The train has arrived, breaking through the blizzard! Buy it now and get 20% off! View game page You can also purchase the Supporter Pack and buy the development team a warm cup of coffee! View game page Planning to purchase both? We’ve prepared the Deluxe Edition just for you! S
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! 🚂❄️
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
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!
Progress
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%!
Ruler and Stability
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 🥹
Acts of Governance
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.
Im Seokdae Scenario Adjustments
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.
Artifact Rework!
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!
Prestige Rework
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!
New Trailer Released!
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 😆
Public Beta Test
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.
Closing
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!
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 devel
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.
Ruler
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.
Challenge
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.
Pledge
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.
New Artifacts!
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!
Closing
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!
Hello to all the Conductors around the world who love Frostrain 2! It feels like just yesterday that 2026 began, yet already one-sixth of the year has passed. Are you all keeping up with the goals you set for the new year? As for us, we’re continuing development without major iss
Hello to all the Conductors around the world who love Frostrain 2!
It feels like just yesterday that 2026 began, yet already one-sixth of the year has passed. Are you all keeping up with the goals you set for the new year? As for us, we’re continuing development without major issues and staying on track with our milestones.
We’re well aware that the biggest issue with the current Early Access version is the lack of content, and we’re focusing all our efforts on addressing that. If nothing unexpected happens, we expect to present the 0.8.0 update by the end of March. Imseokdae will soon be making its way to you!
Terrain Visual Overhaul
Some players shared the following feedback after playing Frostrain 2:
“In the previous game, entering a new terrain felt like a ‘wow’ moment. I miss that feeling in this one.”
We’ve spent a lot of time thinking about why that difference in experience occurred. While there may be stylistic differences, we believe many other aspects have improved. Still, when players feel something is missing, there’s always a reason.
After much consideration, we suspect that unlike the previous title—which used vibrant, high-saturation colors—the current game’s backgrounds repeat with lower-saturation, similar tones, which may reduce that sense of impact. We’re planning to make adjustments to address this. Please note that what you see below is not final; it’s a draft intended to gather your feedback.
The top image shows the version before the changes, and the bottom image shows the version after applying the adjustments.
We’d love to hear your thoughts! Which version do you prefer? Or what else do you think could be improved? Please leave your comments, email us at [email protected], or share your feedback on our Discord server.
New Decisions
Some of you have asked, “If content is lacking, couldn’t you at least add a new Conductor?”
We truly feel the same way. However, creating a single Conductor requires developing new Decisions, events, and relics alongside them, which takes more time than it might seem. Of course, we could create a separate Conductor with only different traits, but reusing Decisions would inevitably reduce the fun. Instead, we’re preparing a variety of new elements so that the wait will be worthwhile and offer you fresh ways to experiment and enjoy the game.
So, shall we take a look at some of the new Decisions in the works?
These Decisions revolve around utilizing Backlash. In Choi Soon-ja’s scenario, there was already a route—specifically the slum exclusion path—that made partial use of Backlash. Now, we’ve expanded on that idea. Backlash is extremely difficult to manage, but judging from these Decisions, it seems possible to grow infinitely. In particular, Overperformance Productivity multiplies the final production value, allowing you to greatly increase Happiness.
The catch is that Backlash scales exponentially, meaning the downsides can quickly outweigh the benefits.
However, with “Domination,” that no longer has to be a problem. Make your Decisions and reign over all your passengers!
This is an area we’re still carefully considering. We want to provide a way for players to engage in a kind of built-in “hard mode,” but due to the game’s structure, integrating it naturally has been challenging. As a result, we’ve dedicated part of the Decision system to allow confident players to make the game more difficult in exchange for greater rewards(The artifact “Distress” grants additional shop unlock currency equal to its value upon winning the game).
What do you think about this approach? We’d love to hear your thoughts and determine whether there’s a better direction—or whether this feature is unnecessary altogether.
New Artifact
We can’t show you everything just yet, but this one should be safe to reveal!
This artifact has a rather unique mechanic. Although it’s a Silver-tier artifact, it’s more powerful than others of the same tier. However, it comes with a timer, so you can’t use it for long. If you want to preserve that timer permanently… you’ll have to enter a blizzard! Wait, go into a blizzard? No sane Conductor would willingly step into such brutal cold!
But there is a way to enter without losing your sanity… and that is…………..
Ah, it seems we’ve run out of time for today! We’ll share the rest when the opportunity comes next time.
Closing
That’s all for today. We’d love to show you the world map and many other things, but it’s not quite time yet—which is truly a shame. By the time we return with another developer letter in March, much of the update should be well underway.
We’ll continue working diligently so we can come back to you with more concrete details then.
The year 2026 has begun! January was an incredibly busy—and just as meaningful—month for our development team. On the 13th, we launched Early Access, and so many of you came by to leave feedback. That’s a strong start! Based on your candid and valuable feedback, we’ll continue po
The year 2026 has begun! January was an incredibly busy—and just as meaningful—month for our development team. On the 13th, we launched Early Access, and so many of you came by to leave feedback. That’s a strong start! Based on your candid and valuable feedback, we’ll continue polishing the game as much as possible to help it grow into something even better. Thank you!
