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Hey everyone!
One piece of feedback I've seen from players is that the bright snow can sometimes be a bit overwhelming during longer play sessions.
If that's the case for you, don't forget that Froggy Hates Snow already includes several options to make the game much more comfortable to play. You can find them all in the game's Settings menu.
Night Mode isn't just a darker filter.
It applies a cooler blue tint and adjusts the game's contrast and overall color balance to reduce the harsh brightness of the snow while keeping the world clear and readable.
Whether you're playing at night or simply prefer a softer image, it's worth giving it a try.
If you simply want the game to be darker, you can also adjust the Screen Brightness slider.
Unlike Night Mode, this option only changes the overall image brightness (gamma), similar to the brightness setting found in most games.
Playing on a TV? Steam Deck? High-resolution monitor? You can increase the UI size to make menus, health bars, and other interface elements much easier to read.
The Glitch Effect is used during various gameplay events as visual feedback to enhance the mood and atmosphere.
If you find it too distracting or simply prefer a cleaner image, you can adjust its intensity using the Glitch Effect Strength slider in the Settings menu.
Whether you want subtle distortion or the full effect, it's entirely up to you.
If you're having trouble spotting incoming explosions, try increasing Danger Area Indicators from Medium to Maximum.
This setting displays red warning circles showing where explosions are about to happen, making it much easier to react in time.
It works for both Bomb enemies and Hidden Bomb Traps found while exploring.
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If you haven't checked the Settings menu in a while, it might be worth taking another look – there are quite a few options that can improve your experience.
Thanks for playing and for all the great feedback!
- Serge
Hey everyone!
Thanks to all the players who are still enjoying Froggy Hates Snow. Whether you’re new to the game or have been playing since launch, here are a few useful tips and mechanics that aren't always obvious when you're starting out.
Each location contains three Small Heat Bubbles hidden near the boundary between the second and third rings, so you can always estimate their approximate locations.
Why are they important?
They let you warm up and upgrade without returning to your main base.
Once all three Small Heat Bubbles have been discovered, your map reveals the possible Escape Door area with a purple striped zone.
If your goal is to gather artifacts and meta currency, then safely escape, it can be worth prioritizing the discovery of all three Small Heat Bubbles first.
Artifacts can only be obtained from a few specific activities:
Anomaly Zones
1x Common or Uncommon Artifact
Treasure Chest
1x Rare or Legendary Artifact
Final Boss
1x Common or Uncommon Artifact
1x Rare or Legendary Artifact
If you're hunting for powerful artifacts, defeating the boss is by far the most rewarding option, though it's also the riskiest and most time-consuming approach.
One of the most common questions I’ve received is whether different upgrades stack together. In general, almost everything stacks together.
Body Strength -> Dig Speed stacks with Shovel -> Dig Speed.
So yes, upgrading Body Strength will also improve shovel digging.
Depending on your current upgrade levels, it's often worth comparing the value-to-price ratio of available upgrades before spending your gems.
Heat, Scarf, and Gloves stack together.
Heat increases your overall temperature reserves.
Scarf provides additional Heat bonuses.
Gloves increase Heat while also improving Dig Speed.
Actual Ski Speed = Base Movement Speed + Extra Ski Speed
This means that movement speed upgrades also improve your skiing speed.
Dig Speed is limited by your Base Movement Speed (In other words, you cannot dig faster than you can normally move).
This is one of the few exceptions where skills do not stack.
Drill is significantly stronger than Pickaxe, and will usually outperform it after only a few upgrades. The game automatically uses whichever tool is currently stronger (if you have both at the same time).
Fully upgraded Scanner, Locator, and Map can reveal resources, keys, the Treasure Chest and the Escape Door. Locator can also reveal nearby Bomb Traps.
Enemy Projectiles can be avoided with Rolls (regular or fully invincible). You can also freeze, destroy, or absorb them using Explosives, Energy Waves, Shields, and Destructive Fields.
New enemy waves clear a large area of snow. Use this to quickly access previously buried terrain.
You can switch between Automatic and Manual Aiming at any time during combat (Caps Lock by default).
The red circle around your frog shows your current attack range. Enemies outside this radius cannot be damaged.
Inside a Heat Bubble, you can open and close the upgrade menu with the interaction key (E by default). No need to press Esc.
Explosion Bombs and Frost Bombs can activate stone pressure plates used in some Anomaly challenges.
