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Full Steam announcements and update articles for this title.
Slack Off: Now has a 15% chance to remove the card whenever it is used.
The amount of Unhappiness gained by Choi Soon Ja has been reduced by approximately 5% overall.
Endless Winter: Discontent increases by 25% → Discontent increases by 30%.
Life Precipice: Discontent increases by 35% → Discontent increases by 40%.
Doubt: Economic Stability -1/day → Economic Stability -0.6/day.
Social Collapse: Economic Stability -1.2/day → Economic Stability -1.6/day.
Apocalypse: Discontent increases by 65% → Discontent increases by 55%.
When playing as Conductor Choi Soon Ja, you can now select a new option at the “Broken Engine.”
Fixed an issue where the “Frozen Street” landmark did not grant the “Ancient Drone.”
Fixed an issue where the option to obtain the “Blue Heart” at the “Ice Fortress” landmark was not highlighted.
The “Acceleration Gate” obtainable from the “Tree Tunnel” landmark has been changed into a Status.
Fixed an issue where sound would still play in the title screen shop even when the volume was muted.
Fixed an issue where the game would freeze without displaying anything when using certain Train Drone Supply cards after obtaining every train reward.
Fixed issues related to achievement unlock conditions.
We are currently working on adding keyboard shortcuts. However, as this will take some time, we kindly ask for your patience. nemonan promises to always do its best to protect the health of all conductors 😅
The train has arrived, breaking through the blizzard! Buy it now and get 20% off!
You can also purchase the Supporter Pack and buy the development team a warm cup of coffee!
Planning to purchase both? We’ve prepared the Deluxe Edition just for you! Support the development team and receive an additional 10% discount!
We would like to express our deepest gratitude to everyone who has joined us on this journey so far. We hope you’ll continue to stay with us in the future!
And... winter is coming. Even beneath the scorching summer heat, we must always prepare for the endless winter ahead.
After all, a train never stops, even in the bitterest cold. Until winter arrives... Choo choo! 🚂❄️
Thank you for waiting! Frostrain 2 is officially launching on July 16 at 10 PM. We are endlessly grateful to everyone who has joined us on this journey over the past year and a half, and we hope you will continue to support us in the future!
Oh, have you not purchased the Supporter Pack yet? Then we have prepared a Deluxe Edition bundle just for you!
...Yes, that’s right. The Supporter Pack contains no in-game content whatsoever. However... it does include 21 adorable cat photos and the warm feeling of treating the development team to a cup of coffee. hehe.
Well then... we’ll see you on the 16th. Thank you!
Hello!
Starting today, we will be launching the public beta test for the upcoming 1.0.0 update.Here’s how you can participate:Right-click Frostrain 2 in your Steam Library.
Go to Properties → Game Versions & Betas.
Select the publicbeta branch to switch over.
Please note that this patch is not permanent, and it may contain incomplete balance changes and bugs. If you enjoy the update and would like to share feedback, you can send it to us through any of the following channels. Your input would be a huge help in improving the game.After a one-week beta test, Frostrain 2 is planned to officially launch next Thursday, July 16, alongside the addition of achievements. We hope you’ll look forward to it, and we’d greatly appreciate your support!
We carefully read every review, comment, and video you share with us. Thank you, as always, for your support.Sincerely, nemonanHello, this is nemonan, the development team behind Frostrain 2.
As mentioned in our previous developer letter, we had planned to hold the public beta test sometime this week. However, after conducting an internal test today, we found a number of bugs and areas that still require additional improvement.
We have determined that, in its current state, the game would not provide a satisfactory testing environment for players. As a result, we have unfortunately decided to postpone the public beta test.
Over the next week, we will be conducting intensive internal testing, addressing the bugs and issues we have found, and improving the overall quality of the game. We currently plan to proceed with the public test sometime next week.
We sincerely apologize for the inconvenience to everyone who has been waiting. We will do our best to present the game in a better state.
Sincerely, nemonan
It feels like only yesterday that we were rushing to put out the May Developer Letter, but somehow, June is already coming to an end. Time really does fly. Half of 2026 has already passed. How is everyone doing with the goals you set for the new year? At this point, it feels like the long journey of Frostrain 2 is finally nearing its end. We expect to be able to present the full version to you sometime in July. And when that happens… this Developer Letter may very well be the last one!
For reference, the public beta test for version 0.9.0 is scheduled to begin sometime this week. As with the previous public beta test for version 0.8.0, there may be many rough edges during the early stages of release. We plan to keep improving these areas through continued patches, so we hope many of you will participate!
Do you remember the “-%” shown on the profile button on the title screen? Some of you actually asked us what it was supposed to mean. Now it can finally serve its purpose! This will become the Progress indicator, showing how much of the game you have completed.
I usually use “Player 2” for testing. Hmm, 23%! Still a long way to go. Still… I think it will feel really satisfying to reach 100%!
As mentioned in the previous Developer Letter, Jo Mimi will begin the game with three types of Stability. When Economic Stability reaches 0, the “Livelihood Collapse” event will occur, forcing you to spend a large amount of Happiness to stabilize society and restore Economic Stability.
However, because this action demands more and more Happiness each time it repeats, it is important to prevent these incidents before they happen. Use Decisions, Pledges, and Events to do your best to keep society from falling apart!
In the same way, Political Stability and Military Stability must also be managed carefully. If Political Stability reaches 0, an opposing government will be established, preventing you from carrying out Decisions. If Military Stability reaches 0, the engine room will be seized, preventing you from setting the train’s route. Look at poor Mimi. At this rate, she might be expelled before she even gets a chance to do anything 🥹
Once certain Decisions are completed, “Acts of Governance” become available. Acts of Governance are added to the “Status” list at the top of the screen, and you can access the Act of Governance event window by clicking the icon. This interaction may feel somewhat unfamiliar, so we may revise it later. For now, however, we have decided to proceed with it as-is because there is simply a mountain of work piled up. We will try to gather as much feedback as possible through the upcoming public beta test! We hope many of you will participate ☺️
At first, only “Purchase Artifact,” which lets you spend Supplies to purchase a random Artifact, will be available. However, by completing follow-up Decisions later on, you will be able to add more options here. That’s right! You will now be able to respond to situations more actively. You can spend Stability to purchase Artifacts, or spend Economic Stability to gain Political Stability or Military Stability.
These kinds of “active” mechanics are something we have always wanted to add. What kinds of features would make the game richer? Now that we have another tool to work with, we will continue improving it through feedback and data collection.
One of the most common pieces of feedback we received about the Lim Seokdae scenario was that it depended too heavily on Mimi. Of course, since I personally love Mimi very much, her importance was intentional to some extent. However, outcomes that feel like “it has to be Mimi or nothing” are not ideal.
In addition, compared to Choi Soonja’s scenario, it was difficult to gain Backlash, which made it harder than expected to make use of the “Dominion” Decision. Because of this, when Lim Seokdae takes direct action, we plan to reduce the amount of Tension gained while adjusting the number of passengers lost or the amount of Backlash gained to balance things out.
The following is one example of this type of change. In the “Escalating Protests” event, the result of Lim Seokdae’s option will be changed as follows.
Gain Tension x4, lose 2 passengers, gain Backlash → Gain Tension x3, lose 3 passengers, gain Backlash x2
The amount of Tension gained has been reduced by one, while the number of passengers lost and the amount of Backlash gained have each increased by one. Losing one passenger and gaining one additional Backlash are certainly not minor changes, but since this event appears in the mid-to-late game, we expect them to be easier to manage than Tension if you have prepared properly.
Do you know which Artifact among the many Artifacts in Frostrain 2 was the least popular? It was our poor Philosopher. Its original effect reduced the Supplies consumed when gaining Experience by 1, but increased the Supplies consumed when performing train drone resupply by 1. Yes… and across every stage of the game, it achieved the truly impressive record of sitting near the very bottom in both win rate and pick rate. Because of that, we wanted to make it a little easier to use. Please keep in mind that all numbers are temporary and may be changed! Still, it should become much more tempting to pick than before.
There was also another Artifact with a very powerful effect that was extremely difficult to use: the “Time Stop Watch”! Its effect was certainly strong, but because time began counting down from the moment you obtained the Artifact, you had no choice but to simply wait and hope that the Stopwatch would appear at the right moment. As a result, the Stopwatch often ended up being a throwaway pick. Because of this, we have changed how it works. Now, when you obtain the Artifact, you will also receive a card that allows you to use the Stopwatch. When that card is used, changes to Happiness will stop. This means you can now pick it in advance and use it when you actually need it!
And… beyond that, over 120 Artifacts will be added, including story Artifacts! Around 20 Artifacts will also be added to the base pool without requiring any unlocks, so the game should feel even richer!
As mentioned earlier, the number of Artifacts has continued to grow, making it gradually harder than before to obtain the Artifact you want. In fact, every time you unlocked another Artifact through the shop, it became even harder to find the specific Artifact you were looking for. Because of this, we have decided to remove the old “Blank Die” and instead integrate its function into Prestige.
In other words, once you reach Prestige Level 5, you will now be able to spend Supplies to reroll Artifacts at any time! We expect this to serve as a suitable compensation for the increasingly crowded Artifact pool, while also raising the value of Supplies, which had become somewhat awkward to use in the mid-to-late game. The transport boom… is coming!
Have you seen the new trailer that was recently updated on the store page?
As with the previous trailer, we made this one ourselves, piece by piece. Hmm, the more we do this, the more it feels like we are getting better at it! Doesn’t it look much more… “proper” than before? To be honest, after making this trailer, I felt a little proud and ended up watching it over and over again. Haha. Hopefully, we will be able to make an even better trailer next time. We will continue working to show you steady improvement. Thank you, everyone 😆
As mentioned at the beginning, the public beta test for version 0.9.0 is scheduled to begin sometime this week. We are currently expecting it to begin around Thursday or Friday. Many of you participated last time and left us a lot of valuable feedback, and we hope many of you will participate again this time!
We read each and every one of your comments carefully! Feedback on balance or game structure, suggestions for improvements, bug reports, and even pure criticism! We read all of it closely, so please feel free to share your thoughts at any time. Every message you send helps us improve the game.
I still remember the day we first began development on Frostrain 2 in January of last year. Haha, back then, I thought, “Surely six months will be enough to make a demo, and one year should be enough to reach full release!” But somehow, a year and a half has already passed. It has been an eventful 18 months, with plenty of ups and downs, but being able to meet all of you through this game has made it a truly rewarding and enjoyable time. We will continue focusing on development for the time we have left, and we will do our best to make Frostrain 2 an even more complete and enjoyable game.
We at nemonan will keep working hard and return with a better game. Thank you!
Clay Figurine: Increases the Overachievement output of Shadow Traders Association trains by 5% → Increases the Overachievement output of Shadow Traders Association trains by 8%.
Marble Figurine: Increases the Overachievement output of Shadow Traders Association trains by 7% → Increases the Overachievement output of Shadow Traders Association trains by 10%.
Golden Figurine: Increases the Overachievement output of Shadow Traders Association trains by 9% → Increases the Overachievement output of Shadow Traders Association trains by 12%.
Worn Purple Nut: Speed +2% → Speed +3%.
Wooden Pipe Tobacco: Increases the Overachievement chance of Shadow Traders Association trains by 4% → Increases the Overachievement chance of Shadow Traders Association trains by 5%.
Decent Pipe Tobacco: Increases the Overachievement chance of Shadow Traders Association trains by 7% → Increases the Overachievement chance of Shadow Traders Association trains by 6%.
Fancy Pipe Tobacco: Increases the Overachievement chance of Shadow Traders Association trains by 10% → Increases the Overachievement chance of Shadow Traders Association trains by 7%.
Whiskey: Increases the Happiness production of Shadow Traders Association trains by 35% → Increases the Happiness production of Shadow Traders Association trains by 30%.
Nectar: Increases the Happiness production of Shadow Traders Association trains by 45% → Increases the Happiness production of Shadow Traders Association trains by 35%.
Developer Comment: We reduced the gap between Silver and Platinum artifacts so that choosing Silver artifacts feels less unpleasant. We also lowered Overachievement chance while increasing output, encouraging higher peaks and better synergy with the Press synergy, while further strengthening the unique strengths of the Shadow Traders Association.
Transportation (3): Instead, gain it for every 30 passengers → Instead, gain it for every 31 passengers.
Transportation (4): Instead, gain it for every 25 passengers → Instead, gain it for every 24 passengers.
Developer Comment: Fortunately, the previous Transportation adjustment appears to have been successful. The Transportation synergy has settled in well, and other artifacts that synergize with Supplies also showed impressive improvements in win rate.
Mass Drone Deployment: Gain 3 Gold Train Drone Supplies → Gain 2 Gold Train Choices.
Natural Cycle: Gain 2 random Platinum trains → Gain 1 Platinum Train Choice. Changed from Gold to Platinum.
Old Pottery: Increases the Happiness production of all trains by 5%. Speed -1% → Increases the Happiness production of all trains by 8%. Speed -1%.