Improvements Never Stop!
Since the demo release, we’ve received a huge amount of feedback and implemented many improvements—and Early Access is no different. In fact, this is exactly why we chose to launch in Early Access. We’re a very small team, and with our limited perspective alone, it’s not always easy to see what needs fixing or how to improve things quickly. By releasing the game in Early Access, we wanted to share it with more players and keep improving it together.
And you delivered—so many of you sent thoughtful feedback packed with great ideas. We’ve been actively incorporating them into the game. We’d like to show you a bit of that process. The changes below are planned to be included in next week’s update!
Artifact Rarity Visibility
Artifacts are awesome! However, until now, their rarity could only be checked through tooltips, making it hard to tell at a glance which artifact belonged to which tier. This made it especially difficult to track things like “Golden Universalism”—for example, how many Gold-tier artifacts you were actually holding.
Now, artifact backgrounds visually indicate their rarity, making it much more intuitive to identify them at a glance.
Decision
Wouldn’t it be nice to know which Decree is currently in progress without opening the Decree window? Even though you could click to check, sometimes you just want to know instantly.
Now, when you hover your cursor over the Decree button, a tooltip will display the details of the currently active Decree.
On top of that, when no Decree is in progress, the Decree button will now always show a red-dot notification!
Entering New Environment
Previously, entering a new biome would always trigger an event. This was designed to help new players understand what effects a biome applies and whether those effects are beneficial or harmful.
The problem was that this happened far too often, making repeated runs feel irritating. To fix this, biome effects have been moved to the “Status” tab for clearer, always-available reference. When entering a new biome, you’ll now receive a notification on the left side of the screen instead.
At last—you can keep playing without constant interruptions!
Drone Supply Skip
This feature was added to improve the repeated-play experience. When receiving drone supplies, you can now click to quickly skip the animation. While the image example shows drone supplies, events can also be skipped quickly now, allowing for a much smoother and faster repeat-play experience overall.
Early Access Launch
It’s already been over two weeks since our Early Access launch. We’d like to share a few interesting stats from that time.
30,000
Over 30,000 runs have been completed during this period! Wow—an incredible number!
236
One Conductor survived for an astonishing 236 days. At this point, maybe the Promised Land isn’t even necessary…?
176
At peak times, as many as 176 Conductors were on their journey simultaneously!
67
About 67% of Conductors reported that they enjoy mint-chocolate-flavored cockroach jelly.
33
There exists a Conductor who cleared Extreme Cold Level 3 in just 33 days. Thirty-three days—unbelievable!
26
Only about 26% of Conductors managed to resist the sweet temptation offered by the Great Rift. How do you turn down five artifacts?
We’ll be back next time with even more content. Thank you!
The journey becomes harsher, richer, and deeper than ever! Combine an expanded variety of factions and synergies, powerful artifacts, and insightful decisions to build your own train society. Respond to your passengers’ demands, visit unfamiliar landmarks, and find the optimal ro
The journey becomes harsher, richer, and deeper than ever!
Combine an expanded variety of factions and synergies, powerful artifacts, and insightful decisions to build your own train society. Respond to your passengers’ demands, visit unfamiliar landmarks, and find the optimal route forward.
You’ve safely guided your passengers to the Promised Land. But then… what happens next? Experience the grand finale of the journey through the stories of Lim Seok-dae and Joe Mi-mi, planned for future updates!
It’s December already! 2025 is racing toward its end. To all the Conductors around the world who love the Frostrain series—did you have a good year? We certainly did, and we’re running full speed ahead toward our Early Access launch this coming January. View game page Oh, and by
It’s December already! 2025 is racing toward its end. To all the Conductors around the world who love the Frostrain series—did you have a good year? We certainly did, and we’re running full speed ahead toward our Early Access launch this coming January.
Oh, and by the way—Demo version 0.7.0 has just received a major update. Please give it a try and take a look at where the game is headed! It has changed a great deal compared to before.
The demo will be closed before January 9, so please keep that in mind. Thank you!
Improved Clarity
Today’s work on improving clarity continues!
When large amounts of Happiness were lost, the visuals often appeared as awkward, rectangular pillars. To address this, we’ve changed the presentation so that Happiness now appears to “collapse and crumble” as it’s lost. Why is this an improvement to clarity? Well… since it’s something you’re losing, having it fall apart feels appropriate—maybe that explanation is a bit forced? Haha.
This definitely counts as improved clarity. Trains that produce more Happiness now also grow larger in size. Still not sure what we mean? Take a look at the engine train at the very front. Don’t you notice that some trains are clearly bigger now? If you want, it’s even possible to make your train absolutely massive!
Synergy Overhaul
A large number of synergies have been reworked.
Many synergies felt like they were all about “stacking up” from the very beginning, so we wanted to ease that feeling a bit. As part of this, we adjusted the Red Frost Knights’ Tier 4 synergy. Previously, it removed the cap on Training, allowing it to stack up to 500%. Now, it immediately grants an additional 300% Training instead. Combined with the clarity improvements mentioned earlier, its impact is now much easier to grasp.