If the game feels too bright, too dark, or the UI feels too small, check the Brightness, Night Mode, and Interface Scale settings.
Don't forget that Peaceful Mode removes enemy waves entirely, letting you focus on exploration and progression at your own pace.
Thanks for playing and for all the feedback!
If you have any questions about the game, feel free to ask in the comments, Steam Discussions, or on Discord
- Serge
Hey everyone, it’s Serge,
Thank you again for the feedback you’ve all been sharing since launch – it’s been so useful and I’m doing my best to take as much of it as I can to enhance the game.
As I said last time, I’m keen to improve Froggy Hates Snow without changing the unique blend of cozy and roguelike, instead focusing on things that will improve the player experience.
With that in mind, I’ve released the first major update that introduces some much requested features. Chief among those are:
Suspend Save System
I received feedback that having to complete a full run within a play session isn’t always feasible, which I completely understand. You are now able to save your progress at any time and resume your run from that point the next time you play.
Summon Next Wave A lot of very productive Froggy fans were finding they had cleared most, if not all, of the map before later waves arrived and were left waiting for the enemies to show up. To help with this, I’ve added a special optional totem.
After finding one, you can activate it to bring in the next wave of enemies. Defeating that wave earns you another Skill/Upgrade token. So it’s not only about triggering the wave faster for the sake of speeding up the timer, but also a way to get upgrades faster and become more powerful – whether in terms of combat, digging, or exploration. As always, it’s your choice.
Improvements & Bug Fixes
I’ve also been working hard to fix some of the most common technical issues. You can find full details in the patch notes below.
Thank you again for all the feedback – keep it coming… and stay warm out there in the frozen wastes!
Serge
Save an unfinished run before exiting the game, then resume it during your next session
Can now be found in locations and activated multiple times
Speed up the next wave and receive a Skill/Upgrade (DNA collectible) after completing the wave
Fixed Companions getting stuck due to pathfinding and physics
Fixed Cart/Heater Sled getting stuck due to physics and becoming unattached
Improved Trap Bomb visibility in general, and behind obstacles
Increased cursor size for better visibility
Slightly improved health and heat bar readability
Fixed stuck attention badge ("!") notifications
Fixed a bug where some artifacts were not counted correctly in certain quests
Fixed a bug where some additional skills (status effects, Gear Overload) could not be banished
Fixed a bug where the Main Heat Bubble or Escape Door could spawn surrounded by ice
Companions now pause when you stay inside a Heat Bubble for a long time (Survival Medium & Survival Hard only. Peaceful Mode and Easy Difficulty remain unchanged)
Skill prices decreased:
Common 70 → 50
Uncommon 120 → 100
Rare 250 → 240
Legendary 400 → 360
Hello everyone – Serge here!
First of all, I want to say a very big thank you.
The launch of Froggy Hates Snow has been incredible, and I'm very grateful for all your support. Seeing so many people play the game, leave reviews, share feedback, and help Froggy reach more players has been really amazing.
Since launch, I've been reading your feedback very carefully.
I'm very happy that many players are enjoying the core idea of the game: the cozy snow-clearing, the chaos, the progression, the strange enemies, and the “one more run” feeling. At the same time, I can see there are some areas where the game can be smoother, clearer, and more comfortable, especially for new players.
I don't want to change what makes Froggy Hates Snow special, but I do want to improve the parts that create unnecessary friction.
The first update is focused on early-game comfort, readability, progression flow, and giving players more ways to deal with the bullet-hell side of the game.
Here are the main changes:
I added new attention badges to help players find important settings and upgrades more easily.
This includes:
Added “character/artifact upgrade available” attention badges.
Added one-time attention badges for important settings, including Brightness, Night Mode, and UI Scale.
Some players said the snowy environments can become visually tiring during longer sessions, and some players did not realise these comfort options already existed. These new badges should make them easier to find. Just to make sure – if you are having trouble with snow-blindness, give Night Mode a try and let me know what you think!
I reduced the speed of most boss projectiles:
Easy difficulty: projectile speeds reduced by 30%.
Medium difficulty: projectile speeds reduced by 15%.
Boss fights should still be dangerous, but they should now feel a bit less punishing and give players more time to react.
I also made several changes to give players more ways to survive difficult situations, especially earlier in the game:
Energy Wave and Destructive Field now destroy all projectiles within their radius.
Playing as Zippy now grants you Invincible Roll as a default skill from the start.