Love Letter: Increases the Happiness production of all trains by 5%. Maximum hand size is reduced by 1 → Increases the Happiness production of all trains by 7%. Maximum hand size is reduced by 1.
Drone Deployment: Gain 3 Bronze Train Drone Supplies → Gain 2 Bronze Train Choices.
Drone Repair: Gain 2 Silver Train Drone Supplies → Gain 2 Silver Train Choices. Changed from Silver to Gold.
Expropriation: Lose 1 passenger. Gain 3 Supplies → Lose 1 passenger. Gain 5 Supplies.
As mentioned in our previous update, the Jo Mimi scenario revolves around declaring “pledges” and completing them. Because of this, the word “Quest” appears frequently, which could cause confusion with the existing “Quest” keyword used by artifacts. To address this, we have revised the wording in these cases. There are no changes to their effects.
Winter Survival Quest: Survive in the snowstorm for 100 seconds. (Currently n seconds) Reward: The number of deployable train slots increases by 1.
→ After surviving in the snowstorm for 100 seconds, the number of deployable train slots increases by 1.
Runaway Locomotive Quest: Visit 30 unvisited nodes. Reward: The number of deployable train slots increases by 1.
→ After visiting 30 unvisited nodes, the number of deployable train slots increases by 1.
Crown of Thorns The number of deployable train slots is reduced by 1. Quest: Survive for 210 seconds. Reward: The number of deployable train slots increases by 2.
→ The number of deployable train slots is reduced by 2. After 300 seconds, the number of deployable train slots increases by 3.
Natural Cycle Quest: Obtain trains in the order of Bronze, Silver, then Gold. If they are not obtained in order, progress resets. (Currently 0/3 stages) Reward: Gain 1 Platinum Train Choice.
→ If you obtain trains in the order of Bronze, Silver, then Gold, gain 1 Platinum Train Choice.
Empty Supply Ledger Quest: Visit rare Supply Depots 3 times. Reward: Transforms into a Filled Supply Ledger.
→ After visiting rare Supply Depots 3 times, transforms into a Filled Supply Ledger.
Bronze Resolve Quest: Obtain Bronze trains 20 times. Reward: Increases the Happiness production of Bronze trains by 30%.
→ After obtaining Bronze trains 7 times, increases the Happiness production of Bronze trains by 30%.
Fixed a bug in the Im Seokdae scenario where players did not receive rewards despite fulfilling the hidden victory condition.
June is already nearing its end. Since there has been a three-week gap since the last update, some of you may be wondering, “Okay, balance changes are nice, but what about new content?” Development is still ongoing, and while it is not yet complete, we would like to show you a few things we have been working on.
You will also be able to encounter various landmarks in the Jo Mimi scenario! As before, some event illustrations may be provided as temporary versions. We ask for your generous understanding on this point.
One thing we felt while working on the previous two scenarios was that landmarks are more interesting when they provide unique artifacts, even if they require more development work. We also found that they become even more fun when an appropriate amount of probability is involved. For this scenario, we have worked to actively make use of those lessons. We hope these elements come across as enjoyable when you play.
Then… we will see you again in the June Developer Letter. Thank you!
It’s May! How has everyone been? Here, it feels like summer has already come rushing in. It’s very hot… and humid. How are things where you are? I hope it’s more comfortable there.
We were so busy with development that we completely forgot, but we ended up missing the April developer letter! Please accept our apologies for sharing this news belatedly like this. We have more or less wrapped up work on the Im Seokdae administration, and we are now developing the Jo Mimi scenario. Based on the previous Choi Soonja and Im Seokdae scenarios, we would like to try something a bit more experimental this time.
Frostrain is a game that is quite difficult to define by a single genre. It clearly has roguelike deckbuilding elements, but when you look closely at the game, it also has a strong strategic side. So this time, we wanted to further strengthen that “strategy game” aspect. Deckbuilding will still remain at the core of the game, but we have added a stronger touch of strategy.
This also aligns with the direction Frostrain 2 has been aiming for. Looking back, in the Choi Soonja scenario, managing happiness was the top priority. In the Im Seokdae scenario, you had to manage happiness along with a new parameter called “tension.” Well, although that tension management ended up failing after we received feedback that it depended too heavily on RNG.
So this time, we wanted to improve on those points. There are three resources you will need to manage! They are Economic Stability, Political Stability, and Military Stability, each representing one of the three main pillars Mimi must pay attention to while governing train society.
Economic Stability is simple. It represents livelihood. If the civilian economy collapses, it becomes difficult for the government to survive. Historically, many regime changes have been triggered by collapsing livelihoods. Because of this, when Economic Stability reaches 0, you must print currency and inject it into the market. This may help you endure the immediate crisis, but it ultimately devastates the market, consuming a large amount of happiness and requiring even more happiness each time it is repeated.
Political Stability represents Mimi’s political security. After Im Seokdae, an engineer with powerful charisma, Mimi inherited the position of Engineer. Without any democratic process whatsoever. If she fails to calm the dissatisfaction surrounding this, emerging rival factions will rise up, establish an independent government, and paralyze the administration.
Lastly, Military Stability represents Mimi’s standing within the Red Frost Knights, who rose to become the most powerful faction during Im Seokdae’s rule. Every regime needs an army. But in chaotic times, an army can transform into a warlord faction. Likewise, if they are not kept under proper control, they will attempt to seize control of the engine room, and Mimi will be reduced to a mere puppet.
Other scenarios progressed in a fixed way according to the story. For example, in the Choi Soonja scenario, the “Children of the Engine’s Opposition” event was guaranteed to occur, and in the Im Seokdae scenario, the “Operation Preparation” event appeared. This is not a bad thing. But we wondered whether things could be a little more varied, and so we prepared the Jo Mimi scenario in a different direction.
(The image is from a work-in-progress build and may be changed later.)
Using the stability values mentioned above, Mimi can take on various “Challenges” in different situations. The more stability you have accumulated, the greater advantage you gain in the success rate of that Challenge. However, each situation requires a different type of stability, so it will be difficult to overcome every crisis with only one stability value.
As a ruler, Mimi can make Pledges.
(The image is from a work-in-progress build and may be changed later.)
Once you fulfill one Pledge, you can proceed with another. Each time you successfully complete a Pledge, you receive a reward, and every Pledge presents different randomized conditions and rewards.
Through this, Mimi can acquire the stability, supplies, artifacts, and other resources needed by train society. Therefore, it is important to judge at every moment which Promise you are best able to fulfill right now, and which reward you need the most.
Here are the newly added artifacts! What kinds of artifacts will appear this time?
Hmm, there seem to be a lot of cookie shapes. It looks like there may be something related to cookies. Hmm, yes. No one hates cookies. Cookies are popular in train society as well. Perhaps this will finally be the time when everyone can eat cookies to their heart’s content!
And so, we are seeing off another May. The official release is not far away… We ask that you stay with us until the very end, and with that, we will bring this letter to a close. We read every single comment and reaction! Although we cannot respond to every message, we are endlessly grateful to everyone who leaves us words of encouragement each time, and we wish you the best of luck!
Then, we will see you again next time. See you in June!
Sincerely, nemonan.
(Before)
Transportation (2): When you gain supplies, you have a 15% chance to gain 1 additional supply.
Transportation (3): When you gain supplies, you have a 30% chance to gain 1 additional supply.
Transportation (4): When you gain supplies, you have a 45% chance to gain 1 additional supply.
(After)
Transportation (2): Gain 1 supply whenever a total of 40 passengers enter Transportation carriages.
Transportation (3): Instead, gain 1 supply whenever 30 passengers enter.
Transportation (4): Instead, gain 1 supply whenever 25 passengers enter.
Developer Comment: Transportation had a simple and powerful gimmick that allowed it to gain additional supplies probabilistically. However, this approach had two issues. One was that it relied on probability, and the other was that it allowed for micro-control. The randomness was acceptable to some extent, but the micro-control needed to be addressed. To fix this, we have tied Transportation’s gimmick to the train’s “cycle” system.
Since the synergy’s mechanism has changed significantly, its balance may be somewhat rough for the time being. We will continue adjusting it through future patches.
Entertainment (5): Produces happiness with a 66% chance for x6 and a 14% chance for -x14 → Produces happiness with a 77% chance for x6 and a 14% chance for -x14.
Developer Comment: It seems the previous nerf to Entertainment hit quite hard. We believe the overall direction is still fine, so we are slightly restoring its performance by adjusting the numbers.
5 new events have been added.
Prophet or Madman
The Song of the Engine
Secret Map
Disorder in the Tax System
The Last Cigarette
You can now check collection levels in the Collection. These do not affect gameplay, but they allow you to see how often and how much you have used each artifact through the levels you have accumulated.
Collection levels gain more experience when challenged at higher difficulties.
Each time a collection level increases, the requirement to reach the next level also increases.
You can now turn “Perks” obtained from the shop on or off. Click to disable them, and click again to enable them! Existing players may find that their Perks have been disabled. Before entering a run, please make sure to check whether your Perks are disabled through the upper-left area of the character selection screen!
Fixed a bug where 2 Gold artifacts that could not be obtained were displayed in the Collection.
We know that many players have been waiting for an update. We also know that content updates are more important than balance patches. That is why, although this update may still feel somewhat lacking, we have included 5 new events.
We would also like to take this opportunity to briefly share some of the progress we had planned to introduce in next week’s developer letter. The new Engineer, Jo Mimi, is not yet trusted by the passengers. She is still too young to lead train society, and her abilities have not yet been proven. Therefore, when playing as Jo Mimi, you will need to “prove” yourself to the passengers. In this kind of form.
(The image shows content still in development, and the details may change at any time.)
Jo Mimi can carry out “quests,” and by completing them, she can obtain the things she needs as rewards. You can think of this as a more structured version of the quests that previously appeared through artifacts.
We are also preparing decisions that interact with quests! What kinds of decisions do you think would make the game more enjoyable? Please feel free to share any good ideas with us through our Discord channel, email, Steam discussions, or comments.
We will keep working harder until the next update. Thank you!
While trying to update the game more frequently, I was reminded why the previous 0.7 version updates stopped at 0.7.4. When there is no new content… there are naturally fewer things to fix, aren’t there? It is obvious, but I have realized it once again. Since we are currently continuing to develop new content, this update only includes relatively small changes focused mainly on balance adjustments. Thank you for your understanding.
Now has 2 shop slots at synergy level 2, 4 shop slots at synergy level 4, and 7 shop slots at synergy level 6.
Fuel and Hammer Brotherhood (9): When producing Happiness, produce it 8 additional times. -> When producing Happiness, produce it 7 additional times.
Entertainment (3): Gain 3x Happiness at a 33% chance and -6x Happiness at a 6% chance → Gain 2x Happiness at a 33% chance and -4x Happiness at a 4% chance.
Entertainment (5): Gain 7x Happiness at a 77% chance and -16x Happiness at a 16% chance → Gain 6x Happiness at a 66% chance and -14x Happiness at a 14% chance.
Elitism: The number of my basic passengers is halved. The final Happiness production of all trains increases by 20% → The number of my basic passengers is halved. The final Happiness production of all trains increases by 25%.
Priority Pass: Changed from Platinum → Gold.
Blank Die: Spend 10 Supplies to reroll artifacts → Spend 11 Supplies to reroll artifacts.
Eyed Basket: Gain 1 random artifact whenever you gain 10 Supplies → Gain 1 random artifact whenever you gain 9 Supplies.
Odd Numbered Train: The Happiness production of my odd-numbered trains increases by 15% → The Happiness production of my odd-numbered trains increases by 23%.
Even Numbered Train: The Happiness production of my even-numbered trains increases by 20% → The Happiness production of my even-numbered trains increases by 28%.
Integer Train: The Happiness production of all trains increases by 20% → The Happiness production of all trains increases by 28%.
Power Cycle Amplifier: Happiness +48/cycle. This artifact can be obtained multiple times. Each time it is obtained, the Happiness gained from this artifact increases, and the increase becomes larger with each acquisition. (Next: +96) → Happiness +28/cycle. This artifact can be obtained multiple times. Each time it is obtained, the Happiness gained from this artifact increases, and the increase becomes larger with each acquisition. (Next: +56)
Magnifier: EXP +6, Movement Speed -2% → EXP +9, Movement Speed -2%
Bronze Resolve: Quest: Obtain Bronze trains 8 times. Reward: The Happiness production of Bronze trains increases by 45% → Obtain Bronze trains 7 times. Reward: The Happiness production of Bronze trains increases by 45%.
Scrap Dragon: Happiness +0. This value is equal to 50% of the Happiness produced by my engine. Passengers cannot enter this train, but it produces Happiness once every cycle → Happiness +0. This value is equal to 60% of the Happiness produced by my engine. Passengers cannot enter this train, but it produces Happiness once every cycle.
Mechanical Egg: The probability progression of 50% → 30% → 10% → 5% has been adjusted to a flat 20%.
