
Frozen Ship is an open-world survival game where you manage an entire city on wheels. Building, crafting, research, medicine, resource gathering, and hunting — you decide what your people will do and how your city will develop.
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Prices
The United States storefront in every case, so this compares stores and not countries.
About
Frozen Ship is an open-world survival game where you manage an entire city on wheels. Building, crafting, research, medicine, resource gathering, and hunting — you decide what your people will do and how your city will develop.
As the workday begins, you leave the ship alongside everyone else and set out to explore the frozen world. Gather resources, explore abandoned settlements, complete quests, and encounter other survivors.
A journey through cold, hunger, danger, political intrigue, and conflicts between settlements awaits you in a world that no longer forgives mistakes.
You are the captain of the ship.
After a global catastrophe that forever changed the planet's climate, you lead an expedition aboard a massive ship capable of crossing the endless snowy wastelands. There is a crew of 20 people, several buildings, supplies, and hope to find a new place to live. Every decision you make affects the fate of your crew and the outcome of the entire mission.
The Living and Dangerous World
Beyond the ship, you'll find a procedurally generated open world filled with dangers and stories:
Predators and deadly enemies
Hunting, searching for, and gathering resources
Firearms, diplomatic, and armed conflicts
Abandoned hospitals, shops, homes, railways, and entire cities
The world changes from game to game, creating new situations, routes, and challenges.
Settlements, Factions, and Conflicts
On your journey, you will encounter survivor settlements — small towns, each with their own rules, problems, and visions for the future.
Friendly and hostile settlements
Factions involved in prolonged conflicts and those simply trying to survive
Stories of survivors, lore, main and side quests
Will you align with a particular faction or try to maintain a balance between all of them — the choice is yours.
Your actions can shift the balance of power, determine the fate of entire communities, and perhaps influence the future of humanity.
Ship and Crew Management
Your ship is more than just a means of transport — it is a mobile base and home for the entire expedition:
Transform the ship into a living city with its own infrastructure
Build and upgrade buildings necessary for living and survival
Craft items and equipment
Research technologies
Enact laws and impose necessary restrictions
Assign crew members to work inside the ship or gather resources
Keep an eye on your crew’s well-being: illnesses, fatigue, fear, and faith in the expedition’s success — everything matters.
Trade and Survival
In the world of Frozen Ship, resources mean life:
Make deals to ensure survival
Sell found items
Buy rare gear and supplies
Complete quests for traders
Sometimes, a successful deal can save the expedition, while a mistake could lead to disaster.
Every decision you make impacts the fate of your crew.
Who to entrust the important tasks, who to send on dangerous expeditions, and how to keep the team united in the face of eternal cold — the choices are yours.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain, Russian, Simplified Chinese, Portuguese - Brazil, Japanese, French, German*languages with full audio support
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 154reviews | 77% | — | $92.7K |
| $14.99 | — | — | — | 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.
Engagement
Reviews
Themes across 149 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Not Recommended For an early access title it's not bad overall, but two things killed it for me. First, the optimization and the way the character feels to control. Movement and especially turning feel sluggish and unresponsive — it's just not comfortable to play. Second, AI-generated content. The moment I ran into the first instance of it, that was it. Sorry, but that's a refund. I barely got to see anything, but those two things were enough to know this game isn't for me. Refunded.