Flashbang and Armor skills are now unlocked from the very beginning.
These changes should help players stun enemies, absorb damage, handle projectiles, and recover from dangerous situations more reliably.
The first five locations now only require one successful run to unlock the next location. Previously, this was only true for the first two locations.
From Location 7 onwards, players still need two completed runs, either by defeating the boss or escaping through the door.
This should make the early game feel less repetitive while preserving the longer-term progression structure.
I also made several quality-of-life improvements:
Added automatic system language detection on first launch.
Changed the default UI scale from 1x to 1.5x.
Changed the default Steam Deck UI scale from 1x to 2x.
Added minor bug fixes.
These changes should make the game a more comfortable experience to start, especially for Steam Deck players and those using supported languages other than English.
I'm already working on the next improvements based on your feedback.
Two areas have been mentioned often:
I heard clearly that not being able to stop during a run and continue later can feel scary, especially for players who enjoy the cozy side of Froggy Hates Snow or who prefer shorter play sessions.
So I'm now working on a suspend-only save system.
The idea is not to change the roguelite structure of the game, or to allow save abuse, but to let players safely stop during a run and continue later. I think this will make the game easier to play when you do not have time for a full run, while still keeping the intended run-based design.
I'm also working on a way to give players more control over the pace of a run.
The current idea is a special enemy totem that can be found in a location. If you feel ready, you will be able to spend regular gems to trigger the next enemy wave sooner.
Each next wave would cost more gems, so it can be balanced properly. The goal is to let players who feel strong enough reach later waves or bosses faster, while players who prefer the normal pace can continue playing as before.
Thank you again for the amazing launch and for all your support.
I'm very happy that so many players are enjoying Froggy, and I'm also thankful for the constructive feedback. This first update was made in response to what players shared after launch, and the next features are also based on what many of you told me is important.
Thank you for playing, wishlisting, sharing, and supporting the game. If you haven’t already, please consider leaving a review; it really helps.
I'll keep listening, improving the game, and doing my best to make Froggy’s snowy nightmare more fun, more readable, and more comfortable for you to play.
— Serge
Hi everyone, it’s Serge
What else is there to say but… Froggy Hates Snow is live!
This has been such an amazing journey for me, making my first ‘big’ game for PC & consoles. It’s been hard work, but I’ve loved every moment of it.
A huge thank you to every player who tried the demo, everyone who wishlisted the game, every content creator and influencer that shared their experiences, everyone sharing their excitement in the comments or on social media, everyone behind the scenes helping me make this the best it can be – just everyone, really!
I’ll still be posting updates here, including more insights into the game’s core systems and how they work, but for now, I think I need to put my feet up.
Enjoy Froggy Hates Snow and, once again, thank you.
Serge
Hey, it's Serge again!
Froggy Hates Snow launches this Thursday, and I cannot wait to share the full game with you!
A lot has changed since the demo. I’ve been heads down adding new systems, improving existing ones, and polishing the overall experience based on your feedback – thank you for that!
No matter how much you've played the demo, I'm confident there's plenty in the full game to surprise you.
Here’s a quick rundown of what’s new:
I’ve added a whole set of movement-focused skills:
Glider
Snowball Roll
Leap Chain
These let you travel long distances fast and completely change how you approach exploration.
Before, you were mostly limited to areas you could dig to from your base. Now? You can jump, glide, or roll deep into unexplored territory and start your adventure there.
But be careful – you can still get trapped in undiggable snow… and the danger of freezing to death far from home is very real.
Meet the new companions (like the others, but more… robotic):
Delivery Bot
Flamethrower Bot
Scanner Drone
They’re more rare and more predictable than animal companions - but not strictly better. Each comes with its own trade-offs. (Also, they just look cool and are super fun to use)
Digging snow is now even more satisfying with new projectile-based skills:
Piercing Icicles
Fireworks
Snowball Volley
Different trajectories, ranges, and destruction power – plus some juicy VFX and sound design to go with them.
A lot has been added here to make runs feel better and progression more meaningful:
a) Character leveling
Gain experience by playing a character and make them stronger over time.
b) Artifact upgrades
Re-collect artifacts to increase their power.
c) Improved starting skill selection menu
Now shows everything you need to make smarter choices: skill descriptions, rarity, active/passive tags.
d) In-run skill reordering
Skills are assigned based on unlock order – but now you can quickly reorder them to match your preferred hotkeys. No more fighting your keyboard mid-run
e) Skill Banishing
You can now remove certain skills from the pool so your favorite builds show up more often
f) Expanded soundtrack & new SFX
Added a bunch of new music tracks and sound effects to further bring out the strange, mystical atmosphere of Froggy Hates Snow.