The artifact tooltip text for Gambler and Chewed Gum has been fixed. Their effects have not changed.
Collection illustrations have been updated.
Fixed a bug where 3 unobtainable Silver artifacts appeared in the Collection.
This update is primarily a breathing-room patch focused on balance adjustments, bug fixes, and small improvements.
Choi Soonja became noticeably easier after the last patch. On the default difficulty, the win rate rose to the level we intended, but Extreme Cold also became too easy as a result. High difficulty should remain high difficulty. So we are making Extreme Cold harder again, closer to its previous level.
Low Approval Ratings: Decision completion time +30%, Discontent +16% → Decision completion time +30%, Discontent +25%
Irritable Passengers: Discontent +66% → Discontent +75%
Endless Winter: Blizzard movement speed +5%, Discontent +25% → Blizzard movement speed +5%, Discontent +35%
Shadow Traders Association (4): Gain 200% more Mileage → Gain 300% more Mileage.
Shadow Traders Association (6): Gain 500% more Mileage → Gain 600% more Mileage.
The Faith threshold increase when receiving a relic is reduced from 30 to 25.
Ivory Tower Happiness production increased by about 15%.
University, Accounting Office, and Job School Happiness production increased by about 30%.
Fuel and Hammer Brotherhood (7): Whenever you produce Happiness, produce it 5 additional times instead of 6 additional times.
Fuel and Hammer Brotherhood (9): Whenever you produce Happiness, produce it 8 additional times instead of 10 additional times.
Central Intelligence Agency: Happiness +54 → Happiness +56
Ministry of State Security: Happiness +136 → Happiness +112
Train Power (4): Increases by 3% each cycle, up to 35% → Increases by 3% each cycle, up to 30%
Train Power (5): Increases by 5% each cycle, up to 55% → Increases by 5% each cycle, up to 45%
Curious Spectacle: All Carriages produce 15% more Happiness → All Carriages produce 20% more Happiness.
Hot Wallet: Happiness -60 to +120/cycle. This value changes every day → Happiness -50 to +100/cycle. This value changes every day.
Priority Pass: Gold → moved to Platinum.
Elitism: Gold → moved to Platinum. Your base number of passengers is halved. All Carriages produce 120% more Happiness → Your base number of passengers is halved. All Carriages' final Happiness production increases by 20%.
Virtue: All Carriages gain +0% Overachievement chance. This increases by 3% for every 2 passengers lost → All Carriages gain +0% Overachievement chance. This increases by 1% for every 1 passenger lost.
Eyed Basket: Gain 1 random artifact whenever you gain 8 Supplies → Gain 1 random artifact whenever you gain 10 Supplies.
Punching Machine: Silver → moved to Gold.
Prestige Level 4: The number of Drone Supply choices increases by 1. → The number of Drone Supply choices increases by 1. This bonus disappears after 600 seconds.
Gain Backlash, EXP +4 → Gain Backlash, EXP +6
The amount of Happiness lost increases by 30%.
The amount of Happiness gained increases by 50%.
Gain 1 passenger, gain Backlash → Gain 1 passenger, gain Backlash x2
The amount of Happiness gained increases by 50%.
Empty Launchpad: Gain 5 Supplies → Gain 6 Supplies.
Weeping Hole: Gain 4 random relics → Gain 5 random relics.
The Abyss: Success chance adjusted from 60% → 50%.
Landmark illustrations will be replaced.
A Happiness particle on/off option will be added.
The probability of obtaining artifacts based on level will be partially adjusted.
Fixed an issue where the General Supply Administration (6) effect was incorrectly applied as Cycle Time -5 seconds.
Fixed an issue where the tutorial could progress abnormally due to Prestige effects.
A bug where the effect of the “All or Nothing” relic was being applied incorrectly has been fixed.
This patch includes what we consider the “foundation” for rebalancing the difficulty gap between Choi Soon-ja and Im Seok-dae. We do not expect to solve everything in a single patch. We will continue correcting this balance through next week’s patch and the one after that.
In addition, Perks are being added. From now on, if you purchase every artifact shown on a single shop page, you will unlock a Perk, making future journeys permanently easier to enjoy. We expect this to both create stronger incentives to buy artifacts and help offset the issue of “polluting” the pool whenever you make a purchase.
Im Seok-dae’s win rate has been extremely polarized. Some players found him very difficult, while others found him too easy. According to the data, his win rate on Frost 3 was not very different from Choi Soon-ja’s, but his base difficulty was so much easier that there was effectively more than a twofold gap. Based on this, the dev team concluded that our first character, Choi Soon-ja, should become easier than she is now, while Im Seok-dae should become harder than he is now.
Choi Soon-ja will now have an easier time pushing through the late-game Contaminated Zone sections, and the strength of the Overpopulation debuff will be reduced.
Contamination Stage 3: -96/sec → -81/sec
Contamination Stage 4: -166/sec → -132/sec
Overcrowding: Move Speed -0%. This value increases by 2% for each passenger above 12 → Move Speed -0%. This value increases by 1% for each passenger above 12
The main reason Im Seok-dae’s win rate is so polarized appears to be the effect of his trait, Strongman. We are reducing the variance caused by this trait while readjusting the relative difficulty of the Frost sections that become harder as a result.
Strongman: Whenever you level up, gain Supplies equal to your level → Whenever you level up, gain 3 Supplies
Great Famine (Frost Stage 2): Gain Supply Shortage x3 every 3 days → Gain Supply Shortage x3 every 4 days
Academy has had high consistency, but struggled with low raw scaling. However, if a highly stable synergy also gains high raw power, the metrics may become dangerous, so we intend to buff it very gradually and monitor the results.
The overall raw power of Academy carriages has been increased by an average of 10%.
The Shadow Traders Association has the advantage of selectively securing a variety of artifacts, but its own raw scaling is low and its artifact supply is not stable, resulting in a poor win rate. We are improving its shop artifacts to compensate for this.
Cheap Liquor: Happiness output of Shadow Traders Association carriages +15% → +25%
Whiskey: Happiness output of Shadow Traders Association carriages +23% → +35%
Nectar: Happiness output of Shadow Traders Association carriages +30% → +45%
Clay Statue: Overperformance output of Shadow Traders Association carriages +3% → +5%
Marble Statue: Overperformance output of Shadow Traders Association carriages +6% → +7%
Coin Pouch: Mileage output of Shadow Traders Association carriages +1 → +20%
Coin Chest: Mileage output of Shadow Traders Association carriages +2 → +30%
The Brotherhood almost guaranteed a clear at very high rates if you managed to complete the 9-synergy setup, but was unusually weak otherwise. We are improving its lower-stage scaling to address this issue.
Fuel and Hammer Brotherhood (3): No longer loses Happiness → No longer loses Happiness. Whenever it produces Happiness, produce it 1 additional time
Fuel and Hammer Brotherhood (5): Whenever it produces Happiness, produce it 2 additional times → 3 additional times
Fuel and Hammer Brotherhood (7): Whenever it produces Happiness, produce it 5 additional times → 6 additional times
Culture (2): +5 → +4
Culture (4): +13 → +14
Culture (5): +20 → +22
Culture (6): +29 → +32
Culture (7): +40 → +44
Children of Engine had shown “strong” performance for a very long time, but its win rate appeared to normalize somewhat in the previous patch. However, most of that win rate is concentrated in the 6-synergy threshold, so we want to ease that concentration slightly.
When receiving a gift, Faith requirement +40, and when declining, -10 → When receiving a gift, Faith requirement +30, and when declining, -10
Children of Engine (5): Faith requirement -40% → -30%
Players widely use either the full 6-piece Knights of the Red Frost setup or a minimal setup using only two carriages, Control Center and Headquarters. This is not inherently bad, but the mid-tier synergy steps offer too little incentive. We want to address that.
The amount of Training gained overall has been reduced by 20%.
The maximum amount of Training that can be accumulated has been reduced by about 16%.
Knights of the Red Frost (4): Deployed Knights of the Red Frost carriages gain 300% additional Training → 400% additional Training
Train Power has been... consistently strong for quite some time. We buffed it once in the previous patch, and it ended up showing completely broken metrics across all stages. We are correcting that again.
Train Power (3): Speeds up by 1% each cycle, up to 21% → Speeds up by 1% each cycle, up to 15%
Train Power (4): Speeds up by 3% each cycle, up to 42% → Speeds up by 3% each cycle, up to 35%
Train Power (5): Speeds up by 5% each cycle, up to 63% → Speeds up by 5% each cycle, up to 55%
The Central Supply Bureau has been consistently strong from the first game through now. We are making a slight adjustment.
Central Supply Bureau (6): Cycle time -5 seconds → -4 seconds
Security is a simple but powerful synergy that performs well on the basis of raw stats alone. But... it looks a bit too powerful. We are lowering its performance slightly.
Security (3): Dept of Signal Interception: Happiness +28 → +22
Security (4): Central Intelligence Agency: Happiness +68 → +54
Security (5): Ministry of State Security: Happiness +164 → +136
Tropical Globe: Happiness output of all carriages +30% → +40%
Billionaire: Happiness output of all carriages +0%. This value increases by 1% for every 2 Supplies you own → Happiness output of all carriages +0%. This value increases by 1% for every 1 Supply you own
Crown of Thorns: Reduce deployable carriage slots by 2. Quest: Survive for 300 seconds. Reward: Increase deployable carriage slots by 3 → Reduce deployable carriage slots by 2. Quest: Survive for 180 seconds. Reward: Increase deployable carriage slots by 3
Excavator: Gain 1 Artifact Drone Supply every 12 visits to unvisited nodes → Gain 1 Artifact Drone Supply every 10 visits to unvisited nodes
Residential Conversion: Lose 6 passengers. Increase deployable carriage slots by 1 → Lose 5 passengers. Increase deployable carriage slots by 1
Process Automation: Whenever 3 passengers enter a carriage, produce Happiness 1 additional time. Final Happiness output of all carriages -15% → Whenever 3 passengers enter a carriage, produce Happiness 1 additional time. Final Happiness output of all carriages -17%
Elitism: Platinum → Gold / Your base passenger count is halved. Happiness output of all carriages +100% → Your base passenger count is halved. Happiness output of all carriages +120%
Eyed Basket: Gain 1 random artifact whenever you obtain 14 Supplies → Gain 1 random artifact whenever you obtain 8 Supplies
Value Investing: After 10 days, Happiness output of all carriages +25% → After 10 days, Happiness output of all carriages +35%
Ominous Seed: 50% of stacked value is converted → 60% of stacked value is converted
Curious Spectacle: Happiness output of all carriages +12% → +15%
Buddy System: Happiness output of all carriages +0%. This value increases by 2% for every 3 passengers you have → Happiness output of all carriages +0%. This value increases by 5% for every 5 passengers you have
Ice Miner: Gain double Supplies from Frozen Supply Bases, Discontent +10% → Gain double Supplies from Frozen Supply Bases, Discontent +20%
Beta: Lose 2 passengers. Omega can now appear in Artifact Drone Supply → Lose 3 passengers. Omega can now appear in Artifact Drone Supply
Bronze Resolve: Quest: Obtain Bronze carriages 8 times. Reward: Happiness output of your Bronze carriages +30% → Quest: Obtain Bronze carriages 8 times. Reward: Happiness output of your Bronze carriages +45%
Bound Rope: Gain 2 passengers, Happiness -11/cycle, maximum hand size -1 → Gain 2 passengers, maximum hand size -2
Soft Pillow: Gain 2 passengers, Move Speed -4% → Gain 2 passengers, Move Speed -5%
Jury Rigged Engine: Move Speed +4%, Happiness output of all carriages -3% → Move Speed +4%, Happiness output of all carriages -6%
Donut: Gain 1 passenger, EXP +2, Move Speed -1% → Gain 2 passenger, Move Speed -4%
Completion time for Im Seok-dae Transcendence-related Decisions has been increased.
Completion time for Im Seok-dae Dominion-related Decisions has been slightly reduced.
Two Heads Are Better Than One: If a carriage has 5 or more passengers, Overperformance always triggers → If a carriage has 4 or more passengers, Overperformance always triggers
Expanded Passenger Revival Plan: Gain 1 passenger for each deployed Poor Carriage → Gain 2 passengers for each deployed Poor Carriage
Domestic Market Reinforcement: Final Happiness output of all carriages +5% → +4%
Perks are being added. From now on, if you purchase every product on a single page of the unlock shop, you will gain the corresponding Perk. Perks are permanently applied to all runs and help make the game easier to enjoy.
“Decision” has been renamed to “Decision: Doctrine of the Train.”
Illustrations for 5 general events have been updated.
Unlock shop prices have been slightly discounted.
There were no reported bugs this time. If you find a bug, please contact the dev team through one of the following channels. We will do our best to fix it.
Thank you!
This update is focused on making Choi Sunja’s game easier to play and smoothing out Im Seokdae’s difficulty curve across the full run.
