, I pretty much only ever play at 10x speed or paused, since it seems there's nothing that happens that requires you to not be at 10x speed, but this means that if I don't have high sight I sometimes am a bit late to click on the next turn. Idk how the game decides which way to move you, but a solid fraction of the time it will literally move you directly towards the blizzard, and that half a second lapse is often enough to end the 30 minute run. This is stupid - if you don't select a direction, should default to move east, and then randomly amongst east-facing options, or something like that. I lost one time because the train defaulted to turn left directly in front of the tree at the very end, and I hadn't selected the direction because the limit of my vision when I had clicked it a few seconds earlier was right in front of the tree. Also, clicking a path should send you towards that path - it seems currently it's clicking nodes sends you towards a node, but that's a smidge counterintuitive to me and perhaps both options should be available. Also, there needs to be an "auto-merge hand" and "auto-sort hand" option, since otherwise academy builds are a mess merging all the ivory towers. Overall, I'd say it's a good game, and certainly if you go a purple-train or yellow-train strategy you can get the "break the game" feeling that you get with roguelike deckbuilders, but some more polishing is necessary before it's perfect.
혹한의 세계에서 열차를 통제하여 조금씩 소모되는 승객의 '행복도'를 관리하면서 따스한 낙원을 찾아 달리는 게임. 카드를 뽑아 열차 구성을 결정하고 이에 따라 시너지가 발생합니다. 프로스트레인1을 아주 재미있게 플레이했기 때문에 2도 많이 기대하고 있었습니다. 스팀 정식 발매 축하드립니다. 차량과 행복도, 도착 지점을 관리하는 게 손도 바쁘고 너무 재미있어서 정신없이 플레이했습니다. 그래픽도 단순해 보이지만 지역 이동 연출이나 지도 등이 아름다워 감탄이 나와요. 더 많아진 결정사항, 유물과 정책 같은 선택지 덕분에 눈이 핑핑 돌아가지만 그만큼 재미있습니다. 시스템도 편해졌고요. 다만 어쩔 수 없이 프로스트레인1과 비교하게 되는 부분이 있습니다. 프로스트레인1은 엔딩 즈음 진행이 좀 지나칠 정도로 혹독해서 그것을 뚫어내고 엔딩을 보면 쾌감이 엄청나게 치솟았는데, 그 생각을 하면서 2를 플레이했을 때는 엔딩이 다소 심심하게 느껴졌습니다. 1에서 후반부에 오염 지대를 아슬아슬하게 뚫으면서 폭발적인 시너지로 한 번에 행복도가 펑! 하고 차오르는 상황에 꽤나 즐거움을 느꼈다면 이번 2에서는 안정적으로 열차를 관리하면서 다양한 도감을 채우고 여러 종류의 전략을 시험해보는 재미가 느껴집니다. 아무래도 다회차 플레이를 염두에 둔 설계가 아닐까 추측하며, 이제 다회차를 시도해 볼 생각입니다. 즐겁게 플레이하고 있으며, 응원합니다.
very fun
미미... 미미... 미미... 왜 확률이 90퍼인데 성공을 못하니 기존의 1에서 교리라는 시스템과 함께 더 업그레이드 되어서 온 게임이라 더더욱 재밌습니다!
Frostrain II ist wie auch der erste Teil ein unterhaltsamer Mix aus Tower-Defense und Action. Im zweiten Teil wurde das ganze System erweitert, doch der Charm des Zug-Konzept blieb erhalten. Wer strategische Herausforderungen und schnelles Gameplay mag, wird hier gut bedient. Die größte Stärke des Spiels ist die einzigartige Kombination aus Tower-Defense und Zug-Steuerung.
뭔가.. 뭔가.. 좀 그래 애매하네 재미있는거 같긴한데 공략이 원툴 느낌인걸 지울수가 없네
Related
Related
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.
Related
| Pathfinder: Gallowspire Survivors | $89.6K | 592 | 60% | $6.99 |
| Shadows of Adam | $89.6K | 266 | 89% | $14.99 |
| Broken Lines | $89.5K | 699 | 79% | $24.99 |
| Cho Dengeki Stryker All Ages Version | $89.5K | 135 | 95% | $34.99 |
| Band of Defenders | $89.5K | 399 | 49% | $9.99 |
| Helmetman | $89.5K | 144 | 79% | $19.99 |