Haven't explored everything but I am about 2 hours in. People say that it looks just like the Long Dark, which happens when your entire game is low poly. That said even though i believe they didn't steal any assets, the art direction looks strikingly similar. SO FAR THE GOOD: Interesting gameplay loop you have to manage your temperature, your colony health and resources, most importantly your time so that you don't get left behind by your mobile home. So far, it is a mix of extremely simple to pleasantly deepening. There seems to be enough here to keep you busy and thinking about what you need to prioritize. All your workstations have upgrades and you have to manage the day to day needs of your people. Simple enough to understand without being tedious complex enough to have some degree of variation in events and resources. THE BAD: Most of your day is spent breaking down scraps of things or hoping to find something cool and hurrying back to the ship. If your bags are full you might go home early, but then POI are so far away that even if you have 4 hours it probably won't be enough time to go do anything and come home before dark. So it is some wasted time. -Your contribution feels meaningless except for decisions you make. You might bring in 20 wood and some metal scraps for the day. Your colony produces 600 wood a day just for your engine fuel. So it feels pointless sometimes or at least detrimental not to just focus on things your colony can't produce. _So far, i have only talked to the same person on the ship. I'm sure this is a small studio. But the psychology of never seeing my colony and just looking at raw numbers makes me really not care if they life or if they die. It makes everything feel empty and it really just feels like you're alone. Even if its done like (medieval dynasty) where you just have the appearance of NPC's going out to gather items that would be great. Or occasionaly having some people walk around. -Still haven't found a weapon on day 5 a bear chased me and i ran my stamina bar from full to zero probably 5 times running away. The bear both couldn't hit me and wouldn't stop chasing me ever even when i lost it behind a hill. Maybe this is ok for some realism but my fear is that its target locked forever until you leave the area. -I was drunk 18 hours after drinking a bottle of wine. The game is obviously incomplete. The reason i recommend it is because there's enough there that if it keeps being built on and has a good endgame that it could be pretty entertaining. So right now Im grading it as EA. Suggestions: More life into the game, less time scrapping, more complete end game and journey, just more of everything. More aspects of the ship like a garden ETC, possibly merchants and economy.
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Hours played at review time, across 149 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ну что можно сказать. Во первых поздравляю ребят с выходом в ранний доступ. Дойти вообще до какого либо состояния в наше время для инди это успех. Статистка не даст соврать, смесь жанров и идей они взяли хорошую. Некий TLD помноженный на FrostPunk. Но всё ли хорошо? Или ожидания обманчивые? Да, ранний доступ все дела... но лично я ненавижу ранние доступы ибо вообще не понимаешь чего ожидать от игры и разработчиков. Но ладно, пережить можно. Что с первого взгляда цепляет? Наверное идея и её потенциал. Бродить по локациям, развивать своё аля движущиесе поселение, изучать что то, влиять на то, как у тебя чувствуют себя поселенцы (ну типо нуждны там и т.д). Но это к сожалению работает на бумаге... Наверное стоит поговорить про минусы, а точнее то, что явно требует доработки/проработки/фикса или обновления: 1) Звук. Запись стонов главного героя когда просыпается, ей богу настройте шумодав. Это оч дёшво и странно. Общий звук по ушам режет потихоньку. Что то с микшером в Юнити. Посмотрите поиграйтесь, явно косяк имеется. Не сказать что мои ушки чувствительные или наушники меня крутые, но уши резало. Такое я очень давно не встречал. 2) Графика. Буквально TLD, но камон, 2026 год на дворе. Стоит задуматься над обновлением. И ведь дело не только в текстурах, речь про вообще всё, начиная от обработки и цветокора, заканчивая тенями. В Юнити и без текстур покрутить можно настройки что бы качественнее стала картинка. 3) Сюжет/история. Тут просто пункт в минус ибо она для галочки. Всё очень дёшево и банально. Но как по мне это вообще последняя проблема, ибо следующий пункт - слон в комнате. 