In addition, the Guild of Explorers, the Press, the Shadow Traders, and the Children of the Engine have also been reworked. Let’s boldly cut out boring or flavorless synergies and replace them with something fresh and fun!
Game Summary
After a run ends, you can now review detailed information about that game.
See which artifacts and combinations led you to victory, what outcomes you achieved, and which artifacts or trains generated the most Happiness. Personally, I find this moment of looking back on a completed run extremely enjoyable.
Renewed Decisions
The experience we aim to deliver in Frostrain 2 is that of truly becoming a Conductor within the world of trains. Each character faces different circumstances and overcomes them using different tools. Reflecting this goal, we’ve completely refreshed all Decisions with new content.
For example, the strict Academy-born Conductor Choi Sun-ja approaches Decisions through a technical and scientific lens, while her personal circumstances surrounding the Shanty Carriages form another major axis of choice.
Players can now choose to completely reject the Shanty Carriages—or embrace them and grow even stronger because of it. Everything is in your hands!
Future Plans
After launching Early Access on January 9, our goal is to reach full release in the first half of 2026. While the Early Access version already offers plenty of replayable content, we are not satisfied stopping there.
We plan to add two new Conductors and two new maps, along with dozens of new events and landmarks, over 100 additional Decisions and artifacts, a hard-mode equivalent called “Frost Mode,” and a new system to unlock all of these features.
Throughout this process, we’ll be actively listening to your feedback through Steam discussions, Discord, and email—and reflecting it in development. Please help us make a better game. Frostrain 2 is, in many ways, a collaborative creation between us and all of you 😊😊
We’ll be back in January with even more exciting news and updates. Thank you!
The end of the year is approaching, and December—the month we promised for our Early Access release—is now just around the corner. We originally planned to release the game on December 19th , but… well, it turns out that this date aligns perfectly with the Steam Winter Sale. And
The end of the year is approaching, and December—the month we promised for our Early Access release—is now just around the corner. We originally planned to release the game on December 19th, but… well, it turns out that this date aligns perfectly with the Steam Winter Sale. And that’s a problem.
As a small indie team, we’re painfully aware of how risky it is to launch a new game during a major Steam sale.
We must acknowledge this oversight on our part. This is entirely due to our failure to properly consider the Winter Sale period.
Therefore, Early Access will officially launch on January 9th.
Decisions
“Decisions” are one of the core new features in Frostrain 2. If you’ve played the demo, you probably felt that some decisions were a bit… underwhelming. And underwhelming mechanics aren’t fun.
We’ve been working to give each decision more weight—something that reflects the story and personality of the Conductor.
Decisions take time to complete, and once finished, they grant meaningful effects. For example, many of you found the Shanty Carriage frustrating in the demo. With the updated decision system, you can now strengthen it… or eliminate it entirely. This won’t drastically alter the main storyline, but it will open up much more interesting synergy-building possibilities.
We’ve also introduced mutually exclusive decisions. If there’s a decision to welcome the poor, then naturally, there should be one to reject them as well. But you shouldn’t be able to choose both at the same time. These conflicting decisions will force you to consider your path—saint or tyrant, the choice is yours.
Drone Supply Reroll
A common piece of feedback was that in the late game, once your deck is complete, drone supplies lose their meaning. Most players would just accept the highest-tier car and then immediately recycle it, over and over again. Understandably, this became tedious.
However, due to the legacy structure of the original game, we couldn’t easily redesign the system—so instead, we decided to adjust the rules.
You may have noticed a new button where the drone supply used to be. Now, instead of receiving a drone car directly whenever you reach a new outpost, you gain a new resource called Supplies. Supplies can be used to receive a carriage or invested into experience.
Unlike the previous drone supplies, this resource does not decay over time. You can save as much as you want and spend it whenever you feel it’s right. This gives you the choice: invest in faster XP to unlock better trains and artifacts, or cash in for a new car.
And if you have enough Supplies, you can now reroll a drone supply. Don’t worry—when you reroll, you automatically receive the recycle points for the highest-tier car that was shown.
Overperformance!
A new mechanic has arrived: Overperformance. Think of it as a type of critical hit for happiness production. Whenever your passengers produce happiness, they have a chance—based on your card’s stats—to generate even more.
Each card now displays its Overperformance chance and the bonus amount. When it triggers…
You’ll see a significantly larger burst of happiness! The UI also adjusts the size of the numbers based on how much happiness you generated. A +3 will appear small, while a +21 will appear much larger. The more you produce, the better it feels!
Limitless Growth!
I love limitless growth systems. They just feel… right. Even one infinitely scaling mechanic can be thrilling. “Sadism” worked like that, and so did “Power Cycle Amplifier.” The problem is that these artifacts scaled by doubling—making them too powerful—so we had to impose upper limits.