It's also worth mentioning everything above is fresh content added after the demo. On top of that, the full game includes a lot of systems and features that were simply not present or not fully shown in the demo:
a) Elemental status effects
Stun, Fire, Frost, Poison, and Lightning - usable both as standalone throwables and as modifiers on your core attacks (tongue, spit, baseball bat, etc.). Mix and match to create some pretty wild combos.
b) Roll upgrades
Rolls are no longer just for movement you can deal damage on collision, apply status effects, gain partial or even full invincibility during the roll
c) Full game content
There's now a full roster of characters (each with their own unique attack), a complete set of skills and artifacts that unlock new playstyles and stat upgrades, and a wide range of anomalous zones and locations to explore – far beyond what was shown in the demo.
I’ve received a ton of great feedback since the demo – seriously, thank you 🙏
A lot of tweaks, balance changes, and quality improvements came directly from your suggestions.
At this point, everything is coming together and I’m focused on final polish, getting things ready for launch.
I can’t wait for you all to play the full version when it arrives on Thursday, May 7! Remember to wishlist if you haven't already, and don't stop playing the demo – your progress will carry over to the full game.
See you soon,
- Serge
Hi everyone, it’s Serge
Hard to believe there’s only one week to go before Froggy Hates Snow is available to buy. Rest assured, I’m hard at work putting the finishing touches together, but I wanted to take a moment to thank you all again for all your support on this journey so far.
A couple of quick reminders if I may:
If you haven’t already, please do wishlist the game. It really helps!
Any progress you make in the demo will carry over to the full game, so you can *dig* in as much as you like
In case you weren’t aware, Froggy Hates Snow will launch on May 7. A lot has changed since the demo first came out in February… but I’ll tell you more about that next week 😉
Serge
Hi everyone, it’s Serge,
As you may have noticed in the demo, while exploring the frozen wastelands you’ll occasionally come across something… off.
Anomalous Zones are small, unstable areas scattered across the map, each filled with strange and dangerous phenomena. These zones break the usual rules of the world - expect unpredictable hazards like lightning strikes, roaming tornadoes, fireballs, rolling obsidian spheres, laser beams, and other chaotic effects interacting in ways that can quickly turn the area into complete madness.
At the center of every anomalous zone lies a reward: a treasure chest, sealed inside a mysterious black bubble. It won’t open on its own - you’ll need to prove yourself first.
Each zone presents a unique challenge or mini-puzzle. Some test your survival skills, others your awareness, timing, or creativity. You may have to:
Survive in a dangerous area for a set duration while everything tries to kill you
Dig up hidden objects buried within a hazardous zone
Collect fast-disappearing items before they vanish
Find fragments of a passcode… or brute-force it if you’re feeling lucky
Locate and activate all totems scattered around the zone
Find and press all stone buttons (some require simultaneous activation - use companions, carts, or throwable objects)
Perform a perfectly timed roll to avoid deadly mechanics
Throw objects into the anomaly and observe how they interact
Use movement or invincibility abilities to bypass otherwise impossible situations
These challenges are designed to break your habits and push you to use your tools in unusual ways. Sometimes the solution is obvious. Sometimes it’s not. And sometimes… the solution is chaos.
Anomalous zones are meant to be short, intense bursts of gameplay that contrast with the more meditative flow of digging, exploring, and surviving in the snow. Step in, take the risk, solve the challenge - and walk away stronger… if you make it out alive.
Completing an anomalous zone grants you Blue Gems (the game’s meta currency, used to unlock new characters, etc) and, more importantly, Artifacts.
Artifacts are powerful items that permanently expand your build possibilities. They come in four rarity tiers:
Common
Uncommon
Rare
Legendary
Each Artifact provides either stat bonuses or unique gameplay effects that are active from the very start of a run. Some will enhance your strengths, others can completely change how you approach combat, movement, or resource gathering.
Over time, you’ll build your own Artifact collection, allowing for more diverse and powerful builds across runs. And if you're specifically hunting for strong Artifacts - anomalous zones are the most reliable place to find them.