Previously, the game may have felt as though it applied too much pressure too heavily in the late game, which could have made progression feel “unfair.” We want to alleviate that.
This update includes a large number of changes, so there is a risk that we may not have tuned the difficulty perfectly. This update is by no means final or permanent, and depending on the data, we may make the game easier or harder through follow-up patches. So... we’d really appreciate lots of feedback!
Choi Sunja is getting buffed. It is time for this brilliant engineer from the academy to deliver an even better performance.
Illicit Asset Recovery: Gain 1 Backlash, gain 3 Artifact Drone Supplies. → Gain 2 Backlash, gain 3 Artifact Drone Supplies.
Deregulation: Lose Job Scarcity. → Lose Job Shortage, gain 1 random Artifact.
Meritocracy Adoption: All carriages produce +20% Happiness. This effect is active when you have at least 2 Backlash. → All carriages produce +30% Happiness. This effect is active when you have at least 2 Backlash.
Easy Dismissal: All carriages produce +30% Happiness. This effect is active when you have at least 4 Backlash. → All carriages produce +35% Happiness. This effect is active when you have at least 4 Backlash.
Trickle-Down Effect: All your carriasges with 4 or more floors produce 20% more Happiness. → All your carriages with 4 or more floors produce 30% more Happiness.
Domestic Market Reinforcement: All carriages produce +15% Happiness. → All carriages gain +5% Final Happiness Production.
Population Control: Lose 1 Passenger, EXP +11. → Lose 2 Passengers, EXP +19.
Labor Cost Reduction: All carriages produce 4% more Happiness per Slum Car. → All carriages produce 6% more Happiness per Slum Car.
Command Hierarchy Establishment: If Train Length is 6 or higher, all Trains produce 3% more Happiness. This increases by 3% for each additional Car. → If Train Length is 6 or higher, all Trains produce 4% more Happiness. This increases by 4% for each additional Car.
Balanced Growth Plan: All carriages produce 5% more Happiness per Floor. → All carriages produce 8% more Happiness per Floor.
Monopoly: The frontmost carriage produces 40% more Happiness. All other carriages produce 10% less Happiness. → The frontmost carriage produces 65% more Happiness. All other carriages produce 5% less Happiness.
Supercritical CO2 Recirculating Turbine: Speed +7%. → +8%.
Material Extraction: Gain 2 Supplies upon arriving at an Exploration Zone. → Gain 3 Supplies upon arriving at an Exploration Zone.
Parallel Multiprocessor Array: Speed -2%, EXP +10. → Speed -1%, EXP +10.
Rebuild Infrastructure: Speed -2%, EXP +13. → Speed -2%, EXP +20.
Standard Exploration System: Gain 2 EXP upon arriving at an Exploration Zone. → Gain 3 EXP upon arriving at an Exploration Zone.
Telescoping Observation Mast: Vision +2. → Vision +1.
Arc Lamp Serchlight: Move Speed -4%, Vision +1. → Speed -3%, Vision +3.
And… Im Seokdae is being adjusted as well. Until now, it has been too difficult to relieve Tension. This rigid atmosphere needed to loosen up a bit.
Remember History: Lose 1 Tension. → Lose 2 Tension.
Cooperation Declaration: Lose 2 Tension, gain 6 Supply Shortage. → Lose 2 Tension, gain 8 Supply Shortage.
Infrastructure Improvement Pledge: Lose 2 Tension, lose 2 Backlash, Speed -5%. → Lose 3 Tension, lose 3 Backlash, Speed -9%.
Bill of Rights: Lose 2 Tension, Cycle Time +1 second. → Lose 3 Tension, Cycle Time +2 seconds.
Soul Binding: Whenever you gain 2 EXP, gain 1 more. → Whenever you gain 3 EXP, gain 1 more.
Gradual Power Transfer: All carriages produce 20% more Happiness. → All carriages produce 25% more Happiness.
Separation of Powers: All carriages produce 35% more Happiness. → All carriages produce 40% more Happiness.
Constitutional Revision: All carriages produce 50% more Happiness. → All carriages produce 55% more Happiness.
Process Automation: Whenever 3 Passengers enter a carriage, it produces Happiness 1 additional time, and all carriages lose 20% Final Happiness Production. → Whenever 3 Passengers enter a carriage, it produces Happiness 1 additional time, and all carriages lose 15% Final Happiness Production.
High Speed Growth Project: Whenever you gain 1 EXP, gain 1 more, Drone Supply choices are reduced by 2. → Whenever you gain 1 EXP, gain 1 more, all carriages lose 15% Final Happiness Production.
Eyed Ossuary: Cycle Time +1 second, gain 2 Artifact Drone Supplies. → Cycle Time +1 second, gain 3 Artifact Drone Supplies.
Eyed Basket: Cycle Time +1 second, whenever you gain 16 Supplies, gain 1 random Artifact. → Cycle Time +1 second, whenever you gain 14 Supplies, gain 1 random Artifact.
Corrupted Official : Value increased by Embezzlement 3% → 5%.
Bronze Resolve: Quest: Acquire 12 Bronze Trains. → Quest: Acquire 8 Bronze Trains.
Catastrophe: All Carriages lose 45% Final Happiness Production, Speed -20% → All Carriages lose 55% Final Happiness Production.
The following rewards from the “Retrospection” event have been changed.
Established Social Order: After 1050 seconds, gain 3 Artifact Drone Supplies. → After 1050 seconds, gain 2 Artifact Drone Supplies.
Excellent Infrastructure: Drone Supply choices increase by 1. Disappears after 600 seconds. → Drone Supply choices increase by 1. Disappears after 750 seconds.
The following reward from the “Cleaning Up the Surroundings” event has been changed.
Lose 1 Passenger, gain 1 random Artifact. → Lose 1 Passenger, gain 2 random Artifacts.
‘Operation Prepration’ has been renamed to ‘Brotherhood Agitation’, and its effect has been changed: Happiness -150/sec → Happiness -70/sec. This increases by 20% per Tension you have.
The following Artifact is now obtained from the “Counging up Blood” event.
Bad Cough: Happiness -0/sec. This increases by -1 every 3 days that have passed.
The effect of the “Preparation of the Mind” event has been changed.
Lose Bad Cough
Lung Cancer: Happiness -100/sec → Happiness -0/sec. This increases by -2 every 1 day that has passed.
Im Seokdae’s Frost difficulty had too much variance between levels. We want to reduce that gap somewhat.
Endless Winter: Blizzard moves 5% faster, Dissatisfaction increases by 14%. → Blizzard moves 5% faster, Dissatisfaction increases by 25%.
Life Precipice: Start with 6 Tension, Dissatisfaction increases by 44%. → Start with 6 Tension, Dissatisfaction increases by 35%.
The following languages are now supported. We don’t currently have enough manpower, so there may be some errors in the translations. Please report them through our Discord server or to [email protected], and we’ll fix them as quickly as possible.
Spanish
French
Tooltips now show why you received that specific amount when gaining Purple Coins.
Lighting now looks a bit more natural. Trains now receive light as well, and tunnel interiors are darker. Along with this, the background colors of some terrains have been slightly adjusted.
A sprite for the Reassembly Workshop has been added.
Medal sprites related to Extreme Cold progression have been updated.
The number of nodes on Im Seokdae’s map has been slightly increased.
Fixed a crash that occurred on Im Seokdae Extreme Cold Stage 3 when Tension was reduced to 0 or below and the game was then saved/loaded.
Fixed a bug where loading an invalid save file caused the game to remain stuck on a black screen.
Former Knight of the Redfrost Commander, Im Seokdae, arrives!
1 new map
Around 20 new events
Around 20 new landmarks
Around 60 new decisions
Around 100 new artifacts
The scenery has been made even more beautiful!
You can now browse your run history. Record your past journeys and create even more stories!
Some of the new artifacts can be unlocked through the shop menu accessible from the title screen. Artifacts purchased from the shop will begin appearing in future journeys.
Overall, there were a few synergies that stood out as exceptionally powerful. To address this, we are slightly nerfing the strongest synergies while buffing the weaker ones to bring them into better balance.
The amount of Exploration Records required to obtain rewards is increased by about 2.5 times. The amount of Exploration Records gained from Outpost Exploration and Artifact Acquisition is increased by 3 times.
Exploration Records 10 → 24: For every 10 Exploration Records I have, Explorer's League Happiness production increases by 2% → For every 10 Exploration Records I have, Explorer's League Happiness production increases by 1%.
Exploration Records 244 → 600: The amount of Exploration Records gained from Outpost Exploration +1 → The amount of Exploration Records gained from Outpost Exploration increases by 100%.
Exploration Records 700 → 1680: For every 10 Exploration Records I have, Explorer's League Happiness production increases by 4% → For every 10 Exploration Records I have, Explorer's League Happiness production increases by 2%.
Exploration Records 1440 → 3460: For every 10 Exploration Records I have, Explorer's League Happiness production increases by 7% → For every 10 Exploration Records I have, Explorer's League Happiness production increases by 4%.
Developer Comment: Guild of Explorers had to rely heavily on the Media synergy in order to build up high Exploration Log values. We adjusted the numbers to reduce that dependency on Media. That said, you can still expect positive interaction from the Media synergy! In addition, you can now look forward to stronger power growth within Guild of Explorers itself through Exploration Log. (Although the numbers themselves were reduced, actual performance is about 1.5 to 2 times better.)
Train Power (3): 20% → 21%
Train Power (4): 40% → 42%
Train Power (5): 60% → 63%
Media (3): 15% Overperformance Chance for Media trains, 8% for all other trains → 20% Overperformance Chance for Media trains, 10% for all other trains
Media (4): 30% Overperformance Chance for Media trains, 15% for all other trains → 40% Overperformance Chance for Media trains, 20% for all other trains
Media (5): 45% Overperformance Chance for Media trains, 23% for all other trains → 60% Overperformance Chance for Media trains, 30% for all other trains
Media (6): 60% Overperformance Chance for Media trains, 30% for all other trains → 80% Overperformance Chance for Media trains, 40% for all other trains
Food (3): Gain 4 passengers → Gain 5 passengers
Food (4): Gain 8 passengers → Gain 10 passengers
Food (5): Gain 16 passengers → Gain 20 passengers
Education (2): The amount of bonus Happiness is doubled → The amount of bonus Happiness is tripled.
Education (4): The amount of bonus Happiness is multiplied by 5 → The amount of bonus Happiness is multiplied by 6.
The amount of bonus Happiness gained by Education carriages increases by 50%.
When you accept a gift, the amount of Faith required to receive the next gift increases by 20, and when you refuse one, it decreases by 30 → When you accept a gift, the amount of Faith required to receive the next gift increases by 40, and when you refuse one, it decreases by 10.
Emergency Duty System: Artifact rarity changes to Gold. Cycle time -2 seconds → Cycle time -1 second.
Money Worship: All trains' Happiness production increases by 0%. This value increases by 2% for each Gold-grade artifact I have. → All trains' Happiness production increases by 0%. This value increases by 3% for each Gold-grade artifact I have.
Memorial Bell: +1 EXP whenever you lose 2 passengers → +2 EXP whenever you lose 1 passenger
Woodcutter's Axe: Artifact rarity changes to Gold.
Backlash: Happiness -8/cycle. This value doubles each time you obtain this artifact. → Happiness -1/second. This value doubles each time you obtain this artifact.
Low Approval Rating: All decision completion times increase by 30% → All decision completion times increase by 30%, and Discontent increases by 16%.
Developer Comment: Because of the Discontent nerf patch described below, the base difficulty has become a bit easier overall, so we slightly increased the difficulty of Severe Cold 1 to compensate. This does create a somewhat larger gap between the base difficulty and Severe Cold 1, but Severe Cold 3 is planned to remain at a similar difficulty level.
The performance of the Shanty Carriage on the Shanty Carriage upgrade route is reduced. However, while it was previously only possible to upgrade it up to Tier 7, it can now be upgraded beyond that.
Shanty Carriage Tier 3: Happiness +18 → Happiness +15
Shanty Carriage Tier 4: Happiness +36 → Happiness +28
Shanty Carriage Tier 5: Happiness +81 → Happiness +52
Shanty Carriage Tier 6: Happiness +144 → Happiness +96
Shanty Carriage Tier 7: Happiness +306 → Happiness +179
Shanty Carriage Tier 8: Happiness +332
Shanty Carriage Tier 9: Happiness +618
…
The Chimney: Gain 6 Supplies → Gain 9 Supplies.
Daily Report: Gain 2 Supplies → Gain 3 Supplies.
Special cards (such as Gifts and Special Drone Supplies) can now also be recycled. Recycling a special card grants a small amount of Recycling Points. (Please be careful not to sell them by accident!)
Initial Unhappiness is reduced by about 14%, and Unhappiness gain is increased by 9%. As a result, the game becomes easier up to Day 150 on base difficulty and up to Day 52 on Frost level 3.
When you have received 6 or more Drone Supply cards, dragging cards will now allow scrolling properly.
