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Full Steam announcements and update articles for this title.
The wait is officially over. Nightmare Frontier has officially left Early Access and entered Version 1.0.
To everyone who supported us during Early Access, reporting bugs, sharing feedback, and sticking with us through every patch. Thank you.
Your passion and insights shaped Nightmare Frontier into what it is today. We truly couldn't have built this game without such an incredible community behind us.
Read the full changelog here.
With the transition to Version 1.0, the price of the base game has been updated to $24.99. This price adjustment reflects the massive amount of new content, systems, and polish added throughout Early Access and into full release. We are deeply committed to delivering value for your support, and we thank you for helping us make Nightmare Frontier a complete, feature-packed experience.
We’ve put together a post-launch roadmap to give you a sneak peek at what’s on the horizon for Nightmare Frontier:
Mark your calendars and get ready, Slitherine Next is back on July 22, 2026 at 6 pm CEST on our official channels.
Expect updates from your favourite franchises such as Distant Worlds 2, Nightmare Frontier, Bolt Action and a lot more unexpected and never seen before news. On top of the 1.0 release of Nightmare Frontier, our first showcase of the year will bring you exclusive announcements, updates, first looks at upcoming titles, and much more. It's your chance to dive into the future of strategy gaming and discover what's coming next.
During the event, the developer will dive deep into everything you can expect for the 1.0 release.
We're thrilled to announce a special host for this year's event: 2DKiri. A great friend who will guide us through the entire show.
Tune in on 22nd July to be the first one to find out.
YouTube:
Twitch:
Hello scavengers!
The moment you’ve been waiting for is finally here. After an incredible journey through Early Access, Nightmare Frontier is officially launching on July 22nd.
First and foremost, a massive thank you to our amazing community. Your feedback, bug reports, and passion during Early Access have been vital in shaping the game into what it is today. We couldn't have crossed this finish line without you.
Prepare yourselves the true nightmare begins soon. Mark your calendars for July 22nd, and get ready to dive back into the frontier.
The frontier just got a lot more hostile and a whole lot more rewarding.
Welcome to the Twisted Prosperity update, Scavengers! In this major patch, we are radically reshaping how you navigate the shadows of the Nightmare Frontier. Survival now demands a sharp eye and even sharper reflexes as we introduce the Deadwood, a terrifying new "Fear of Forests" enemy that turns every treeline into a death trap. But you aren't going empty-handed. We’re also introducing the highly anticipated Ricochet mechanic, allowing you to bounce bullets off metal interactables to pull off impossible trick shots and flush out threats from absolute safety.
Scavengers, the fog is shifting. We are thrilled to announce that the Open Beta for our latest Nightmare Frontier update is officially live!
This update introduces a haunting new threat and a complete evolution of gunplay that will change how you approach every encounter. Here is what’s waiting for you in the Frontier:
A new nightmare has taken root. The Deadwood is not just a monster; it is a relentless, sprawling entity that blurs the line between the forest and the nightmare. It thrives on stillness, so keep moving, or find yourself part of the scenery.
Master the environment like never before. The new Ricochet mechanic allows you to bounce projectiles off metal surfaces and interactables.
Bypass Cover: Use stoves, pots and electrified contraptions to nail enemies hiding behind high covers.
Elemental Infusions: Bouncing a shot off certain ricochetable objects grants your bullets Burning, Plague or Stun properties.
With the introduction of Ricochet, the classic Revolver has reclaimed its throne. While it was always a reliable sidearm, it is now a tool of surgical precision. By chaining bounces, the Revolver’s damage scaling and utility have been massively buffed, making it more versatile than ever.
Once you switch to the beta branch, we recommend you stick to it until the MS3 Build release circa June 3rd. Switching back to the default branch before that may result in save corruption and/or content loss.
We need your feedback to balance these new mechanics! To jump in:
Right-click Nightmare Frontier in your Steam Library.
Select Properties > Betas.
Choose “beta-openbeta” from the dropdown menu.
Note: As this is a beta, you may encounter bugs. Please report any strange behavior or balancing issues in our official Discord (link discord) or Steam Discussion forums.
The Frontier is changing. Will you adapt, or will you feed the trees?