Originally, Sadism worked like this:
Sadism
Happiness +1/cycle
This value doubles each time you execute a passenger. (Max +512)
This creates two issues:
Executions are not intuitive as a trigger compared to simply ‘losing’ passengers
After 8 executions, it's capped—no more growth. That’s just not fun.
Now it works like this:
Sadism
Happiness +44/cycle
This value increases every time you lose a passenger, and grows faster each time it increases. (Next: +88)
Each loss increases it by 44, 48, 52… meaning after losing 8 passengers, the bonus reaches +540. And it keeps going. I did the math—after losing 20 passengers, it goes up to +1764!
Suddenly… losing passengers starts to feel tempting, doesn’t it?
Improved Visibility
In addition to improving the visibility of happiness production, we’ve also made small visual adjustments throughout the game.
For example, Platinum cards should naturally feel more prestigious—but many players reported that Silver and Platinum looked too similar. So we increased the saturation and added a gentle aura-like effect to Platinum cards, making them feel much more powerful.
We also received feedback that the screen brightness was tiring for the eyes, so we reduced gamma values by about 10%. It’s a small change, but we hope it helps.
Closing Words
We sincerely apologize for not being able to keep our promise of a December Early Access release. However, we promise to deliver a far more polished and enhanced experience when we finally launch. Thank you for your understanding and your patience.
It’s October! Truly... what a month it has been. As mentioned in our previous developer letter, we participated in the Steam Next Fest with the Frostrain 2 demo and received a wide range of feedback from players. To be honest—yes, not all of it was positive. After all, no one get
It’s October! Truly... what a month it has been. As mentioned in our previous developer letter, we participated in the Steam Next Fest with the Frostrain 2 demo and received a wide range of feedback from players. To be honest—yes, not all of it was positive. After all, no one gets it perfect on the first try. We’ll take all the feedback we’ve received during the demo period to heart, polish the game with diligence, and continue striving to present a more complete, refined version of Frostrain 2!
Oh, and—our team has finally opened a Discord server! Until now, our only ways of communicating with you were through the Steam Discussion board and X (formerly Twitter). With the Discord server, we hope to connect more directly with you, gather feedback efficiently, and create a closer community together. Here’s the invite link: https://discord.gg/CJrENcMXqh
Wait, it says “nemonan” instead of “Frostrain 2”? Yes, that’s us—nemonan! Nothing to worry about!
Direction of Improvement
So, what’s the most notable difference between Frostrain 2 and its predecessor? The answer is Artifacts. Artifacts are powerful items that greatly enhance your train—and while playing the demo, I’ve often found myself in the following situation:
There were about 70–80 artifacts available in the demo, and somehow… I managed to collect all of them. Of course, this was mainly due to the limited pool of available artifacts in the demo. However, for the Shadow Merchant Guild, this kind of situation was particularly easy to achieve. Unlike the Children of the Engine, they could simply skip any undesirable artifacts—building a fleet of powerful relics without any penalty.
To address this, we’re making a change: The Shadow Merchant Guild will now have increased reroll opportunities, but the price of items will rise with each purchase. In other words, it’s time to shop a little more wisely.
Similarly, the Children of the Engine were forced to accept every artifact—whether useful or not—and bear the penalties that came with them. That was, admittedly, part of the design philosophy: an abundance of blessings balanced by accompanying risks. However, being forced to accept an unwanted gift can indeed feel unpleasant. Based on your feedback, we’ve now added a “Refuse Gift” button.
But beware—refusing a divine gift from the Engine is an act of blasphemy. Those who reject a gift will need to accumulate even more Faith before they can receive the next one.
Now, what’s the biggest difference between the images above and below? Yes—the number of Contaminated Zones has been significantly reduced. If you can avoid them, you should. But sometimes, what lies beyond the contamination is too valuable to ignore—and so, you must decide whether to break through or bypass the danger. Previously, the zones were too vast, making meaningful decisions impossible and reducing their overall significance. We’ve now reduced their number but increased their intensity, encouraging more deliberate route planning.
Of course, as you approach the Promised Land, the contamination will once again spread widely. As the temperature rises, so too does the pollution—it’s an observable phenomenon.
We’ve listened carefully to your feedback, and we’ve decided to remove all AI-generated art from our game. It wasn’t an easy choice for us—a decision that could bring uncertainty to our small team’s future. Still, we believe it’s the right step forward. Even so, we believe it’s the right step forward, and we want to stay true to the trust and expectations you’ve placed in us.
We hope this decision will give you confidence in our direction. Your continued encouragement and positive support mean the world to us, and they truly help us keep moving forward.
We’re also working on numerous other updates:
Decision Rework (More than half of all decisions are being rewritten to better fit Choi Soon-ja’s story! You’ll now be able to make use of—or even discard—the Shanty Carriage.)
Knights of the Red Frost rework
Guild of Explorers rework
Neutral train expansion
Artifact mechanic updates (e.g., Sadism, Power Cycle Amplifier, etc.)
etc…
There’s a lot in motion, and we plan to showcase these improvements in the next developer letter—so please stay tuned!