4) Потенциал который закопан в сугробе. Твоё поселение это просто текст, его не существует, ты не чувствуешь его. Кабина вся твоя максимально пустая. Интерес лутать мир отсутствует, ибо ты один собираешь ресурсов дай бог штук 20, а твои 10 работяг где то на Марсе (ну ты же их не видишь) лутают за день под 900 древесины. Неужели смысл выходить на улицу не ради ресурсов, а ради редких находох по типу оружия, пуль там, одежды или суверниров по запросам поселенцев? А не шли бы они лесом... Сами пусть идут туда. А вообще если серьёзно, это вообще не стимул для игрока. Он вообщее не получает от этого удовольствия ибо в шоке от того, сколько ему даёт поселение, а сколько он сам вносит потенциала. Сам ковчег наш, это вообще прикол какой то. Мало того что он раздавить нас не может, так опять же, у нас только кабина в доступе. Очень надеюсь что у разработчиков есть в идеях расширение кабины и в целом иммерсивность внутреннего мира нашего дома на колёсах. Сам геймплей или события очень скупы. Ты лутаешь просто что-то и не понятно ради чего. Меня вообще кикнули из поселения ибо народ голодал, а я не видел нигде графы сколько им нужно еды. Хотя стабильно максимально ставил людей и улучшал кухню. Но это ладно... зачем мне консервы то эти все если я их не могу передать поселению? Но что ещё забавнее, меня лесорубы попросили 2 топора.... как я их им дал меня тут же и кикнули. Видимо топором по голове. Я не исключаю что это я долбаёб который что то не так понял или не открыл, но это честный опыт который я описываю тут в первую очередь для разработчиков. Очень надеюсь что потенциал не останется под сугробом, а будет реализован. Какие либо механики из FrostPunk вообще почти не нужны. Ты просто играешь в бету версию TLD с домиком на колёсах. А ну и отмечу про баланс (хотя и так понятно что он страдает если прочитать выше пункты про ресурсы). Я вошёл в сюжетный бункер и там награбил килограм на 100... Потом мне говорят, иди взорви бомбу. Ну я ресурсы по выкладывал ибо не мог бегать из за перевеса... Так бомба оказывается нас оглушает и переносит в дом сюжетных NPC, а вход в бункер всё, завален... вместе с моими двумя наборами инструментов и кучей ресурсов. Кратко если, я очень верю что ребята справятся с поставленными задачами и амбициями. У проекта есть потенциал и потолок потенциала очень далёк ещё. Но сейчас это выглядит не как ранний доступ, а скорее плей-тест альфы. Без негатива, но воспринимаю это так. Оставляю сугубо положительный отзыв за то что во первых, это наши русские разработчики с оригинальной идеей (ну смесь жанров), ну и во вторых за потенциал их будущий. Забыл про оптимизацию. В открытом мире всё ок, но начиная с локации бункера и самого бункера... дроп фпс меня удивил. На моей то системе... явно снег с RTX видимо.
Alas I can't recommend this game as it is (early access). [*] The scavenging felt really unsatisfying. It consists of pressing a button and your screen being frozen into watching a timer/progress bar fill for the action to complete. Since most of the gameplay is supposed to be scavenging, it means that most of it is spent looking at a timer while being unable to do anything. I don't mind actions taking time, but I'd rather have them be active time, like in Green Hell or Conan Exiles where you need to hit trees several times to fell them, instead of games like The Long Dark where you are just pressing a button and looking at a progress bar with, if you are lucky, a static animation. [*] The scavenging feels pretty pointless since your ship can produce hundreds of wood, fabric, plastic and metal every day, while you take over half an hour taking down objects for 10 at most. You learn very quickly to ignore most of the interactable items since you get so little for the interaction compared with what the ship produces. In the very beginning finding toolkits and axes and so on is useful, but then you can build a workshop in the ship and have your crew on the ship build them for you. There are some resources I haven't seen a way to manufacture, but they are rare outside, and I only had a level 1 workshop when I gave up on the game so you might be able to make them on the ship later. [*] Movement speed is agonizingly slow. I think it slows down when you get cold, but even when you just get off the ship at full warmth and sprint you're basically a turtle. This would be fine if the environment was full, but it isn't, you are just crawling at a snail's pace through a wasteland with nothing but trees for most of the time. And when you do find something to interact with it consists of pressing a key and looking at a progress bar... [*] Because movement is so slow you can't go very far before getting too cold and having to go back to the ship, walking even slower than before. It's not a bad mechanic in itself, but when most of the play time is spent wandering around finding nothing until getting cold or losing track of the ship, going back, going out again, and repeat, it feels very pointless. [*] Exploring while the ship is moving feels pointless. During my playthrough any points of interests where close to where the ship stops at the end of the day if you choose to stay in the location rather than close to where you start, so for every new location I was just walking around trying unsuccessfully to find anything before getting too cold, going back, leaving again, and finally finding something to explore only near the end of the day, which meant having the ship stop in the location so I could explore it the next day. Even when I tried to do something while the ship moved, like chopping trees (not that there is any point to that since the ship produces wood...), actions take so long that there is barely any time to do anything before the ship has moved too far. It felt a waste of time not to just sleep the first day in a new