Hi Scavengers, we are releasing a hotfix for Nightmare Frontier. This small update will fix some bugs that you have encountered during your extractions.
Fixed a blocker during the "Spark in the Dark" dialogue.
Fixed a blocker during enemy turns, related to Verminshade and Creepy Puppet enemies.
The 'Reap What You Sow' update has officially arrived in Nightmare Frontier, transforming the way you survive, progress, and face the end. With a terrifying reimagining of the Death now stalking the higher tiers, it’s no longer just about how long you can survive—but how you'll answer when the Reaper finally comes to collect.
Headquarters Menu introduced with 3 trees for unlocks and upgrades of game mechanics - change % of items retained after a failed run, backpack capacity, additional Party slots etc.
Headquarters unlocks require Manpower resource
Manpower no longer equals the number of Scavengers rescued, Scavengers have to be delegated in Quarters to become Manpower
Questline unlocking Headquarters introduced after collecting Cannibal Foreteeth quest
Quests opening locked Districts no longer require Manpower
Breaches are portals from beyond. They spawn 1 Dreadweaver at the start of each enemy turn, unless the cell is blocked by a unit. Breaches can spawn between 3 to 5 Dreadweavers in total and can be closed by the player
The objective is to close all (1-5) Breaches present on a level. The player can either walk up to all of them and seal them by melee range interaction, or survive long enough for Breaches to spawn all remaining Dreadweavers and seal automatically
Levels with 'Seal the Breach' objectives can be distinguished by custom node icon in the Extraction mode (District maps)
The objective is to survive for 3 rounds or kill all enemies, while Breaches located on the edges of the level spawn new enemies. The player can either fight off spawned Dreadweavers for 3 rounds, or close the Breaches and kill all spawned Enemies sooner
Levels with 'Survive' objectives can be distinguished by custom node icon in the Extraction mode (District maps)
3 new sidequests introduced with custom dialogues, multiple endings and various rewards depending on chosen questpath
Sidequest beginning nodes can be distinguished by questionmark icons in the Extraction mode (District maps)
Sidequest beginning nodes can be distinguished by questionmark icons in the Extraction mode (District maps)
Reimagines Fear of Death featuring a Grim Reaper enemy with new playstyle spawning on Nightmare level IV and Coffin interactable spawning on Nightmare level II. Grim Reapers still drop Vials of Decay
15 new Items introduced with new abilities, passive abilities, status effects, interactables and custom 2D and 3D art
District-specific level art (custom buildings and floors) introduced for Wealthy District
Fears Incarnate panel (analogous to Raid Briefing) is now available in both Tactical and Extraction Modes, displaying charater details, fear modifiers and loot for all characters in the Party, including the ones who joined during the Raid
Sum of all Fears panel, previously available in Tactical Mode only, was renamed to 'Nightmare Buffs' and introduced in Extraction Mode
Both panels can be opened using X on KBM and RB on controller, and toggled between using Tab/LB
Cannon Head, Creepy Puppet, Crispy Pete, Gunspider, Gnawer, Mr. Cactus, Sawbones, Slaughterbrand, Unicrone, Wendigo and Wraith were optimized and visually improved
Buff/Debuff animations - shortened to the minimum to speed up the gameplay
Thunder Orb explosion animations - made simultaneous and associated with a camera zoom out briefly covering entire gameplay area to speed up the gameplay
Soundtrack Variety - new Sountracks available in Tactical Mode
Passive Ability icons - while statuses and Immunities remain in place, passive ability and fear icons no longer display under Units HP bars to mitigate the visual noise. Passive abilites can be still looked up in Characters' tooltips