Oh—and one more thing! In the demo, the playable character Choi Soon-ja features her own exclusive scenario. It’s designed more like a campaign, so the Shanty Carriages will not appear in Im Seok-dae or Jo Mimi’s scenarios as they do now. So, don’t worry— if you’ve thought, “Even with two extra train cars, Soon-ja’s train feels cramped—what about the others?”, rest assured—each character will have their own unique story events and decision sets.
Closing Thoughts
Perhaps it’s because we’ve been so deep in post-demo improvements, but this letter feels like it’s been a long time coming. Unlike our previous monthly letters, this one feels like it’s been three months in the making.
To every player who shared feedback during the demo period—thank you, truly. Because of you, we’ve been able to better understand how to make this game more enjoyable, and your support keeps our train moving forward. This game is, in every sense, one we are building together with you. We’ll continue to work tirelessly so that when you next see Frostrain 2,
it will be far more polished and evolved—something truly worthy of your time. Thank you for staying with us on this journey.
Hello, conductors of Frostrain all around the world! Today we come to you with some very special news. Do you remember in our last developer letter when we mentioned that the demo was “just around the corner”? Well… it’s here! View game page Currently, launching the demo directly
Hello, conductors of Frostrain all around the world!
Today we come to you with some very special news. Do you remember in our last developer letter when we mentioned that the demo was “just around the corner”? Well… it’s here!
Currently, launching the demo directly from the Library may cause the Steam client to crash. We kindly ask you to install and launch the demo from the store page instead. We sincerely apologize for the inconvenience, and thank you for your understanding.
The demo version is now available! Please note in advance that this is indeed a demo build. Many parts of the game are still under development, and it remains in a somewhat rough state. We kindly ask for your feedback so that we can shape this into a better game together. You can send your thoughts and impressions to [email protected]. We’ll carefully listen to every single opinion and do our best to reflect them with care.
There is also another update we must share with you, though it’s a bit less cheerful.
We had originally planned to launch Early Access around the end of October. However, we must admit that our schedule was too optimistic. At this point, it looks like we’ll only be able to bring Early Access to you sometime between November and December. This delay is entirely our responsibility, and we will make sure to thoroughly review and plan our schedules from now on to prevent such issues in the future.
Rest assured, whenever there is more news, you’ll be the very first to hear from us. We are deeply grateful to all of you who have been waiting for Frostrain, and we hope you’ll enjoy the demo in the meantime.
Hello, conductors of Frostrain from all around the world! It’s already September. Here where our dev team is located, the cool autumn breeze has begun to blow. How is it in your country? Wherever you are, the time to prepare for winter has surely come. That’s right—winter, the se
Hello, conductors of Frostrain from all around the world! It’s already September. Here where our dev team is located, the cool autumn breeze has begun to blow. How is it in your country? Wherever you are, the time to prepare for winter has surely come. That’s right—winter, the season of Frostrain, is upon us again! (Of course, we know some of you enjoy warm winters too. But since the first game launched in winter, we’ll go ahead and call it Frostrain’s season 😄)
Let us share what we’ve been working on. Frostrain2 will be participating in the October Steam Next Fest, which means you’ll soon be able to play the demo. We would love to hear your feedback! As we are a very, very small team of just three people, your input is invaluable. In truth, Frostrain2 is a project we are creating together with you. We look forward to your continued support!
The Young Revolutionary, Joe Mimi
Do you remember Joe Mimi? She burst onto the scene at a young age and seized control of the train. But she was given a challenge—she had to prove her worth to passengers who doubted her. What happened that led her to become a conductor? And what lies ahead for her?
Oh, and earlier I mentioned you’d be able to enjoy the demo during the Steam Next Fest in October, right? Here’s a small hint: the story begins with Conductor Choi Soon-ja. From Choi Soon-ja to Im Seok-dae to Joe Mimi, you’ll be able to follow the conductors’ stories one after another. Stay tuned!
Artifact Drone Supply
I love artifacts. Trains are wonderful, but artifacts have a charm all their own. They make possible the things that a train alone cannot. That’s why artifacts are special—because they deserve to be treated with care.
So… we made this! It may not be as essential as the train, but it’s just as special. You’ll even get to see the infamous “Sadism” artifact we revealed earlier. Doesn’t it just radiate uniqueness?
Clearer Tooltips
We love clear tooltips! Take a look at this screenshot:
Ah, this is from one of the Decisions we introduced in the last Developer Letter! Executing this Decision causes you to lose Backlash. But… what is “Backlash”? (Am I the only one suddenly reminded of the “What is zeal?” meme?)
When you hover over an underlined keyword like this, you’ll get a clear explanation of what it means. By knowing exactly what you gain and what you give up, you’ll be able to plan your train operations with greater clarity.
That’s not all! When you hover over a train, you can also see in detail what paths contributed to its Happiness gain.
Richer Exploration
One of the weaknesses of the first game was that the environmental elements were limited, which made exploration feel a bit lacking. This time, we’ve added new features to address that.