location while the ship is moving. sleeping, and only explore once it stopped moving. which is what I ended up doing. [*] Movement get a bit buggy at times. I've been unable to walk into several buildings without jumping over the doorstep. Sometimes it took a dozen tries while trying to jump from different locations to be able to get in. Sometimes stairs behave weirdly when you climb them. However, that's one thing expected for early access. [*] I don't really get the character you are playing. You are the captain, yet you are the one wandering around outside scavenging while the ship is moving?... [*] The dialogue could use some work, right now it is very confusing. For example, one of the first quests is to talk to the doctor, you have a conversation where you say "Tell me about my mother", which she doesn't answer, then later the dialogue seems to say that she is your mother? Some sentences also just don't make grammatical sense. [*] Words cannot express how much I hate the eye closing/opening animation. At the end of the day, when you go to sleep, you have to watch an excruciatingly long blinking eyes animation for going to sleep, then you have a loading screen, then then same animation again for waking up, then another animation for very slowly getting out of bed, and finally you are allowed to play the game again. It was fine the first two times. Annoying by the third. Absolutely infuriating by the fifth. [*] Animations could use some work to feel like they actually impact the world. For example the axe blows on trees are nice, the animation feels like the blows have weight, but the trees don't move at all, not even a slight shake. It doesn't really feels like your actions have impact on the environment, and tree cutting is one of the few actions which even have an animation. [*] Some actions require pressing the E key while some require holding it. There would be some sense to it if some actions were immediate and some took time, or if there were items for which both types of interactions were available. But as far as I can see, that is not the case. Taking apart items has a progress bar, so does picking up items on the floor, so does searching a container. And I've never come across items that you could either pickup or dismantle. So I'm not sure what's the point of having different types of key press since it's essentially the same interaction: press/hold a key, watch a progress bar fill up, get resources. I don't expect an early access game to be complete, so I'm not really bothered by the buggy building entrances, the limited animations, or the weird dialogue. What bothers me more is that the core gameplay feels like waiting around: waiting to find something to interact with, waiting while you walk very very slowly to a location that might be interesting, waiting for an action timer to complete, waiting for the ship to move. Maybe it's just not for me.
Perfect combination of The Long Dark and Frostpunk in a very fun and accessible package. Will play the bejezus out of it during the weekend.
Даже не стал долго церемониться. Ждал, ожидания были слишком завышены. По итогу это больше похоже на дешевую поделку на коленках за пару месяцев. Я понимаю что юнити но... настолько всратая графика? Глазу банально не за что зацепиться. Вся механика и система инвентаря слизана с ранних версий тлд и ухудшена в несколько раз. Зачем-то добавили элементы фростпанка и все это под отвратительной оптимизацией. Уж не знаю над чем вы три года работали но копировать тлд - это очень серьезный шаг к которому вы оказались не готовы. Решительно ничего нового игра не превносит, а играть в нее банально неприятно
most assets seem to be flipped from The Long Dark, gameplay features are almost identical, and honestly not as fun.
i'm having a difficult time with this one. Certain elements feel very long dark ish. Which is what pulls me towards the game and the concept of a moving land ship is interesting. But it can feel very repetitive and grindy quick. Some of the resource costs are very high such as lockers. 300 wood for a 10 slot locker. When on a good day if you spend the whole day chopping wood you can maybe get 50-60 on your own at best. breaking down items is very punishing on time when you have to spend several in game hours already to find a house. By the time you find a house your cold meter is half filled and then its 30-80 minutes to break down alot of items. You can't carry anywhere near enough to make a trip worth it half the time. I'm all for a challenge but this needs alot of balancing. Need a skill tree to improve things like scavenging or something. I'm pulling my punch a bit because its early access and I still very much feel like this could be a great game. Just not in its current form. Hopefully a year from now I can change this review.
The game is very unfinished and uninspired, with obviously AI generated images and buggy gameplay. Keep doing the same repetitive grind day after day, in a procedurally generated world where the same types of houses show up again and again, just to be rewarded with a very badly designed and executed end game with a hundred different delivery quests.