Passive Ability icons - all passive abilities sharing the same trigger (ie. Backstab and Bleeding Spikes, or Riposte and Counter Shot) now share the same icons
Passive Ability names - roman numerals added to passive abilities' names and icons in Item Tooltips
Combo Cooldowns - cooldowns removed from 'Combo' type passive abilities (ie. Prize Fighter, Bloodlust)
Combo Cooldowns - cooldowns removed from 'Combo' type passive abilities (ie. Prize Fighter, Bloodlust)
Status: Burning - characters dying while burning no longer leave behind Fire on cells
Interactable names and descriptions - improved and standardized
Metagame Menus - UI buttons moved from the bottom to the top of the screen and reformatted from icons to text
Party Panel - introduced in the bottom of the screen, consistenlty with Extraction Mode and Tactical Deployment
Warnings - previously available in Raid Briefing Menu only, no Party, inclomplete party, incomplete loadout warnings are now visible directly in Map View
UI Menu hotkeys - introduced in Metagame for Map (M), Quarters (P), Equipment (I), Headquarters (H), Tutorials Archive (Y), Compendium (C)
UI Menu subcategories - rebound to Q and E on keyboard
Item Toolips - ability toggles were rebound to Z and X on keyboard
District Tooltips - AI art removed from backgrounds of District tooltips
Nightmare Pressure Floaters - floaters displaying Nightmare Pressure change in visited and unvisited Districts were introduced in the Map View
Dialogue Panels - dialogue animation skip and dialogue options bound to Space button on keyboard and A on controller
Item names and description - introduced multiple minor fixes in pre-existing Item names descriptions
Holsters - can no longer be upgraded. Holsters previously upgraded by player beyond level 1 remain intact
Tutorial videos and descriptions - multiple videos and descriptions updated to match current state of the game
Fixed issues with input becoming blocked after using the Alt + Tab, often interpretes as missing input in Deployment phase
Fixed issue with overblown lights obscuring gameplay after explosions on the highest Nightare Level
Fixed issue with the 2nd stage Bossfight rewarding only Staff of Storm and Vacuum Tubes - the Abomination drops: Vacuum Tubes (1st kill), Staff of Storms (2nd kill), Doc's Tophat (3rd kill) and Vacuum Tubes (4th kill +)
Fixed blocker Docks not unlocking for returning players
Fixed issue with equipped items changing order when swapped
Fixed critical issue with Shard enemies spawning on cell with player's characters
Fixed issue with combo attacks triggering without an attack
Fixed issue with Engage status not being removed after killing an enemy with a combo attack
Fixed issue with redundant conditions visible in certain Passive Ability tooltips
Fixed issue with missing usages and cooldowns from certain Items
Fixed issue with camera changing position during Nightmare transitions
Fixed format inconsistency of 'Return to City Map' dialogue option, additionally the text entry was changed to 'Return to Base'
Fixed issue in Raid Briefing Menu with holding a scroll bar starting a Raid
The next major update for Nightmare Frontier, “Reap What You Sow,” launches on March 23rd.
This update brings a complete reimagination of one of the game’s existing Fears and enemies.
Something familiar is about to change.
Can you guess which Fear and enemy are being reborn? Let us know in the comments.
Death wasn’t the end.
The Not Dead Yet patch pushes Nightmare Frontier deeper into the abyss, expanding the boss fight first unleashed in December with a brutal second stage that tests everything you’ve learned so far.
This update also introduces a brand-new Fear: Mirrors. What once reflected reality now fractures it, spawning the twisted Manifold and reshaping the horrors you’ll face in Nightmare Frontier.