There may be some additional changes not listed here due to the sheer amount of new content. We hope you enjoy the new patch, and please share your thoughts with us! Then we will return with an even more fun update. Thank you!
March is already coming to an end. This month, we were busy beta testing the new update, so this letter ended up arriving a bit later than usual. While we wait for the upcoming 0.8.1 update, I would like to briefly summarize what is coming.
Our development team is, quite literally, “growing alongside the game.” We released Choi Sunja’s scenario to you through Early Access, and during that process there were many moments where we thought, “Ah, this would have been more fun if we had made it this way.” We took those lessons, refined them, and used them to make Im Seokdae’s scenario much richer. Of course, unlike Choi Sunja, Conductor Im Seokdae’s situation is focused less on “survival” and more on “rule.” Because of that, you may find the experience somewhat different.
The styles of rule presented by Im Seokdae can largely be divided into three paths.
One is Domination, where he suppresses the passengers’ resistance and rules through force. Another is Transcendence, where he becomes a god to the passengers and leads them as such. The last is Constitutional Reform, where he transfers power to the passengers through legitimate procedures and returns society to a democratic system. Each path has its own appeal and offers a distinct playstyle.
Domination is risky, but boasts a very high ceiling. Transcendence allows you to go beyond the previous level cap of 10 and experience an entirely new height of power. Constitutional Reform has a solid floor, allowing you to enjoy the game in a more stable way.
Im Seokdae is a stubborn ruler who knows no compromise. After Choi Sunja’s death, he successfully led train society, but beneath that success lay the blood and tears of countless passengers. His cold method of rule may have been effective at maintaining social stability, but it could not completely erase the dissatisfaction steadily rising from the tail carriages.
Because of this, protests have never truly ceased, and the tension within train society continues to rise little by little. You will therefore need to manage tension consistently. Tension itself has no direct effect... but once it reaches a certain level, it can lead to irreversible consequences.
Catastrophe is, quite literally, catastrophe. It is a reversible outcome, but overcoming a state of total catastrophe and still achieving victory will be far from easy.
The map where Im Seokdae’s scenario unfolds is filled with new landmarks. There are canyons and seas cutting across the terrain, passages that can only be crossed by paying a certain price, and locations divided into their states before and after the freeze...
Some places even provide special effects. Visit a wide variety of landmarks and plan your journey strategically to see it through.
Did you manage to save up plenty of purple coins during Choi Sunja’s scenario? Now is the time to use them. You can now enter the shop through the previously locked menu and spend your coins to unlock new artifacts. Once unlocked, those artifacts will begin appearing from your next journey onward. Unlock stronger and more enticing artifacts, and continue your travels.
After so many journeys, I am sure there were moments when you thought, “Wow, this is a run I really want to remember.” Of course, you could always take a screenshot to commemorate your journey, but if you forgot, there was no way to look back on it later.
Now, through the Exploration Record menu, you can revisit records of your past journeys. You will now be able to look back not only on the artifacts and trains you obtained, but also on the route you traveled throughout the run.
Now the Im Seokdae scenario update is truly just around the corner. If possible, we are aiming to release it within this week. There may still be many shortcomings, but we will continue refining things through ongoing updates. If you notice anything that you would like to give feedback on, please feel free to report it through our Discord channel or by email. Thank you.
Sincerely,
nemonan
Hello!
Starting this evening, we’ll be running a public beta test for the upcoming 0.8.0 update.
Here’s how you can participate:
Right-click Frostrain 2 in your Steam Library.
Go to Properties → Game Versions & Betas.
Select the publicbeta branch to switch over.
Please note that this patch is not permanent, and it may contain incomplete balance changes and bugs. If you enjoy the update and would like to share feedback, you can send it to us through any of the following channels. Your input would be a huge help in improving the game.
We carefully read every review, comment, and video you share with us. Thank you, as always, for your support.
Sincerely, nemonan
Hello! Today we wanted to reach out to those of you who might be wondering, “Why hasn’t there been an update for a month?” and feeling a bit anxious. We want to assure you that development is continuing every day, and we’re dedicating more than 13 hours a day purely to development. Today we’d like to share a bit about what’s being prepared for the upcoming 0.8.0 update.
Im Seok dae will be able to make decisions different from Choi Soon ja. Since the two conductors have different personalities, it wouldn’t make sense for them to share the exact same decisions. All of the materials shown here are still under development and may change at any time!
In fact, in the previous developer letter we mentioned that we were trying to add decisions that would allow players to adjust the game’s difficulty themselves. However, that idea has been rolled back as well. We’ll continue looking for a better approach to handling self-adjustable difficulty…
A completely new map for Im Seok dae’s journey is coming! This region is home to the remnants of an old survivor settlement nestled deep within a rugged canyon. Here, you will encounter landmarks such as a massive lighthouse, a seed vault, and even a long-exiled conductor😂.
Come to think of it, we realized that we hadn’t posted a developer letter on the Frostrain 2 store page yet! So we’d like to mention again that we’re also working on upgrading the background visuals.
In the previous game, many of you experienced those “wow!” moments and sometimes even a cozy feeling whenever you entered a new terrain. In this sequel, however, we received feedback that those moments felt somewhat lacking.
After thinking about the possible cause, we felt that the use of light and color might not have been as strong as in the previous game. Because of that, we’ve been making adjustments in that area. The updated version looks like this.
We hope that entering a new terrain will once again give you that “wow!” moment.
We’ve added new visual feedback when acquiring artifacts or statuses so that it’s much clearer what exactly is happening.
For example, with something like the Auto Assembly Device, there were moments where you might think, “Wait, when did that break?” because it would sometimes break without you noticing. Now you’ll be able to clearly see when it breaks. (Though we’re not sure if that’s actually a good thing😂)
Also, when you obtained something through an event, it wasn’t always immediately obvious whether it was an artifact or a status, and sometimes you had to look around to find where it went. Now, when you obtain it, it will move toward the place where it belongs, making it much easier to tell whether it’s an artifact or a status.
Previously, you could only check statistics at the very end of a journey. Now you can view your statistics history. Keep a record of your journeys and look back at the paths you’ve taken.
We’re also continuing to work on new artifacts! What kind of effects might these artifacts have? It looks like there’s even a generator that feels strangely familiar.
We hope these artifacts will make your journeys even more enjoyable.
We plan to run beta testing through our Discord channel for three days, from March 27 to March 29. After that, we aim to release the official update at the end of March, or at the latest, in early April. Hopefully nothing unexpected happens along the way!
Until we’re able to show you the next update, we’ll keep working hard on further development. Thank you!
Sincerely,
nemonan
Hello! We’re back with the 0.7.4 update. As with the previous update, this one is focused primarily on balance changes. We fixed several bugs that emerged from the optimization work done in the 0.7.3 update, made some adjustments to the world map, and applied a handful of small but important fixes.
Now we’re taking a brief moment to catch our breath and then push full speed ahead toward the 0.8.0 update. Of course, if there are still issues that weren’t fully resolved in this update, we plan to address them through follow-up patches.
Still… it’s probably safe for us to finally focus on adding new content now, right? 🥹
Five Day Workweek Implementation: Increases the maximum number of passengers per train by 1 → Increases the maximum number of passengers per train by 1, and allows Shanty Carriage to be upgraded to Silver Shanty Carriage.
Eternal Bond: Allows Shanty Carriage to be upgraded to Silver Shanty Carriage, and Silver Shanty Carriage to Gold Shanty Carriage → Allows Silver Shanty Carriage to be upgraded to Gold Shanty Carriage.
Colossus
Experience +9 → Experience +14
Roof of the World
Experience +8 → Experience +12
Great Rift
Receive Artifact Drone Supply 5 times, Gain Backlash x4 → Receive Artifact Drone Supply 4 times, Gain Backlash x4
Forgotten Station
Lose Backlash x3 → Gain Supplies x10
Experience +13 → Experience +15
Ship Wrecked
Nothing happens → Gain 6 Supplies
The Chimney
Position slightly adjusted
Experience +9 → Experience +12
Gain Supply Shortage x3, Lose Backlash x3 → Lose Backlash x2
Underwater City
Position slightly adjusted
30%: Obtain Underwater City Power Source, 70%: Lose 1 Passenger → 40%: Obtain Underwater City Power Source, 60%: Lose 1 Passenger
70%: Obtain Underwater City Power Source, 30%: Lose 3 Passengers → 60%: Obtain Underwater City Power Source, 40%: Lose 2 Passengers
Crystal Curtain
Position slightly adjusted
Empty Launchpad
Position slightly adjusted
The game now supports Brazilian Portuguese.
Some landmark illustrations have been updated.
Some shop Artifact sprites have been replaced.
Triggering Overperformance now plays a distinct sound effect.
When Transport activates a bonus effect, a separate visual effect is now displayed.
Disabling the Blizzard effect in the settings menu will now also disable Blizzard effects on the world map.
Acquiring the Artifact Gambler now disables the Experience button.
Fixed an issue where Security synergy-related Control Facilities would not appear correctly, or where certain synergies could not be activated after completing the Security synergy.
Improvements were made to an issue on Linux / Proton where cards could not be moved. (Unfortunately, the development team does not currently have a Linux environment available for thorough testing, so we cannot guarantee full stability. If the issue persists, please report it—thank you!)
Fixed a bug where Ukrainian text would appear in the tutorial when playing in Russian.
The Children of Engine, the Shadow Traders Association, and the Central Supply Bureau were broadly useful to the point that they could be recruited regardless of which synergy you were pursuing. By using the Children of Engine and the Shadow Traders Association to acquire Artifacts, then reducing the cycle down to 1 second with the Central Supply Bureau, it was possible to clear the game easily with virtually any deck.
Clearing the game easily with any deck is not a problem in itself. However, when a specific synergy becomes so strong that everyone ends up using only that synergy, the game stops being fun.
These changes are not permanent. With this patch, we will closely monitor the win rates of the three synergies below and make further, broader adjustments based on the data. The next balance update might even come sooner than expected!
In the short term, the “power spike” feeling when completing a synergy may feel a bit weaker. However, from the perspective of the game’s long-term health, balance adjustments across synergies are essential, and we ask for your understanding. Trust us—by the time of full release, the game will be in a much better state than it is now.
Now then, let’s take a look at the changes!
When receiving an Artifact, the required Faith now increases by 20. When refusing an Artifact, the required Faith decreases by 30.
The chance for higher-quality Artifacts to appear has been increased.
Developer Comment:
The core concept of the Children of Engine was to allow players to obtain more Artifacts than other synergies, but in a “random” way. However, this was never meant to imply access to every Artifact. By increasing the Faith requirement each time an Artifact is acquired, we aim to make monopolizing all Artifacts more difficult, while adjusting acquisition probabilities to preserve as much of the synergy’s power as possible.
Each reroll now increases the reroll cost. Purchasing an Artifact resets the reroll cost.
The overall power of shop Artifacts has been increased.
The overall chance for higher-quality goods to appear in the shop has been increased.
Developer Comment:
This change follows the same philosophy as the Children of Engine. The Shadow Traders Association was designed as another synergy capable of acquiring many Artifacts, differentiated by the ability to see and choose Artifacts, as well as purchase trains to quickly strengthen synergies. We also wanted players to enhance the synergy itself through shop purchases. However, with a fixed reroll cost, repeatedly rerolling until the desired Artifact appears can feel tedious. Instead, we aim to lower the floor while opening up the ceiling by adjusting the synergy in a way that rewards commitment.
Fuel and Hammer Brotherhood (7): When producing Happiness, produce 6 additional times → produce 5 additional times.
Fuel and Hammer Brotherhood (9): When producing Happiness, produce 12 additional times → produce 10 additional times.
Developer Comment:
Many players dislike the Fuel and Hammer Brotherhood… but in truth, it is an extremely powerful faction! Since we do not want any single faction to become overwhelmingly dominant, we are applying a slight nerf to better balance it.
Culture (2): Happiness +4 → Happiness +5
Culture (3): Happiness +8 (unchanged)
Culture (4): Happiness +12 → Happiness +13
Culture (5): Happiness +17 → Happiness +20
Culture (6): Happiness +24 → Happiness +29
Culture (7): Happiness +37 → Happiness +40
Exploration Log 140: For each 1% bonus movement speed, Happiness production of Guild of Explorers trains increases by 3% → 4%.
Exploration Log 700: Instead, for every 10 Exploration Records, Happiness production of Guild of Explorers trains increases by 3% → 4%.
Exploration Log 999: For each 1% bonus movement speed, Happiness production of Guild of Explorers trains increases by 7% → 10%.
Exploration Log 1440: Instead, for every 10 Exploration Records, Happiness production of Guild of Explorers trains increases by 5% → 7%.
Developer Comment:
The Guild of Explorers functions reasonably well even with as few as four units, but felt lacking when used on its own. Pairing it with Press improved performance, but the efficiency did not justify the large number of slots required. We are slightly improving its performance and will observe how things develop.