The best way to learn more about anomalous zones is to venture into them, and you’ll be able to experience that fully when Froggy Hates Snow launches on May 7. I can’t wait to see what you discover.
Serge
Hey everyone, it’s Serge!
I keep seeing the same question everywhere - Steam, socials, comments…
When is Froggy Hates Snow coming out?
Well, the wait isn’t much longer.
I think it’s only fair Froggy handles this one…
Froggy Hates Snow launches May 7th on PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch.
Here’s what you’re getting in the full game:
10 playable frogs (each with unique skills and stats)
16 snow-covered, treasure-filled, anomaly-hiding locations
60+ skills, tools, attacks, and companions to help you survive the frozen wastes and the shadowy forces that lurk there
If you’ve played the demo - good news: your progress carries over, so you can jump right in with a headstart.
Thanks a ton for all the support. Seeing your comments, posts, and videos has been amazing - it really helps keep me going.
If you haven’t yet, wishlist the game - it helps a lot!
See you soon,
Serge
Hey, I’m Serge!
Snow digging is the core mechanic in Froggy Hates Snow - and honestly, I believe it’s what makes the game unique.
There are a lot of games with interactive snow, but in most of them it’s just visual sugar. It looks cool, feels satisfying… but doesn’t really affect gameplay.
I wanted to change that.
Instead of treating snow like just a static surface under your feet, I built the game around it as a fully interactable “material” you constantly shape and fight through. The world is basically one big snow field where every part of it can be removed to clear a path and reveal resources and points of interest.
In fact, there aren’t even real “chunks” under the hood. Technically, it’s one big heightmap texture, where each pixel represents the snow height at a specific point. When you dig, you’re basically “painting” onto that texture and lowering the snow in real time.
That’s what allows the snow to look smooth and natural - not like cubes or blocks, but more like soft, realistic snow hills that you carve through.
Different areas also have different “layers” and density - so sometimes you can quickly carve through soft snow, and other times you hit dense or frozen sections that slow you down and force you to switch tools or approach differently.
Here’s how you can break through snow (and ice) in the game...
The basics. Always available, but slow. You can upgrade them, but they get expensive quickly and the effectiveness is still limited.
A must-have. Bigger digging area, faster digging, and you can also hit enemies with it. Simple and reliable.
Your basic tool for ice. Slow, but it gets the job done.
A powerful ice-breaking tool. Very fast and extremely satisfying to use.
A throwable that turns ice into snow. After that, snow is much easier to remove. Also has nice acid-like VFX and SFX.
Very powerful. Removes both snow and ice, but in a limited area.
Great for clearing large areas of soft snow. Doesn’t work on ice.
These allow continuous snow removal for some time and are some of the most satisfying tools in the game. The flamethrower is rarer and more powerful - it can also melt ice and set enemies on fire.
A helper that digs tunnels automatically. You can have several at once, so you can get some nice passive snow removal.
Lets you turn into a rolling snowball that grows as it collects snow. With upgrades, it can become huge and clear massive areas.
There are also temporary and permanent boosts like Hot Tea and Gloves, which improve your digging and heat stats and can noticeably enhance other digging tools.
Each skill has its own rarity and use case, so you have to choose wisely during a run. It depends on your character, the location, how much ice there is, a bit of luck and your skill in using these tools effectively.
That’s the idea behind snow in Froggy Hates Snow - not just something that looks good, but something you actively interact with and build your playstyle around.
If you haven't already, be sure to try it out for yourself in the demo - and don't forget to wishlist!
More soon👀
- Serge
Hey everyone, it's Serge!
First of all - thank you so much for 20,000 wishlists and for all the positive demo reviews. It really helps a lot and I truly appreciate the support. Seeing people enjoy the game and leave feedback motivates me to keep pushing forward.
Release is getting closer, so right now I'm finishing work on the last big batch of content for the game, including:
New enemies and bosses with new attack patterns and new projectile types
New skills for the frogs (fun and fast movement abilities, plus more powerful and satisfying snow digging abilities)
New companions (animals and even robots)
I'll keep sharing updates and showing more of the new content as we get closer to release.
For now, here are some screenshots of the new enemies!
Thank you again for the support, and see you soon!
— Serge 🐸❄️
Hey everyone,
We’ve been watching the last few days with huge smiles on our faces — thank you. The support for the Froggy demo has been unreal!!