Here’s Frostrain2’s world map—this is the first time we’ve shown it publicly! As you can see, visibility is restricted. There are several reasons, but one of the biggest is the mountain ranges. From the valley, you can’t see what’s beyond. But once you climb up…
The view expands dramatically, revealing a much wider world! At times you may feel frustrated when the mountains block your sight, but that only makes the satisfaction of unveiling the landscape from above all the greater. Suddenly, I just want to climb every mountain I see.
More Diverse Events
The more events, the better!
In the demo, the number will be limited, but in the full release we plan to include a wide variety of events with different rewards. Of course, not all events will be pleasant. Sometimes you’ll have to put up with inconveniences, and sometimes you’ll have to leave things to chance. That’s life, after all.
And also…
You might just find yourself with an adorable cat! Haha.
In Closing
We’re truly excited that the day is near when we can finally show you the demo. At the same time, we feel the weight of responsibility. Once the demo is released, we’ll make another announcement. It’s really not long now! We look forward to your feedback—thank you!
Hello to all the conductors of Frostrain who continue to enjoy our journey! It’s that time again — one month has already passed since our last letter. Over the past weeks, we’ve been hard at work building, polishing, and preparing the demo release. Shall we take a look at what we
Hello to all the conductors of Frostrain who continue to enjoy our journey!
It’s that time again — one month has already passed since our last letter. Over the past weeks, we’ve been hard at work building, polishing, and preparing the demo release. Shall we take a look at what we’ve been working on?
The Academy’s Conductor: Choi Soon-ja
The stern and intellectual conductor, Choi Soon-ja, has returned!
In the first game, she inspired many players with her powerful performance. And in this new entry, her abilities remain as formidable as ever!
But with great power comes many restrictions, and these will weigh heavily on her this time. Why did she wander so tirelessly in search of the “promised land”? Even as a conductor at the top of society, was life within the train never enough for her?
Landmarks
Do you remember Landmarks?
As you wander across the frozen world, you’ll occasionally encounter strange and unique places.
Some of these may hide powerful artifacts; others may present pivotal events that force you to make difficult choices. You’ll constantly weigh whether an immediate, guaranteed reward is worth giving up the potential for greater long-term gains — or, conversely, whether risking expulsion for a brighter future is worth it.
Decisions
Kings, emperors, conductors… what do they all share? They are the ones who make decisions.
To rule a society is to set its direction. Each decision sends ripples through the train: some may be minor, granting a few resources, while others are monumental, unlocking effects that combine with artifacts for immense power.
But you cannot unlock everything at once. Decisions unfold step by step, with prerequisites gating what comes next. This means careful planning and foresight are required — every path you choose matters.
So, will you lead like Choi Soon-ja, with logic and methodical planning? Or will you command like Im Seok-dae, ruling with charisma and iron discipline? The choice is yours.
Children of the Engine
The Children of the Engine are the only established order of faith within train society. Perhaps, in hidden corners, others still worship unseen gods — but inside the train, the Engine’s influence is absolute.
The Engine is eternal, and the train must run. Under this creed, they worship the everlasting train and its unfailing Engine. And as with all religions, one rule always applies: prayer must be done well.
When you align with the Children of the Engine synergy, you’ll offer prayers each cycle to build up Faith. Once that Faith surpasses a certain threshold, the god of the Engine may look kindly upon you and bestow a gift.
If pleased, the Engine may bless you with rare rewards. But when the deity is busy or indifferent… well, sometimes the gift may be nothing special at all.
The Engine God is almighty. At times, He may grant you a rare train without asking anything in return… or a powerful artifact. But He is also capricious. To Him, perhaps all train cars look the same. Surely you wouldn’t complain, would you?
Careful — the Engine God may grow angry! (And send you an even worse “gift”! 😂)
New Artifacts!
First, let’s revisit the silhouette we teased last time:
And the answer is…
A cute little teddy bear! …Though it’s a pity he’s shackled by the ankle.
Yes — in desperate times, some choices may become inevitable…
In Closing
That’s all we’ve prepared for today. It won’t be long now before we can finally share the game with you. We’ll give it our very best until the end to deliver a fun and memorable experience. Thank you!
Until next time, stay warm and keep your train running.
Hello to all conductors around the world who have shown love for Frostrain! It may be a little early for a full developer letter, but we’re reaching out today for another exciting reason: our store page is now open! Visit the store page to check out details about the sequel, and
Hello to all conductors around the world who have shown love for Frostrain! It may be a little early for a full developer letter, but we’re reaching out today for another exciting reason: our store page is now open!
Visit the store page to check out details about the sequel, and don’t forget to add it to your wishlist!
Development is still ongoing, and we plan to update the store page along the way.
How does the game look to you?
If there’s anything you’d like to see, improve, or suggest, drop a comment or send us an email at [email protected]. We’re checking out everything you send!
Now, it’s back to work for us—we’ll be doing our best to bring you the Early Access version this October. Thank you so much for your support!
Hello to all the conductors around the world who love Frostrain ! It's that time again—how have you been? We've been steadily improving the game based on all the feedback you’ve sent us, and today, we’d love to share some of those changes with you. Feedback Is Always Welcome! Yas
Hello to all the conductors around the world who love Frostrain!