Old Speaker: Removed.
Old Pottery: All trains’ Happiness production +4%, Movement Speed -1% → All trains’ Happiness production +5%, Movement Speed -1%.
Invisible Hand: Gold → Platinum.
Fruit of Endurance: Gold → Platinum.
Crunch Mode: Removed.
Black Card: All items sold by the Shadow Traders Association are 15% cheaper → 25% cheaper.
Blood and Sweat: Platinum → Gold.
Grand Unification: All trains’ Happiness production +0%. This value increases by 12% per active Bronze synergy → All trains’ Happiness production -40%. This value increases by 25% per active Bronze synergy.
Tailcar Reconstruction Treaty: If no Slum Car is placed, all trains’ final Happiness production -20%
→ If no Slum Car is placed, all trains’ final Happiness production -40%.
→ Additionally, the Tailcar Reconstruction Treaty will now only appear in the Status tab when no Slum Car is placed.
Plague Outbreak: All trains’ final Happiness production -30% → -40%.
Irritable Passengers: Discontent +30% → +66%. (Display error correction; actual difficulty is unchanged.)
General event illustrations have been replaced.
Optimization work has been completed. We should no longer be mistaken for a crypto-mining game! (If you still experience performance issues, please report them via [email protected] or DM on our Discord channel.)
Remaining time for tense atmosphere, terrain effects, and environmental effects can now be checked in the Status tab.
Related to this, events that previously appeared when entering a new terrain have been replaced with a notification UI in the top-left corner.
Relics now have background colors, allowing you to identify their rarity at a glance without opening tooltips.
A red dot will now always appear unless a Decision is in progress.
When hovering over buttons during an active Decision, a tooltip showing the current Decision will appear.
Tooltips will no longer remain fixed when receiving Drone Supplies.
You can now skip after selecting a card from Drone Supplies.
Events can now be skipped slightly faster.
Tooltips for the Red-Eyed Statue, Power Cycle Amplifier, and Toothed Donut have been clarified.
Sound effects have been added when pressing event buttons.
Fixed an issue where the results screen was broken on 21:9 monitors.
Victory message text has been revised.
Fixed an issue where tooltips could go off-screen and become invisible.
Fixed a bug where dragging during Drone Supplies allowed rewards to be claimed twice (!).
Fixed a bug where, after saving/loading with the relic Chewed Gum, visiting a landmark would continue granting relics even after both uses were consumed.
Fixed display errors for relics such as Tail Car Reconstruction Act and Plague Outbreak that affect final Happiness values.
Fixed a bug where rerolling was impossible when the Shadow Merchant Guild reroll cost exactly matched the player’s current Mileage.
Fixed a bug where acquiring all hand-size-reducing relics would set the hand size cap to -1, permanently freezing the game.
Fixed a bug where the Explorers’ League failed to gain 8 Exploration Records when visiting landmarks.
Fixed a bug where Academy train counts were occasionally miscalculated, granting the Ivory Tower even when not all trains were level 5.
Fixed a bug where the “Uncovering Secrets” reward was granted even when no secret was uncovered.
Fixed an issue where some trains would shake in place as if stuck.
Hello!
We hadn’t originally planned to post update notes this quickly, but since we’ve added the cloud save feature that many of you have been waiting for, we decided to push out this patch sooner than expected. (Tooltip pinning is a small bonus!)
This update focuses more on quality-of-life improvements than major changes, but we believe it will be a welcome addition.
However, there is one important thing to note: as a result of this update, any run that was currently in progress will not be preserved. Completed runs are not affected, but if you had an ongoing run, we ask for your understanding.
Central Intelligence Bureau: Happiness +72 → Happiness +68
Ministry of State Security: Happiness +196 → Happiness +164
Parallel Processing Unit: Speed −3%, Exp +9 → Speed −2%, Exp +10
Rebuild Infrastructure: Speed −3%, Exp+12 → Speed −2%, Exp +13
Population Control: Lose 1 Passenger, Exp+8 → Lose 1 Passenger, Exp+11
Cloud saving is now supported! We originally planned to introduce this alongside Steam achievements in version 1.0, but it turned out to be much easier to implement than expected. Local-only saves can feel restrictive, after all—now you can keep your train running seamlessly anywhere. (Bugs may occur. If you encounter any issues, please report them and we will address them as quickly as possible.)
A new way to pin tooltips has been added. In addition to the previous middle mouse button click, tooltips will now also pin automatically if you hover the cursor over them for one second.
The reroll button is now a bit smarter. You can now reroll when a Reassembly Workshop exists among Drone Supply options, or when rerolling would grant supplies.
The Unhappiness panel tooltip has been updated to be more intuitive.
Difficulty is now displayed in the recent save file history.
Fixed a bug where the effect of the Overman artifact could persist into the next run.
Fixed an issue where rankings could display incorrectly if extremely large values were generated through artifact usage in the statistics screen (e.g., Power Cycle Amplifier).
Fixed a bug where all profiles were sharing a single save file.
Hello to all Conductors around the world who love Frostrain 2! You’ve waited a long time—truly. And we sincerely apologize for making you wait so long. Steam review has finally been completed, and we are excited to announce that Early Access is now live!
Below is our update roadmap leading up to the full release planned for the first half of 2026.
We’ll keep pushing forward every day to make Frostrain 2 an even more fun game, with more things to enjoy and discover.
Thank you for your continued support—we truly appreciate it!
Sincerely,
nemonan
Exploration Record 140: When you have additional movement speed, each 1% increased movement speed increases the Happiness production of your Explorers’ Guild trains by 2% → Each 1% additional movement speed now increases the Happiness production of your Explorers’ Guild trains by 3%.
Exploration Record 999: For every 100 Exploration Records, movement speed increases by 2% → Each 1% additional movement speed now increases the Happiness production of your Explorers’ Guild trains by 7%.
Developer Comment:
This effect was originally added to allow the Explorers’ Guild to synergize with movement speed. However, it ended up threatening the position of movement-focused builds themselves. In addition, since this synergy could be activated with a relatively small requirement of two units, it became excessively powerful when combined with the artifact Guild’s Compass, even with a single train. These changes aim to address that issue.
The chance for high-quality artifacts to appear has been reduced.
Artifacts that are refused are now completely removed from the pool and will no longer appear again.
Children of the Engine (2): Faith requirement 250 → 300
Children of the Engine (6): Faith requirement 150 → 180 (requires 40% less Faith overall)
The amount of Faith gained when refusing gifts is now affected by synergy effects. For example, at 6 synergy, the Faith requirement increase changes from 15 → 9.
Developer Comment:
The Children of the Engine were showing excessively strong performance and required adjustment. Many players also reported frustration with unnecessary artifacts appearing repeatedly. To address this, refused artifacts are now removed from the pool. Additionally, by reducing the absolute Faith requirements, we resolved the issue where refusing too many artifacts made pursuing 6 synergy unnecessary.
Transportation (4): When acquiring Supplies, there is a 45% chance to gain one additional Supply → The chance has been increased to 55%.
Developer Comment:
Transportation is a useful synergy, but the 4-synergy effect was underperforming compared to the 3-synergy effect. We have slightly increased the probability and will continue to monitor its performance.
The chance for Platinum shop artifacts to appear has been increased across all stages.
Nectar: Happiness production of Shadow Trader trains +20% → +25%
Whiskey: Happiness production of Shadow Trader trains +15% → +20%
Cheap Liquor: Happiness production of Shadow Trader trains +10% → +15%
Cigar: Overachievement chance +6% → +8%
Premium Cigarette: Overachievement chance +4% → +6%
Cigarette Butts: Overachievement chance +3% → +4%
Golden Statue: Overachievement production +5% → +7%
Marble Statue: Overachievement production +3% → +5%
Clay Statue: Overachievement production +2% → +3%
Developer Comment:
The Shadow Traders Association was not performing its intended role as effectively as expected. While collecting many artifacts was appealing, shop artifacts themselves lacked sufficient impact, reducing incentives to purchase them. These changes strengthen shop-exclusive artifacts and, in turn, the overall power of the Association.
Equivalent Exchange: Receive 1 artifact Drone Supply, lose 3 Passengers → Receive 1 artifact Drone Supply, lose 2 Passengers
Invisible Hand: Silver → Gold
Birth Certificate: Gain 4 Passengers → Gain 3 Passengers
Fruit of Patience: Gold → Platinum
Übermensch: All trains gain +1 Happiness. This value increases by 3 each time Happiness reaches 0 → The increase is now 4 each time Happiness reaches 0.
Lynceus’ Eye: Sight +2 → +3
Dispatch: Overachievement chance +10%, overachievement production +10% → Overachievement chance +12%
Hot Wallet: Happiness 80~+160 / cycle → -60~+120 / cycle
Automated artifact Assembly Device: Gain 1 artifact Drone Supply every 2 days (Warning: may malfunction) → Gain 1 artifact Drone Supply every day (Warning: may malfunction)
B-12 Reignition Booster: Movement speed +11% → +12%
Elitism: Base Passenger count is halved. Happiness production of all trains +70% → +100%
Tropical Globe: Happiness production of all trains +25% → +30%
Sadism: Increment per repetition reduced from +14 → +4
Engine Failure: Movement speed 3% → -2%
Blurred Vision: Movement speed 20% → -10%, removed after 120 seconds
Contaminated Archive: EXP +33, Happiness -22 / cycle, all trains’ Happiness production -11% → EXP +40, all trains’ Happiness production 20%
Rocket Engine: Movement speed +15% → +12%, all trains’ Happiness production remains 25%
Shining Star: Sight +1 → +3
Parallel Processing Unit: Movement speed -4%, EXP +7 → Movement speed 3%, EXP +9
Infrastructure Reconstruction: Movement speed -4%, EXP +9 → Movement speed 3%, EXP +12
Standard Exploration Protocol: Gain 1 EXP upon entering an exploration zone → Gain 2 EXP
Turbo Activation: Gain +15% movement speed for 10 seconds → +20%
Material Extraction: Gain 1 Supply → Gain 2 Supplies
Privilege: Frontmost train car Happiness production +24%, decreasing by 4% per car → +20%, decreasing by 4% per car
Domestic Market Expansion: Happiness production +20% → +15%
Asset Seizure: 65s → 75s
Illegal Asset Recovery: 110s → 120s
Execution time of all “Exclude the Poor” decision lines increased by 5 seconds.
Ascending Observation Tower: Sight +1 → +2
Recon Drone Squadron: Sight +1 → +3
Drone Container Expansion: Sight -1, +1 Drone Supply option → Sight -2, +1 Drone Supply option
Landmark: The position of Aeolus, the World Storm has been moved further back.
Landmark: Shelter 101 and The Laboratory have swapped positions.
Landmark: Deep-Sea Archive rewards adjusted.
Gain 4 Passengers, gain Backlash → Gain 3 Passengers, gain Backlash
Landmark: Empty Launchpad rewards adjusted.
Gain 4 Passengers → Gain 2 Passengers
Landmark: Fallen Goddess rewards adjusted.
Gain 5 Supplies → Gain 10 Supplies
Landmark: Forgotten Station rewards adjusted.
Lose Backlash x2 → Lose Backlash x3
EXP +9 → EXP +13
Landmark: Great Rift rewards adjusted.
Gain Backlash x3, gain 5 artifact Drone Supplies → Gain Backlash x4, gain 5 artifact Drone Supplies
Landmark: Remains of a Macroorganism rewards adjusted.
Gain 4 Passengers → Gain 3 Passengers
Landmark: Roof of the World rewards adjusted.
Gain Tallest Communication Tower, gain Backlash x2 → Gain Tallest Communication Tower
Lose Backlash, EXP +4 → EXP +8
Landmark: The Abyss rewards adjusted.
EXP +9 → EXP +7
Landmark: The Chimney rewards adjusted.
Gain 5 Supplies → Gain 6 Supplies
EXP +7 → EXP +9
Landmark: World Tree rewards adjusted.
Gain Enhanced Drone Booster, gain Supply Shortage x4 → Gain Enhanced Drone Booster, gain Supply Shortage x6
Extreme Measures event rewards adjusted.
Antony – Power Source Extraction: Movement speed 7% → -6%
Antony – Unstable Energy Utilization: All trains’ Happiness production 14% → -12%
Lim Seok-dae – Inevitable Choice: Lose 2 Passengers, gain Backlash x2, lose Overpopulation → Lose 2 Passengers, gain Backlash x4, lose Overpopulation
Rat Solution event rewards adjusted.
Gain 1 Passenger → Gain 1 Passenger, gain Backlash
Midnight Roar event rewards adjusted.
Happiness loss increased by 40%
Shining Star event rewards adjusted.
Lose 1 Passenger, gain Backlash, gain Shining Star → Lose 1 Passenger, gain Shining Star
People of the Tail Car event rewards adjusted.
Gain 2 Supplies → Gain 3 Supplies
Silent Night event rewards adjusted.