Here the full changelog of today's update:
Even more challenging 2nd stage of the boss fight and endgame storyline introduced
Introduced 4 powerful Items obtainable by killing the boss - Dream Machine, Doc's Tophat, Staff of Storms and Vacuum Tubes. Obtaining all the items requires completing the boss fight multiple times
All Shotguns can be upgraded to knock back targets instead of pushing them. If a knocked back unit is stopped by an obstacle, the distance not-traveled is taken as damage
Raid Briefing menu introduced after next raid District selection in Hub,
The menu displays detailed information about selected characters, their Fears, effects of their Fears on gameplay (enemies, hazards, modifiers) on different Nightmare levels and expected loot,
Enemies, Hazards and Modifiers appear as active or inactive depending on current Nightmare level on selected District,
Raid Briefing also informs about incompleteness of the Party and/or their loadouts
Added the Fear of Mirrors spawning Manifold enemies on Nightmare level II and applying Refraction modifier to all enemies on Nightmare level III. Manifolds drop Vial of Decay
Undo to Deployment introduced - the player can undo his moves up to deployment phase, both before the fight and inbetween rounds if their characters are downed. Undoing to deployment requires holding the Undo button and is associated with short loading screen
Automatic rescuee unequipment - on return to Hub, all rescued characters are stripped of their Items before being placed in Resting, making Item management more streamlined
Party emptying - party in Quarters menu can be emptied (previously at least one character in Party section was required), making new Party assembly more streamlined
Tactical goal markers - In tactical mode, characters being subject of a goal (Extract Unit, Kill Unit) are highlighted with additional icon mirroring the one displayed next to the goal in top-left corner of tactical HUD
Hub menu order - difficulty button was moved from HUD to Raid Briefing menu, Quarters button was moved before Equipment button both on HUD and menu queue
Class portaits - each character class portrait is taken from different angle for better readability
Glossary rename - Glossary menu renamed to Compendium in all languages
Fixed blocker with Docks being locked despite boss quest already started
Fixed missing undeployment SFX issue
Fixed issue with text animations skipping in Hub's Dialogue Panel - text animations can be skipped with Tab on KBM and Y on controller
Fixed buttons disappearing in Quareters while no characters are selected. Buttons become disabled rather than disappear
Fixed issue with unarmed monsters fencing as if they had swords
We’re proud to announce that Slitherine is now the official publisher of Nightmare Frontier. Their long-standing expertise in strategy games makes them the perfect partner as we continue to grow and refine the project. This collaboration marks an important step forward for the game’s future.
Along with this announcement, we’re rolling out a new update that introduces the first phase of Final Boss storyline. This major content addition delivers new missions, key narrative moments, and the climactic encounter that pushes the campaign closer to its endgame. We’re excited for you to experience this new chapter.
We really want to thank all the scavangers for the support, the feedback, and the passion for Nightmare Frontier. More news and updates are on the way — stay tuned!
Here the full changelog of today's udpate:
Challeging boss fight and endgame storyline introduced - do not venture into the Docks unprepared!
DLSS 4 introduced for NVIDIA graphic cards users. The setting can be turned on via Settings\\Graphics\\Upscaler - DLSS
Deployed characters can be undeployed directly in gameplay by using LMB / space / A on XBox controller on deployed characters
Deployment area no longer disappears after deploying max characters - deployment are is visible until the players transfers to combat phase
Deployment counter displays current amount of deployed characters in red (when noone is deployed and combat can't start), orange (when at least one character is deployed and the combat can start) and light-gray (when the player deployed max characters)
Deployment queue console LDpad/RDpad glyphs replaced with LT/RT, making character queue navigation consistent in all game modes. Deployment queue can be navigated with both LT/RT and LDpad/RDpad
Character Tokens were visually improved, including frames' visual style, selection states and characters' fear display
Fixed softblock occuring after using Gunblade lvl 3 and higher
Fixed issue with weapons missing from characters' hands while using Piercing Shot
Fixed Dreammachine's double entry in the Glossary
Hello scavengers!
A quick heads-up: the Nightmare Frontier demo will be disabled in one week. If you haven’t had the chance to test your strategies, loot, or face the Dreadweavers, now’s the perfect moment.We appreciate everyone who tried the demo and shared feedback — it’s been incredibly helpful as we continue shaping the full game. More updates are coming soon, so stay tuned.Thanks for your support, and good luck out there… you’ll need it.This scavenger party is coming home just in time for Halloween! Apologies for the long silence - we ventured a bit too deep into the Nightmare this time around, but we made it back and we’ll have some exciting news to share pretty soon.
Meanwhile, the Pumpkin Patch is ripe for harvest!
Pumpkin Patch \
The changes apply to both the Early Access version and the Demo.
What we added:
New Fear unlocked - added the Fear of Harvest spawning Pumpkin Head enemies. Pumpkin Heads drop Pumpkin Spice resource, opening new upgrade options,
The Sickle - added Sickle to the common melee weapons pool,
Fiery Upgrades - Jawblade and Chopper received new upgrade levels,
Node counter - added a counter displaying the number of nodes visited during current Raid,
Node tooltips - node tooltip’s visibility is no longer limited to 1 row ahead - all nodes display tooltips, allowing for more strategic path planning in the extraction mode
Node frames - added frames differentiating combat and non-combat nodes in the extraction mode,
Tactical Speed Up - added speed up functionality in player turn - pressing Space button (A o X on controllers) will speed up current action,
What we fixed:
Speed Up - fixed Speed Up button position in the extraction mode,
As always, thank you for the reports and feedback. Remember, if you spot anything weird after the update, drop a note in the Community Hub or ping us on Discord!