It's that time again—how have you been? We've been steadily improving the game based on all the feedback you’ve sent us, and today, we’d love to share some of those changes with you.
Feedback Is Always Welcome!
Yaslana (and many others) gave us this feedback:
“The objects in the foreground feel visually distracting.”
And you know what? We agree.
We originally added those foreground elements to enhance the sense of speed and immersion, but if they’re disrupting gameplay, then they’re not doing their job. We’ve tried adjusting the spacing, reducing their number, and even removing some entirely—but nothing felt quite right yet. Your feedback means a lot, and we’ll keep exploring new ways to create immersive environments without compromising gameplay clarity.
TWIGI suggested:
“How about making the train itself bigger?”
Absolutely! A tiny train just doesn’t feel right—especially when it's humanity’s last hope. But at the same time, we want players to manage their entire fleet at a glance—ideally at least 8 cars! There’s just something satisfying about laying out and managing all your trains in a row. So we’ve decided to scale up the trains while still keeping them compact enough to stay visually manageable.
Here’s a glimpse at some of the improvements we’ve made based on your feedback.
And of course—this isn’t final. We’re constantly iterating and polishing, so stay tuned!(Can you feel the difference in speed and clarity?)
Uh-oh! Looks like the train just entered a blizzard.
The world outside is already unforgiving—but the blizzard is even worse. Visibility drops to nearly zero, and bone-chilling cold sweeps through the cars. Be careful—brief exposure might be manageable, but linger too long and your passengers might just revolt…
Upgrading Is Always Fun!
There’s just something deeply satisfying about upgrading—especially when you can really feel the improvement. That’s why we’ve worked hard to make the effects look and sound more delicious. What do you think? Does it feel more impactful now? Watching the train level up layer by layer even puts a smile on our faces.
More Drones, More Trains!
Getting rewards is always exciting—there’s a thrill in not knowing what you'll get, and a real rush when it’s exactly what you wanted. How many drone drops do you want this time? In this installment, you'll be able to combine artifacts and create builds that allow tons of drone supply choices. The more, the merrier—like opening a pile of Christmas presents!
New Artifact Spotlight
A blazing dashboard—what kind of effect could it have?
This artifact rewards you with happiness the faster your train moves. Remember the raw power of energy in the original Frostrain? While energy might not be quite as dominant in the sequel, with this artifact in hand, you can still build around speed-based synergies—and it’s as fun as ever.
What Was That Artifact?
Remember the mysterious artifact silhouette we showed last time? Did you make a guess?
hjgd157 suggested it looked like a "train coupler."
Unfortunately we don't have a visual mock-up for that one, but it’s an interesting idea!
Then came ZM, who sent us this delightful submission:
Now that’s some dedication—we love it. Also... we do like hamburgers. Guess we know what we’re having for dinner tonight.
The correct answer is revealed!
The answer was chips and cards! These come with the following effect:
The artifact “Gambler” grants a large amount of experience all at once, but after that, you won’t be able to gain any more experience. It’s a tempting choice when the game is nearing its end, or when the tide is turning and you need to find a strong train quickly. In those moments, using it strategically could be a game-changer—a true gamble.
But be careful! A bold move can bring massive rewards, but it can also backfire.
And Now, a New Silhouette!
This one seems a little easier to guess…
Did something immediately come to mind? If you have a guess, feel free to email us at [email protected]. And yes—we read every single comment and message you send. Whether it’s feedback, a theory, or a silly guess, we’re always happy to hear from you.
In Closing
That’s all for today’s update. We’re currently aiming to release a demo for Frostrain 2 during the October Next Fest. We’re giving it everything we’ve got—thank you for staying with us on this journey!
Stay warm, and keep those trains running. Until next time!
Hello, conductors from all around the world who’ve been enjoying Frostrain! It’s been a while—half a year, in fact—since we rolled out the last “Sparkle Update.” How have you been? Thanks to your unwavering support, we’ve been hard at work on the sequel. Every single comment you’
Hello, conductors from all around the world who’ve been enjoying Frostrain!
It’s been a while—half a year, in fact—since we rolled out the last “Sparkle Update.” How have you been?
Thanks to your unwavering support, we’ve been hard at work on the sequel. Every single comment you’ve left has been a huge source of motivation for us. (Not just saying that—we actually read every one of them, truly!)
New Language Support
Turkish added
First things first—new language support!
We’re thrilled to announce that Turkish has been added to Frostrain. A heartfelt thank-you to the users who contributed to the translation. Because of your help, even more players around the world can now enjoy the game.
We've always dreamed of the day when people from different countries and languages could connect through one common theme: games. Thanks to you, Frostrain is now available in 16 languages! That’s entirely thanks to our incredible community.
About the Sequel
Now, let’s talk about the sequel’s development.
We’ve chosen to approach the sequel with care and precision.
Rather than completely reinventing the wheel, we’re treating Frostrain 2 as an extension of the first game. We're adding lots of new content, but staying true to the original tone and direction.