Happiness gain increased by 33%
Blind Beggar event rewards adjusted.
Happiness gain increased by 33%
EXP requirements to reach max level have been slightly increased.
Frost Mode has been added.
Clearing the game on the default difficulty unlocks Frost Level 1.
Likewise, clearing Frost Level 1 and Frost Level 2 unlocks the next level, up to Frost Level 3.
Clearing all Frost Levels grants a special reward.
Frost Mode is an exceptionally challenging difficulty. We recommend attempting it only after becoming thoroughly familiar with the game.
During the tutorial, additional guidance has been added explaining that route reservation can be performed using Shift + Click.
When receiving gifts from the Children of the Engine, the “Refuse” button now displays an informational tooltip.
When Slum Cars level up, their level is now displayed as gem icons on the left side of the card.
Once a Slum Car exceeds level 5, the gems are replaced with a new visual style from the top.
When acquiring artifacts beyond inventory capacity, a scroll bar is now added to prevent the screen from being overly obstructed.
Event illustration color grading has been adjusted.
Artifact icon color grading has been adjusted.
Several UI elements have been adjusted to better support 21:9 resolutions.
Fixed an issue where the Chewing Gum artifact did not function.
Fixed an issue where the “Refuse” button for Children of the Engine gifts was always displayed in English.
Fixed an issue where tooltips for Cryptography Lab were not displayed for the Philosopher’s Stone artifact.
Fixed an issue where EXP could still be gained by consuming Supplies after reaching level 10.
Fixed an issue where warning sound effects did not stop after storing train cars when exceeding capacity.
Fixed an issue where incorrect values were displayed in the statistics screen after completing a game.
Fixed an issue where Drone Supply options were not centered, preventing other options from being visible.
Fixed an issue where the effect of the Loaded Dice artifact applied to train cars stored in inventory.
Fixed an issue where Happiness gained from Loaded Dice was displayed in red.
Fixed an issue where tooltip values were not updated after selecting artifact fragment-related decisions.
Fixed an issue where train cars appeared to “pop out” from the sides when swapping positions.
Fixed an issue where Explorers’ Guild trains visibly jittered whenever overachievement triggered at high Exploration Record counts.
Partially fixed performance degradation occurring in very late-game scenarios.
Many other minor bugs have also been fixed.
Hello to all conductors around the world who have been waiting for Frostrain 2. Today is the day we promised—the Early Access launch day for Frostrain 2. However, before sharing this news, we must first offer our sincere apologies. Depending on the current situation, it is possible that the game may not be released today.
Last week, while preparing for the Early Access launch, we switched the store page to the Early Access format. In doing so, we learned that the store page must go through Steam’s review process again. Although our store page had already passed review once, we were not fully aware in advance that switching to Early Access would require a separate re-review. As a result, we urgently submitted a new review request on January 2, but we have not yet received a response from Steam regarding its status.
At this time, we do not have a confirmed timeline for when the review will be completed, and all we can do is wait for Steam’s decision. We did reach out to ask whether the review could be expedited, but it appears difficult to expect a quick response at this moment.
As promised, we will wait for the review result until 1:00 PM GMT (10:00 PM KST). However, in case the review is not completed by then, we wanted to share this update with you in advance.
We are truly sorry. As this is our first time proceeding with an Early Access launch, there were shortcomings in our preparation. We will take this experience as a lesson to review and improve our internal release process so that similar issues do not occur again. We will share another update as soon as there is any change in the situation.
In light of this, the demo version will remain available until the Early Access launch. We kindly ask for your generous understanding.
Thank you sincerely for your patience and support.
Sincerely,
nemonan
Hello! It’s been a full two months since our last update. We’re back with a huge number of changes. With so many updates, the game balance may feel a bit rough in places. We plan to gather data and gradually fine-tune things, so we kindly ask for your understanding. Please note that the demo will be closed before January 9, so we encourage you to enjoy it as much as possible before then!
We’ve put a lot of work into this update. There are many changes not fully covered in the patch notes, so please dive in, enjoy the game freely, and share as much feedback as you can. Thank you!
You can now choose to refuse gifts from the Children of the Engine. However, refusing a gift will permanently increase the Faith requirement for receiving the next one.
Gifts now only contain Artifacts.
Shops are now exclusive to the Shadow Traders Association. General Artifacts, Shadow Trader–exclusive Artifacts, and Shadow Trader train cars can appear.
Each purchase now increases the price of subsequent items.
Happiness is no longer used for purchases. Instead, a new currency called Mileage is required, which can be obtained through Shadow Trader synergies.
Many faction synergies had taken the form of “slowly ramping up” power. While this can be fun as a growth mechanic, it also makes switching to other synergies mid-run difficult. To address this, we’ve redistributed power that was overly concentrated in growth, making it easier to transition between synergies.
Knights of the Red Frost (4): Max Training increased to 500% → Deployed Knights of the Red Frost trains gain an additional 300% Training.
Knights of the Red Frost trains now gain additional Training based on their floor level. Lower-floor trains generate less Training, while higher-floor trains generate more.
If you wanted to push efficiency to the extreme, you could swap to Guild of Explorers trains right before reaching a hub, then immediately switch back to other trains that generate more Happiness after arrival. While effective, this kind of play strongly encourages tedious micromanagement and quickly exhausts players.
Additionally, stack-based mechanics of this type tend to concentrate power entirely within the synergy itself, reducing the incentive to upgrade trains. While not strictly a flaw, it’s also not ideal game design. This update aims to address those issues.
Exploration Records have been completely redesigned. Abilities are now unlocked in stages based on the number of Exploration Records you have.
The Press now affects Overperformance Chance and Overperformance Productivity. What is Overperformance? Think of it as a critical hit.
Similar to the Guild of Explorers changes, this rework aims to prevent fatigue-heavy play patterns where players swap trains right before reaching a new hub, while still allowing synergy with the Guild of Explorers. We truly hope this change achieves that goal.
Press: Gain Happiness proportional to train length upon reaching a new hub → Grants Overperformance Chance to all trains. Press trains gain higher Overperformance Chance and Overperformance Productivity.
Press (2): +5 → Removed
Press (3): +12 → Overperformance Chance +8%, Press trains +15%, Productivity +5%
Press (4): +26 → Overperformance Chance +15%, Press trains +30%, Productivity +12%
Press (5): +56 → Overperformance Chance +23%, Press trains +45%, Productivity +30%
Press (6): New! Overperformance Chance +30%, Press trains +60%, Productivity +60%
Many existing Artifacts have been updated.
Around 100 new Artifacts have been added.
All numerical values displayed on Artifacts are now presented in a unified format.
All event illustrations have been replaced. AI-generated artwork is no longer used. Replacing every event illustration will take time, and some events are temporarily using illustrations drawn by me personally (…in MS Paint). These may look a bit rough, but they will be replaced in future updates once our artist’s work is complete. Thank you for your understanding.
Events now trigger based on days rather than hubs.
6 new events have been added.
Event text has been revised to be more concise overall.
Choi Soon-ja now starts with two Artifacts:
Perfect Workmanship: Increases the number of deployable trains by 2.
Melser Strap: Start with 2 Slum Cars and gain 4 passengers.
Choi Soon-ja now has a completely redesigned Decision Tree, allowing you to eliminate or upgrade Slum Cars.
14 new Landmarks have been added.
Landmarks now appear in fixed, predetermined locations.
The following languages have been added:
Russian (beta)
Ukrainian (beta)
Czech
Polish
Our sincere thanks to all users who helped with localization!
At the end of each run, you can now view a summary of the game results.
Fixed a crash that could occur when playing multiple runs consecutively.
Fixed a critical bug that could cause severe performance slowdown during gameplay.
Demo updates continue today! If you have thoughts on any changes, please share them freely. We carefully read every single comment—thank you!
This balance update brings a mild upheaval for trains. Since this is a demo, we’re taking an aggressive approach to updates to gauge “what works best.” Specifically, we’re redistributing synergy effects that were overly concentrated at high levels toward lower levels, so we can observe how it feels to split investment across multiple synergies rather than over-committing to just one. Please leave feedback here in the comments, on the Discussions page, or via email at [email protected]. Thank you!
(3) Education: Bonus Happiness becomes 5× → Always produces bonus Happiness.
(4) Education: Always produces bonus Happiness → Bonus Happiness becomes 5×.
(2) Culture: +1 → +2
(3) Culture: +3 → +5
(4) Culture: +7 → +10
(5) Culture: +12 → +14
(6) Culture: +21 → +22
(7) Culture: +36 → +32
(2) Food: Gain 1 passenger. → Gain 2 passengers.
(3) Food: Gain 3 passengers. → Gain 4 passengers.
(4) Food: Gain 7 passengers. → Gain 8 passengers.
The Press synergy still shows high win rates, and structurally it doesn’t feel particularly “fun,” so we’re considering a rework. For now… we’ll proceed like this:
(2) Press: +8 → +5
(3) Press: +16 → +12
(4) Press: +36 → +26
(5) Press: +88 → +56
Happiness +81/cycle → Happiness +100/cycle
Your base passenger count is halved. Train Happiness output +80% → Your base passenger count is halved. Train Happiness output +70%.
Happiness −60~+90 → Happiness −50~+100
Gain 3 passengers → Gain 4 passengers.
Happiness +9/cycle → Happiness +11/cycle
Movement speed +4% → Movement speed +3%
Movement speed +6%, Happiness −9/cycle → Movement speed +4%, Happiness −11/cycle
Happiness +14/cycle, Movement speed −6% → Happiness +16/cycle, Movement speed −4%
Movement speed −5% → Movement speed −4%
Chicken without Wings: Gain 2 passengers, Happiness −11/cycle → Gain 2 passengers, Happiness −24/cycle
Choice 2 “For now, keep watching”: now also Receive 1 Artifact Drone Supply.
Power Diversion: Movement speed −7% → Movement speed −6%
Harnessing Unstable Energy: Happiness −14~−44/cycle → Happiness −16~−66/cycle
Choice 1 “New rat poison, you say?”: EXP +1 → EXP +2
As part of visibility improvements, card designs have been updated: slightly longer aspect, thinner borders, and wider background areas.
As part of visibility improvements, the brightness of the train-space alert UI has been adjusted.
Fixed an issue where the “×2” text for Backlash displayed in green in tooltips.
Fixed an issue where the number “1” was not highlighted in green on Philosopher’s Stone.
This update is mostly focused on balance adjustments (we’ve heard all the complaints about Train Power, trust us…) along with a few bug fixes. Let’s take a look!
The Knights of the Red Frost synergy, despite being a 6-slot synergy, had a critical weakness — its peak performance relied heavily on just two high-tier cars (T3 and T4). Because of this, many players would only take those cars instead of building the full synergy. To address this, we’re slightly raising the upper potential of the lower-tier cars.
(2) Knights of the Red Frost: Begin training. (Max training efficiency: 100% → 200%)
(4) Knights of the Red Frost: Training limit increased from 300% → 500%
The Children of the Engine synergy is designed to help players acquire a large number of artifacts. Once the full game includes more artifacts, the balance will naturally adjust, but for now, the limitation is clear. We’ve adjusted the probability and will continue observing how it develops.
(4) Children of the Engine: Increased chance of higher-quality rewards (probabilities adjusted for better rewards)
As in the first game, Power still delivers extremely strong performance. Speed is, of course, vital for a train — but this was a bit too much.
(4) Power: Speed increases by 3% per cycle, up to 45% → 3% per cycle, up to 40%
(5) Power: Speed increases by 7% per cycle, up to 75% → 6% per cycle, up to 60%
The Food synergy increases passenger capacity. In the Choi Soon-ja campaign, its use is somewhat limited — but as they say, overwhelming numbers can be a strategy of their own.
(3) Food: Gain 2 more passengers → Gain 3 more passengers
(4) Food: Gain 5 more passengers → Gain 7 more passengers
(5) Food: Gain 12 more passengers → Gain 16 more passengers
When receiving Drone Supply, you can now skip the animation with an additional click.
The tense background music of the Contaminated Areas will now only play during the later stages of the game. In the early stages, you’ll be able to enjoy a cozier and more relaxed atmosphere.
Fixed an offset issue with the Control Facility.
Fixed a bug where bubbles were visible on the world map.
Fixed missing tooltip text for Coast, Underwater, and Deep Water entry events.
Fixed an issue where selling a duplicated item via the Copy Machine did not properly update the item pool.
We are currently investigating an issue where cards in the inventory cannot be dragged in Linux environments.
Everyone’s gone home. I’m the only one left in the darkend office. And yet… I remain here, still working on the update. Because… all of you are waiting for it!
The Steam Next Fest is just around the corner! Before the festival begins, we’re releasing the Final_REAL_Last_Build! This update includes balance adjustments and a few quality-of-life improvements.
Despite having relatively easy synergy conditions, the Explorer’s League has proven to be excessively powerful.
The number of Exploration Logs obtained when acquiring artifacts has been reduced from 3/6/9 → 2/4/8.