We interrupt your looting for a quick hotfix!
There was a community-reported bug prevented the Broken Galvanic Cell from appearing on the map - but not anymore. We've just deployed a new build with the fix. Happy hunting!
Hey everyone! 👋
Just a quick update from the Nightmare Frontier team here at Ice Code Games! 🔧🎮
We’ve just pushed a fresh patch to the free Demo, and yes, it fixes the “Oops, all boots!” loot situation. You’ll still want to hang on to your gear, but you will finally get some variety... 🥾😉
Psssst... If you’ve already tried the demo, we’d love for you to give it another spin and let us know how it feels. If you haven’t - now’s a great time to jump in ➔ NIGHTMARE FRONTIER ON STEAM!
Thanks again for all the support! Keep the feedback coming and happy hunting out there! 💀🧭
PS: DON’T FORGET ABOUT THE ONGOING COMMUNITY CONTEST #1 🏆! ⤵️ {STEAM_CLAN_IMAGE}/45609500/a3005330806ac38b6e18a863962b911fdb0d6455.pngHey! We hope you’ve had a chance to get familiar with Nightmare Frontier, because we’ve prepared a contest. To win, you’ll need both determination and experience but don’t worry - you’ll have the time to gain it! PRIZES:
1st Place🥇 - Keys: 1x Nightmare Frontier (EA), 1x Rogue Waters, 1x Hard West 2
2nd Place🥈 - Keys:: 1x Nightmare Frontier (EA), 1x Rogue Waters
3rd Place 🥉 - Keys: 1x Nightmare Frontier (EA)
As you’ve probably already noticed, the core gameplay in Nightmare Frontier revolves around participating in raids. In the full version of the game, there will be five districts available. When starting an extraction, the player must choose one of them (in the demo, only one district - "The Slums" is available). After choosing a district, a path made up of nodes will appear. Completing one node allows you to choose the next destination, and so on... ⤵️ During a raid, you’ll fight enemies, collect loot, and receive buffs. All based on the decisions you make by choosing specific nodes. Depending on your combat performance and the choices you make, a raid can end in one of three ways:
Victory ✅ (you’ve reached "Safe Passage" & extracted)
Defeat ❌ (all your characters in raid have died)
Abandonment ❌ (you’ve left the raid)
To keep things challenging, only raids that end in victory will count for this contest... ⤵️ Before we jump into the contest rules, make sure you’re able to take in-game screenshots directly through Steam. On the left, you can see where to find the keyboard shortcut for taking screenshots (Steam>Settings>In Game>"Take a screenshot"), and on the right, where to locate your saved screenshots within the Steam app (Steam>View>"Recordings & Screenshots")... ⤵️ Next & Last, to take part in the contest, you’ll also need to know how to share screenshots on the Steam Community Hub. Select the screenshot you want to share, click “Share on Steam”, then add an appropriate description (for example: Nightmare Frontier, Community Contest #1) and hit "Upload". Don’t forget to set Visibility to "Public"... ⤵️ You’ve probably already guessed what the contest is about. ːsteamhappyː
As the name suggests, the winner will be the one who ventures the deepest into a location and, most importantly - survives! Remember: the paths are randomized, so don’t give up too soon. You never know if your next run might just be the one that takes you the farthest! Next, take a screenshot of the run summary screen, that’s where we can see how far you made it. We’ll be looking at the score on the left side (not the "Longest Raid"!), so make sure to take screenshots right after each run... ⤵️
(only screenshots uploaded on Steam & linked in this thread will be considered) You have time until Monday, June 16, 2025 (10 a.m. CEST) - that’s when we’ll pick the winners, so they can enjoy their Nightmare Frontier (EA) keys from the very first second of the launch! In the meantime, we encourage you to join our Discord and keep us posted on your grinding progress... Good luck! 🍀
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Nightmare Frontier, 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 Nightmare Frontier 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.