
Take on the elements in Wildfrost, a tactical roguelike deckbuilder! Journey across a frozen tundra, collecting cards strong enough to banish the eternal winter…
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The world has succumbed to the Wildfrost. Now only Snowdwell and its survivors stand as the last bastion against an eternal winter... Build up a deck of powerful card companions and elemental items, as you battle to banish the frost once and for all!
Perfect your card battling and deck-building skills, and set out on a quest to bring an end to The Wildfrost! Begin each journey with your chosen tribe Leader, each gifted with different randomised skills and stats, before mapping out your chosen path into the unforgiving frosty landscape.
Rescue and recruit frozen companions you find along the way, unearth lost treasures, and spend your hard-earned blings with travelling merchants. The decisions you make and routes you take during each run will help craft a powerful deck, unique to you each time you play.
Collect a huge array of cute, but mighty card companions, as well as handy items and clunker cards to aid you in battle. Experiment with different elemental card combinations to find your winning formula.
Your companion cards aren’t just disposable minions for dealing out damage; upgrade and customise your favourites by adding wobbly charms to enhance their powers, making your deck a powerful (and adorable) force to be reckoned with!
Plan ahead with the help of a dynamic counter system to map out your next move and fend off frosty foes. While Wildfrost battles are turn-based, cards don’t attack every turn. Instead they have a ‘counter’ which counts down the amount of turns until they’re ready to automatically make their move!
By keeping an eye on enemy monsters’ counters, you can plot ahead your perfect play. Buff your companions? Stall an enemy attack? Or maybe count down your own timer to wreak havoc fast! It’s up to you to strategically turn the tide in your favour.
Need a rest? Take shelter in the cosy town of Snowdwell. Here survivors have gathered to keep warm using the power of the Luminice, a giant shard of hot ice.
As you progress after each run you’ll be able to return and gradually help expand the hub town itself, constructing buildings such as a Pet Shop, Inventors Hut and more! These new areas will unlock fun and useful new things to use during your adventures, with new cards, tribes, cosmetics, challenges to complete, and events to encounter.
Think you’ve defeated the Frost Guardian? Even after you’ve beaten back the frost, Wildfrost offers endless replayability, with daily runs and challenges! Test your skills and improve your score!


Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Traditional Chinese
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
Hours played at review time, across 51 reviews with recorded playtime.
Reviews
Themes across 50 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
Absolute banger of a card roguelite. Loads of mechanics and different cards, allowing for huge amount of strategies. Heavily recommended to anyone and especially for lovers of this genre!!!
My personal thoughts as someone who has explored the Roguelike Deck Builder genre thoroughly: I've beaten the Storm Guardian with all 3 tribes. -Caveat: I haven't unlocked everything (and who knows, maybe the game becomes drastically better with some unlocks), because the further climb isn't really worth the squeeze to me. This game gives you very uneven choices for deck building. You have to force some keywords/ very few archtypes for each tribe to survive otherwise the enemy scaling starts off incredibly strong and fast and with usually more health than 9/10 of your minions and yourself. 2 keywords are so much better than others. Your combo companions and minions usually die before they can pop off, because it costs an entire turn to place 1 minion on the board (without any enchantments) and the multiple enemies from turn 1 have already started racing ahead of you to their damage turn. - Mixed feelings on the enemy replacement waves on a turn timer too, usually leads to some missed attacks if you have no board space or it's too early to ring the reinforcement bell. Later fights can become pure dps checks, there's no way to play smart and defensively with some bosses. - And the enemy goes first in the turn for damage, even if your turn timers tick down at the same time. Very shallow systems, enemies and events. Not that many ways to reduce deck bloat. No rewarding way to skip rewards (ie: change a useless reward charm to gold). No way to reroll heroes or rewards. Meaningful card buffs are so rare, heroes and minons usually start out so weak, meaning you usually can't trade health. I had a game winning run where my final hero had 3 attack, 3 health. - [spoiler] Imagine my surprise when they returned with 66 health. The gimmick of the second and subsequent runs suck the fun out of replays. Immediate ascension of the Hero and minions buffed to twice-thrice+ as many stats making each one of those minions a mini chapter boss in themselves. And you still have waves and transformations for the final stage? [/spoiler] After your first run? - And it's insta lose if your leader dies? - A few mechanics or bosses negate all placement efforts, some turns there is no way to win. There are a few key cards or keywords that counter certain tribes, but you have to pray that they turn up during the run. - My biggest complaint is central to the gameplay: the deck-draw bell system is maybe the worst mechanic in a roguelike card game I've ever seen. I've only managed to get a quasi-cycling deck happen with 1 tribe, with very specific charms and items. - There only a few ways to play your cards for free. Consume cards are a MUST to keep your deck thin. Going to the yeti is often times the best path, regardless of any rewards on the other path. - And ringing that bell early means you lose an ENTIRE turn to redraw your hand. An incredibly punishing mechanic. The cherry on top: there are only a few ways to reduce the draw bell timer with specific RNG Golden Bell charms. - You're usually immediately playing on the backfoot unless you manage to get 3-4 crowns, a very good opening hand or highly specific Golden charms in a single run to keep up with the enemy. And with the paths being so short, you don't get many chances to gain gold, resources or to go to the shop before you're already facing the chapter boss.) Demands too much of the player attention for every single mechanic. So many times I've died because of 1 mechanic out of 20+ different things to keep track of on the board in 1 turn. There's also many different buff/defbuff mechanics that interact with each other, however the turn order of those stacking mechanics isn't communicated clearly to the player at all. This is usually the difference between a winning or losing run. Many times I have to check the turn history tab to see what mechanic triggered first. - Each mistake is incredibly punishing. However, the art and sound is fantastic. Great job there. To sum up: the actual gameplay design decisions are something that turns me off completely. It's sadly a NO from me.
Quite a unique spin on the deckbuilder roguelike/roguelite/roguewhatever genre. It plays REALLY different from Slay the Spire, Balatro and similar games but at the same time it scratches the same itch. Also I think MegaCrit (Slay the Spire company) kinda yoinked some ideas from this game for STS2. STS2 allows you to augment some of your cards with events, like making them do more damage, draw 2 cards when played, etc. This is basically the same thing as the Charms in Wildfrost. But Wildfrost does it much much much better. The allies/companions in also add a lot of uniqueness. This basically makes Wildfrost a deckbuilder with... Darkest Dungeon elements. Huge recommend. One of the best deckbuilders out there. Looks nice too.
60小时全铃铛。解锁卡牌和铃铛得一局局刷比较恶心人 美术音乐玩法做的都不错,对这个体量的游戏来说已经是优秀了
BOSS是自己,过去的自己太强了,现在的自己打不过
Cutest game ever, really fun and interesting mechanics. A breath of fresh air into the roguelike deckbuilder genre. 10/10
S-tier game !
Lots of potential, but there really should be a "preview turn" mechanic. (Some of the mechanics are randomized, but then it should just show a random run or something.) The amount of mechanics, especially mechanics that are not explained well enough to predict the first time around, that are relevant for a single turn is too large to simulate in my head. Multiple times I've lost because I thought I had the perfect turn and it turns out that I mis-understood some order of operations. If this feature is ever added, I will change this review to a thumbs up, because the game really is fun aside from this major frustration.
Wildfrost is probably the easiest game of its genre to understand. It's a good thing that part's easy, because completing a run will prove to be a difficult endeavor, requiring your complete attention at some points. The difficulty modifier bells give the player many options for how they want to tackle their challenges and the artstyle and music make the game exceed your expectations.
24年特别喜欢的游戏,今年补一下票。 或许是评分上最被低估的卡牌肉鸽。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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