The number of Exploration Logs gained upon arriving at a landmark has been reduced from 10 → 8.
Perhaps due to the previous title, the Academy remains one of the most popular choices, yet its actual performance hasn’t lived up to that reputation. We’ve made adjustments to ensure it remains a stable powerhouse through the late game if you can survive the midgame.
The Happiness produced by Ivory Tower has been increased as follows:
Level 2: +17 → +19
Level 3: +29 → +32
Level 4: +53 → +64
Level 5: +72 → +96
Education was originally designed as a transitional synergy — something to bridge the early and midgame. However, its current performance falls short of expectations, so we’re giving it a boost.
The additional Happiness from the Education synergy now matches the amount of Happiness that train produces per cycle. (This means it now produces about 20–30% more Happiness than before.)
The Security synergy currently lacks supporting artifacts (those will come in the full version!), which has limited its effectiveness. We’ve strengthened it to improve its overall performance.
The Central Intelligence Bureau from the 4-synergy bonus: Happiness +42 → +64
The National Security Agency from the 6-synergy bonus: Happiness +156 → +256
Now starts with Happiness +2 instead of +1.
Happiness +65/cycle → Happiness +81/cycle
Option 1 reward increased from Resistance loss ×1 → Resistance loss ×2.
The Power Diversion artifact effect improved from -8% movement speed → -7% movement speed.
Im Seok-dae’s passenger execution option now executes 3 passengers instead of 2 (nerf).
The number of Contaminated Zones in early to mid-game areas has been reduced.
Tutorial text regarding passengers has been clarified:
“Passengers enter the carriage each cycle and generate Happiness equal to the number of passengers who entered” →*“Passengers enter the carriage each cycle, and Happiness is generated once for each passenger.”*
Decision and shop buttons in the tutorial are now highlighted.
A new event will now trigger when entering a new terrain type for the first time.
Forest, Mountain, Abandoned City, Coast, Undersea, Deep Water
And environmental effects like Contaminated Zone and Blizzard.
Entering the Decision or Shop screens now automatically pauses the game.
Fixed an issue where upgradable cards inside the inventory were occasionally not highlighted properly.
Next Fest is just around the corner! In this update, we’ve added new languages, fixed minor bugs, and improved various quality-of-life features. Shall we take a look?
The recent adjustment to the Shadow Merchants’ Guild appears to have been successful. However, if you take an extreme number of product restocks early on, the restock count stacks up too much in the late game, so we’re adjusting this.
The initial value for Shadow Merchants’ Guild product restocks is being increased, and the coefficient that scales with time is being decreased. With this change, around the 30-day mark, earlier costs will be a bit higher than before, while later costs will be a bit cheaper.
The coefficient for passenger dissatisfaction that increases over time has been adjusted. We’ve tuned it so the pacing can feel more “dramatic.” Hopefully this makes the game more fun—please keep the feedback coming!
Contaminated Areas in the early sections have been weakened and will appear less frequently, so more Conductors can wander the world for longer.
The display has been updated so you can now see the maximum passenger capacity when passengers enter.
New languages have been added!
Japanese
Greek
German (beta)
Simplified Chinese (beta)
When train space is insufficient, a clearer message now prompts you to free up space.
You can now move the camera with WASD or the arrow keys.
Fixed a bug where passengers could sometimes board the Engine due to the Compulsory Child Labor artifact (Timmy…?).
Fixed an issue where the Longest Train Record artifact could sometimes load with an incorrect value.
Fixed an issue where train tooltips would sometimes fail to appear.
Hello to all the conductors around the world enjoying the Frostrain 2 demo!
As mentioned previously, Frostrain 2 is still in its demo phase and far from polished. We’ll continue adjusting balance and improving any uncomfortable parts. Looks like we’ll be meeting quite often this week!
This patch includes the following changes:
\ Central Supply Bureau synergy effect: Cycle reduction changed from 6 seconds → 5 seconds.
→ The Bureau was excelling both in versatility and sheer power — too much for the others to handle. We’re slightly reducing its effect to observe how things settle.
\ Entertainment synergy effect: 77% chance to produce 10× Happiness → rolled back to 77% chance to produce 7× Happiness.
→ The average Happiness output of Cryptography Room, Geoinformation Office, Training Center, and Entertainment Management Division increased by 30%.
→ Our intent to slightly buff Entertainment synergy made it far too strong! We’re keeping the “77–7” concept but toning it down. This change also helps the somewhat underperforming Academy while softening the impact of the Central Supply Bureau’s nerf.
\ Media synergy effects: adjusted as follows
3 Media: +20 → +16
4 Media: +50 → +36
5 Media: +128 → +88
→ Despite requiring relatively few trains, Media synergy maintained an extremely high win rate — especially with Conductor Choi Sun-ja’s traits. Since the demo currently only allows her as the playable conductor, we’re scaling down its power to improve overall balance.
Shadow Traders Association trains gain a new ability:
“Each time you restock shop items, produce +1% more Happiness.”
(Tier-4 Cartel trains gain +2% instead.)
Shadow Traders Association shop item appearance rates adjusted by level.
→ The faction excels at repeated rerolls to build up early and midgame, but lacked late-game incentive. We hope this change will make their ‘shopping’ payoff more satisfying.
Artifact – Power Cycle Amplifier: maximum cap reduced to +416.
→ Far too many of you have pierced the heavens with this one... We admit, that’s on us.
To ensure more balanced choices in the Poverty Relief Policy event, the following adjustments have been made:
Power Diversion artifact effect: Movement Speed −12% → −8%
Im Seok-dae – Passenger Execution option has been adjusted and expanded as follows:
Passenger Execution: 3 → 2
Rebellion gained: 2 → 1
Population Density lost
Im Seok-dae – Accept Poor Car option now grants an additional effect:
Train colors slightly adjusted.
→ Our last change for visibility ended up being too harsh; we’ve fine-tuned saturation and tone.
Maximum upgrade tiers are now visually indicated on cards.
→ The dimmed gem icons represent the train’s upgrade cap.
Synergy tooltips now list which trains belong to that synergy.
Event “Unsettled Atmosphere” now features heartbeats and tunnel-vision effects when triggered.
Artifact “Repulsion” tooltip now correctly displays both initial and current values.
Inventory synergy tooltip delay increased from 0.2 s → 1.2 s.
→ Prevents tooltips from obstructing the screen when hovering over the inventory.
Story events now display a story badge, clearly distinguishing mandatory story events from optional random ones.
Happiness production by trains is now visually more noticeable.
Drone supply option spacing adjusted for improved readability when options expand or shrink.
Fixed: “Unsettled Atmosphere” event heartbeat sound not playing properly after saving/loading.
Fixed: Tier-4 Cartel train’s pivot being slightly misaligned.
A problem where certain trains (Field Kitchen, Wheel House, GeoGraphic Information Office, Cartel) appeared unusually rarely has been fixed.
Apologies — the following fixes are still in progress:
Rare issue where some trains fail to display tooltips.
A tutorial overhaul is underway. It’ll take some time, but expect a much friendlier and clearer experience soon!
We’re also preparing an update before the October Steam Next Fest (Oct 13) to add five additional language supports:
Japanese
Greek
German
Simplified Chinese
Thank you for riding with us!
Hello, Conductors of Frostrain2 all around the world!
My greetings are late—apologies for that. It’s already the second day since the demo version was released to you. If I may offer an excuse as to why I’m only making this announcement now… well, I simply forgot. Since I’ve always posted only on the Frostrain1 store page, I completely overlooked the obvious fact that I could (and should) also post announcements on the Frostrain2 store page.
With that realization, I’m hastily writing this announcement in the hope that you’ll forgive me with a generous heart. From now on, I’ll make sure to post announcements on time!
The demo version is still unpolished, and we’re continuously updating it. Since we want to present you with the most complete version possible before Steam Next Fest begins, updates may be very frequent. If you have any feedback about the game, please feel free to leave a comment here, write in the community, or email us at [email protected]! We’ll read everything carefully and make adjustments accordingly. (Feedback like “the game is too difficult” or “this synergy feels too strong/weak” is also very welcome!)
Because this is a demo, you may see many experimental changes. This patch contains the following updates. Version 0.6.2 reflects last Thursday’s update, while version 0.6.3 includes the new changes released today.
When playing as Choi Soon Ja, the mandatory number of Shanty Carriages has been reduced from 2 to 1. Accordingly, you will no longer receive a Shanty Carriage in the “Deepening Faith” event.
The effect of the Overcrowding artifact has been changed from “Happiness -7/cycle, Speed -6%” to “If the number of passengers exceeds 12, lose -2% Speed per excess passenger.”
The outcome of one choice in the Heavenly Cookies event has been changed from “50% - gain Rebellion” to “50% - gain Rebellion, +1 EXP.”
The effect of Harnessing Unstable Energy has been changed from “Happiness -23/cycle” to “Happiness -14~-44/cycle. This value fluctuates daily.”
A new artifact, Longest Train Record Book, has been added.
The Faith gain rate of the Children of Engine train cars has been reduced, but the chance of receiving better gifts has been increased.
This adjustment aims to reduce the late-game issue where infinite gifts stalled progress, while still keeping the expected value of rewards high so the fun of the gifts isn’t diminished.
Now, everyone can use the shop.
However, items cannot be rerolled, and the shop refresh cycle has been increased from 8 → 10.
The Shadow Traders Association synergy has been reworked.
The goal is to allow everyone access to the shop (to stabilize the early game), while enhancing the Shadow Traders’ unique fun of rerolling.
(2) Shop opens → You can now pay Happiness to reroll shop items. The Happiness cost increases with each attempt and resets when the shop refreshes.
(4) Better goods are displayed → Better goods are displayed in greater numbers.
(6) More goods are displayed → Better goods are displayed, reroll costs are reduced, and the shop refresh cycle is shortened by 4. (Total synergy: 6)
The Entertainment synergy has been buffed.
(3) 33% chance to gain 3x Happiness, 6% chance to lose 6x Happiness → 33% chance to gain 5x Happiness, 6% chance to lose 6x Happiness.
(5) 77% chance to gain 7x Happiness, 13% chance to lose 13x Happiness → 77% chance to gain 10x Happiness, 13% chance to lose 13x Happiness.
More advanced and rare outposts now appear on the map.
Accordingly, the amount of Exploration Logs gained from the Guild of Explorers synergy has been slightly reduced. Since overall outpost rarity has increased, performance should remain roughly the same.
The Happiness output of Academy special train cars has increased by about 20% on average.
The Academy is loved for its safe and stable playstyle. However, while stable, its actual performance was not particularly strong. This adjustment keeps the Academy’s identity intact, but makes it strong enough to shine if combined with tools to quickly secure special train cars.
The bonus Happiness from the Education synergy has been increased by about 10% on average.
Event frequency has been increased by about 15%, making them appear more often.
Late-game difficulty has been adjusted. These changes won’t drastically affect overall difficulty, but are intended to let more players reach the end.
Contamination Zone Stage 2 Happiness loss: -16/sec → -14/sec
Contamination Zone Stage 3 Happiness loss: -36/sec → -32/sec
Contamination Zone Stage 4 Happiness loss: -106/sec → -81/sec
Public Opinion Turns artifact Happiness loss: -6/sec → -18/sec
Armed Mobs artifact Happiness loss factor: -2 * passengers → -3 * passengers
The remaining time for Drone Supply is now displayed radially on the button.
Hovering the cursor over Train Speed in the bottom-left info panel now shows a tooltip with details.
Camera movement along the Y-axis has become more dynamic.
The camera can now zoom out further.
Added a mouse cursor for better visibility.
Train colors have been made more distinct for better visibility.
Outposts are now displayed above snowstorm and contamination effects for visibility.
Hovering over Passengers in the bottom-left info panel now shows tooltips with detailed information.
Hovering over Happiness at the top of the screen now shows tooltips with Happiness gained per second.
The synergy info panel on the left side now shows how many synergies are active.
Removed hover delays in the Decision tab—information is displayed instantly.
Fully upgraded train cars are no longer highlighted during Drone Supply.
Fixed issues where environmental effects were not displayed correctly in some areas (e.g., seabed, deep sea).
Added autosave. The game now autosaves when receiving Drone Supply, when an event occurs, and when arriving at specific outposts.
The Armed Mobs artifact now displays its values externally.
Certain terms have been changed from Train → Train carriage.
Fixed a bug where Happiness could no longer be gained and the game could not progress.
Fixed stuttering when rapidly zooming in/out.
Fixed a bug where BGM would sometimes not play.
Fixed a bug where Security train cars could duplicate.
Fixed a bug where Choi Soon Ja’s voice was unaffected by volume settings in the character select screen.
Fixed a bug where tooltips sometimes did not appear for certain train cars.
Fixing the issue where an trains appear without tooltips being displayed.
We plan to improve the tutorial. It may take some time… but it will return as a much friendlier tutorial than it is now!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Frostrain 2, 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 Frostrain 2 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.