A special shoutout to the creators who've given their time to play our game and share with their audiences. Among the many, including Idle Cub, Menos Trece, Uyuncu Aile, Dr_Horse, and 김더미, Real Civil Engineer just posted a fantastic playthrough of part of the game:
We’ve been incredibly lucky to see a wave of amazing creator coverage over the past couple of weeks. If you’ve found Froggy through a creator, Next Fest, or you’ve been sharing it with friends… you’re a big part of why the wishlists are climbing.
To everyone who’s:
Played the demo
Left a review
Left feedback and comments
Wishlisted the game
Shared clips/screenshots
Told a friend or dropped Froggy into a Discord
…you’re helping this game reach people who we think will genuinely love it.
Wishlist Froggy on Steam (it helps more than you’d think!)
Play the demo and tell us what you enjoyed or if you have suggestions. Serge, the developer, is listening to your feedback!
Leave a review on the demo page, it makes a real difference
Serge is working on some amazing new content and features that we'll share soon. We'll also keep you up to date on the release date and everything else you'll need to be prepared to head out into the snow for one more run!
In the meantime, drop a comment and tell us how you discovered Froggy — was it a creator, Next Fest, or a friend?
— The Digital Bandidos Team 🐸
We asked our friend Zephyora to play some Froggy Hates Snow in the run-up to Next Fest. It's a game that combines things you might love and be familiar with in new and unexpected ways, making it both cozy and...dangerous! If you're a fan of cozy, roguelite, survival, upgrades, combat, and exploration, this might be the game for you, so why not spend some time with Zeph, or download the demo?
Hi everyone,
Froggy Hates Snow was featured during today’s 90-minute Indie Fan Fest showcase – shoveling its way into a fantastic line-up of upcoming indie games heading to Steam Next Fest. Being part of the showcase means thousands of new players got their first look at Froggy’s snowy struggle.
Those who tuned in were treated to a short video giving an overview of Froggy Hates Snow, what the game is about and how it works, as told by the developer himself. If you didn’t get a chance to watch it, you can do so below:
We wanted to also take this opportunity to say a huge thank you to everyone who has played the demo, shared their experiences on YouTube and Twitch, and added Froggy Hates Snow to your wishlist. Everything you do to support Froggy makes a real difference.
There’s more news on the way soon, but for now, keep digging into the demo – and if you haven’t tried it yet, now is the perfect time.
- Serge and the Bandidos team
Hey everyone,
The Froggy Hates Snow demo is back, and it’s had a major upgrade.
If you’ve played the demo before, or if this is your first time hopping in, this new version offers a much better look at what the full game will deliver.
Core systems, visuals, and presentation have been reworked to make the experience clearer, richer, and more rewarding to play. Highlights include:
Progress that carries over between runs Complete quests and collect Blue Gems to permanently unlock new characters, abilities, and locations as you play.
Expanded, more detailed arenas Levels now feature richer visuals, more points of interest, and strange or mystical objects that may hint at hidden treasures…
Improved tutorials and in-game events New guidance and events help introduce the game’s core mechanics, while still leaving plenty for players to discover on their own.
A huge audio upgrade New sound effects and an original soundtrack improve moment-to-moment gameplay, giving clearer audio cues for enemies, actions, and incoming danger — while adding a richer sense of atmosphere to exploration and combat.
Plenty of surprises Some things are better discovered the hard way
The demo lets you play through the first two arenas, using two of the ten playable characters planned for the full game.
Play as Froggy, or unlock Puff, a new character not available in the previous demo, who brings a ranged poison spit attack to the mix, giving you a new way to play
Try out new items like the Salt Sack, which helps melt through tough ice and open up new paths to adventure
If you’re curious about Froggy Hates Snow, or want to see how far it’s come, now’s the perfect time to…hop in. Can we do that joke too many times?
👉 Download the demo now ⭐ Wishlist the game to follow development and support the launch
Thanks for playing,
– Serge and the Bandidos Team
Hi everyone, this is Serge.
It’s been quite a while since the previous demo launched and, with a new public demo coming very soon, I wanted to share what has changed during this time.
At release, the game will feature ten playable frog characters, each with a unique specialization, main attack, and starting skillset - ranging from tongue attacks and spits, to a snow minigun, an electric staff, and a hockey stick.
Before each run, you can choose a character’s starting skills, and by completing runs you earn experience, level up that character, and unlock new, stronger starting skills.
Based on feedback from the previous demo, locations were expanded with more visual detail and points of interest.