怎么说呢?首发版本【综合得分】目前只能给到 6/10分 勉强及格~!期待更新大量后续内容与新模式~! 简单描述就是:潜力可以,但内容、经营/元素层面,目前太少,太少,太少~! 这是一款【漫漫长夜画风】+【偏殖民地生存】+【经营管理】+【移动家园】的叙事剧情游戏。主角篇幅为辅视觉承托~! 目前的优缺点如下: 优点: 1.(偏受众向)一款喜欢“漫漫长夜画风”就稍微顺带喜欢一点这款独特的生存经营游戏。因为他比《漫漫长夜》新增的不同点是,灾难下,你不是孤独一人,你可以体验到一方你管理与承担船长的责任体验~! (附:背后有辆跟随你的巨大【移动城堡】,那种体验感觉是独特的~!) 2.资源收集方面多靠工人帮助减负,照顾好他们(不重病/无工具可用),你可以从重复劳动力中解放出来。更好的精力花在【任务】与探索不大的随机地图上~! (附:能看出一部分人工造景的建筑群和特殊任务需求点的危险与关键道具钥匙需求,也还行~!) 3.无意间发现,没想到回到【冰封之船】家园上,外面的景致也是随地图动态前进的,同步于探索的随机地图,这个很意外,而且惊喜之余,也算一种独特的体验,站在舰长室纵观外景的舒适感~! *【重点】*4.值得期待*未来*更多玩法的潜力作品,因为独特的体验,但凡能把地图做大,内容随机点更多,更充实~!绝对可以火上一波,甚至从冷门爆发成为热门大作~!(也看到了还未出来的新模式,值得期待但是怕同样处理不好太难受) 缺点: *【重点】*1.内容太少、太少、太少,故事线就是一个【随机直线地图捡捡捡】,而且明明是另辟蹊径,很有***特色***的【第一人称】代入的,主角带领一群幸存者生存的游戏~!家园的【冰封之船】,居然没有内部场景的互动以及家园玩法~!(除了场景,不产生极少的家具建造,或者幸存者活动都没~!) 【强烈建议】:可以增加【冰封之船】内部玩法~!(提点的建议点放在后面~!!!) 2.游戏内的资源互动不太合理,那些地上本应该“直接捡起来”的木板,食物,空桶塑料,居然也要读条,搞得类似搜刮,很难受,又不增加产量,单次拾取触发品,没必要怎么设计吧?【捂脸】 毕竟又不靠【主角】一个人拾荒养活一船人,这个资源主要触发可玩性收集就好~! 3.目前地图的随机资源有点空,可以理解,但是负重结合主角探索拾荒境况,有点难受,除了重要品,什么都不用捡,最具性价比~!但不捡吧~!对于仓鼠玩家挺难受~!捡吧?仓鼠玩家同样难受,因为收益反馈少得可怜,很少很鸡勒~!不是说不设计这块,但是有点【不自然/不协调感觉】,因为拿走了这板块玩法,生存拾荒游戏更枯燥,拾荒给多了,【工人职能】就被替代了~!玩家捡吧,有心理层面的难接受。就是这么一种矛盾的感觉·! 期待的未来内容与目前首发后建议: 1.【强烈建议】游戏内增进【家园】、【家园互动】、【家园内饰家具轻微建造】、【幸存者人物互动】等功能...另,加入的方式,可以增进例如目前内容版本中(类似早晨7:30或夜晚18:00那样):家园时间暂停,夜晚18:00后,工人/幸存者都干完活回家了,每天的资源报表结束,可以自行探索,交互家园里的家具、人物对话、幸存者职能养成之类的,增添趣味性以及不少的生活气息~! 2.除了家园,希望家园内部建造和资源不是只有图表/数字变化,期待更具象的表现力来增加沉浸在【末日家园】中的感觉,那样可以大大提升品质~!
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| $92.7K | 191 | 82% | $13.99 | |
| $92.8K | 197 | 64% | $19.99 | |
| $92.8K | 1.2K | 81% | $4.99 |