These include strange or mystical objects - such as a crashed satellite or UFO, a school bus stuck in the snow, or a phone booth - as well as theme-specific structures for forest, East Asia-inspired, and desert locations.
Areas of pure white snow are intentionally preserved, while points of interest offer a higher chance of finding valuable treasures, making them meaningful both visually and from a gameplay perspective.
Meta-progression has been reworked.
New locations, skills, and characters are now unlocked through quests and by collecting meta-currency found in locations (blue gems).
You can choose what to unlock and in what order, prioritizing what interests you most.
More than fifty new sound effects were added, along with an original soundtrack that strongly sets the game’s atmosphere and mood.
The music shifts between a more meditative tone during digging and a slightly strange, experimental tempo during combat.
Basic tutorials and an event system were added to help with players' first experience and understanding of the game’s core goals and mechanics.
They highlight important findings and events, offering light guidance when needed, while covering only the essentials - leaving room for players to discover and learn the game’s systems on their own, which is often one of the most enjoyable parts of the experience.
I’m currently finishing and polishing the demo, and I’ll be looking forward to your feedback very soon. Stay tuned!
- Serge
Hey everyone,
I want to share a quick update on the Froggy Hates Snow demo and what’s coming next.
Over the past few weeks, I’ve been going through your feedback. Huge thanks to everyone who played it and shared thoughts — it’s been really helpful.
I’ve decided to temporarily remove the old demo from Steam while I finish up a new one. This demo is coming in the next few weeks, and I want that to be the version players experience going forward.
The goal for the next public demo is to make it a much stronger first impression, with clearer systems, better balance, and fewer rough edges (and yes — fewer bugs too, thanks to everyone who pointed those out).
I’m actively working on a new demo, designed to better represent Froggy Hates Snow and how it is evolving.
This will include your first look at a new quest-based meta-progression system, plus a glimpse at the ten playable characters planned for the full game. Each frog will have a unique skin, skills, and main attack, so there'll be something to suit every playstyle.
I'm also working hard on the audio side of things, adding in atmospheric music as well as significantly improved sound effects
A number of creators will soon be playing an early creator preview build, helping me gather feedback and shape the experience ahead of launch. You’ll see their play sessions go live on or shortly after Feb 9th.
I’ll be sharing more about the new demo soon, but the plan is to have it go live during the upcoming Indie Fan Fest event, which will take place during the middle of February - I’ll share more info on that as I get it.
I really appreciate your patience while I make these improvements. My goal is simple: when the next demo lands, I want it to feel like a game you can genuinely dig into and be excited about — not a work-in-progress snapshot.
Thanks for sticking with me, and I’ll have more to share very soon.
– Serge
Hey everyone, I’m Serge, the developer behind Froggy Hates Snow. I wanted to properly kick things off here on Steam and introduce myself and the game.
Froggy Hates Snow started with two ideas I’ve always loved in games: interactive snow and digging for hidden resources. I wanted snow to be more than a backdrop — something physical, reactive, and central to how the game plays. Digging through snow, uncovering what’s hidden beneath it, and surviving in a hostile environment became the core of the experience.
From there, the contrast came naturally. A huge, dangerous, frozen world… and a small frog in a cosy sweater, trying to survive it.
I love frogs — they’re funny, expressive, and just a little absurd. And frogs don’t belong in winter, which makes Froggy’s situation feel even more dangerous (and a bit ridiculous). That contrast is important to the game: warm vs cold, safety vs danger, comfort vs survival.
There’s always a safe space — a warm bubble where Froggy can rest — but to survive, you have to leave it. That idea comes from my own experience too. I live in Eastern Europe, and while snow can be beautiful, I truly hate the cold, the grey days, and everything winter brings. Froggy struggling against that environment is, in many ways, a reflection of that.
This is my first PC and console game, and I’m actively developing it right now. Over the coming months, I’ll be sharing regular updates here — from gameplay improvements to behind-the-scenes looks at how the game is evolving.
If you haven’t tried it yet, there’s a playable demo available now, and it’s the best way to experience Froggy’s movement, the snow mechanics, and the overall challenge. (If you have already tried it, please don't forget to wishlist the game)
Thanks for checking out Froggy Hates Snow. More soon — and happy holidays.
– Serge
About
This page aggregates Steam news feeds, patch notes, and developer announcements for FROGGY HATES SNOW, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main FROGGY HATES SNOW statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.