We’ve seen many sequels lose their way by changing too much— and we’ve learned from those examples. That said, we’re also determined to boldly improve and fix the parts we weren’t satisfied with in the first game.
Oh—and before we dive into the details, we should mention: Our art style has evolved a bit. We hope you’ll like the direction we're heading in!
Everything you see below is still in development, and may change before release.
Your feedback is always welcome!
A More Intense Conductor
Meet Mr. Lim, our no-nonsense conductor!
He looks like he could reach out and grab you by the collar any second.
Stubborn, paranoid, and authoritarian—Mr. Lim will be by your side once again.
But how did he seize control of the train—and come to rule it with an iron will?
Environments to Draw You In
The train races through the heart of the forest!
We’re working hard to bring a richer, more diverse world to life in the sequel. Blizzards and snowstorms still cover the land, but the world hasn’t completely crumbled—yet.
We’re not sure whether those countless trees are alive, but they still stand.
(And yes, the trees are huge. Let’s just call it a bit of game magic!)
Here’s a vast open plain!
The storm makes it hard to see ahead, but if you squint past the horizon, you might catch the sight of giant clouds gliding nobly across the sky. Something about that open view clears the mind, doesn't it?
Maybe if you keep riding this train... you’ll arrive at the Abandoned City at last.
Powerful Artifacts and Difficult Choices
A bloodstained dagger. It reeks of iron and violence... What kind of power could it hold?
That’s right—in the sequel, you’ll sometimes be able to execute passengers. Not always—only under certain events, or when you’ve acquired specific artifacts.
This one, called Sadism, will open a new path for you.
Sure, more passengers usually means more options... But with mutiny just around the corner, how many times have you wished you could just throw someone off the train?
Until our next update, we wanted to leave you with something to ponder: What might this artifact actually do?
If it's really clever, we’d love to share it—or, If you’re okay with it, we’d love to use it in the game—with your full permission, naturally. And if not, that’s totally fine too!
In Closing
That’s all the news we have for today. We’re pouring our energy into the sequel and racing full steam ahead. We hope to reconnect with you again through this game.
Got feedback, thoughts, or ideas? Feel free to email us anytime at [email protected]. We’re always listening.
Localization - Russian translation has been added. Frostrain is being translated with the help of our users. If you'd like to participate in the translation process, please feel free to reach out to us at **[email protected]**. We understand that many of you may feel
Localization
- Russian translation has been added.
Frostrain is being translated with the help of our users. If you'd like to participate in the translation process, please feel free to reach out to us at **[email protected]**.
We understand that many of you may feel disappointed if your language hasn't been translated yet. If you're interested in contributing, don't hesitate to get in touch. Thank you!
Localization - Polish translation has been added. Frostrain is being translated with the help of our users. If you'd like to participate in the translation process, please feel free to reach out to us at [email protected]. We understand that many of you may feel disap
Localization
- Polish translation has been added.
Frostrain is being translated with the help of our users. If you'd like to participate in the translation process, please feel free to reach out to us at [email protected].
We understand that many of you may feel disappointed if your language hasn't been translated yet. If you're interested in contributing, don't hesitate to get in touch. Thank you!
Localization - Greek translation has been added. Frostrain is being translated with the help of our users. If you'd like to participate in the translation process, please feel free to reach out to us at [email protected]. We understand that many of you may feel disapp
Localization
- Greek translation has been added.
Frostrain is being translated with the help of our users. If you'd like to participate in the translation process, please feel free to reach out to us at [email protected].
We understand that many of you may feel disappointed if your language hasn't been translated yet. If you're interested in contributing, don't hesitate to get in touch. Thank you!
Localization Japanese translation just got a little smoother. Frostrain is being translated with the help of our users. If you would like to contribute to the translation, please feel free to contact us at the following address! [email protected] We know that many of
Localization
Japanese translation just got a little smoother.
Frostrain is being translated with the help of our users. If you would like to contribute to the translation, please feel free to contact us at the following address! [email protected]
We know that many of you are disappointed that your language is not translated. If you'd like to help us translate your language, please let us know. Thank you.
Hello, conductors around the world! We're back today with some good news, some bad news, and... a little update! Good news and bad news Which would you rather hear first? Personally, I prefer to hear the bad news first—let’s save the good news as a treat to lift the mood after. S
Hello, conductors around the world! We're back today with some good news, some bad news, and... a little update!
Good news and bad news
Which would you rather hear first? Personally, I prefer to hear the bad news first—let’s save the good news as a treat to lift the mood after.
So... let's start with the bad news. We’re sorry to say that despite announcing the development of *FrostTrain 2* back in June, it has been half a year… and we haven’t made any visible progress yet. Please believe me when I say this: balancing a day job with game development is extremely tough. To those superhumans who manage to do both—you have our utmost admiration.
But it’s too early to feel discouraged! Here's the good news: we’ve decided to go **full-time development**!
As I told you, we realized balancing work and game development was a tough challenge, so we made a bold decision: **we're going all in.** We've left our day jobs (or school life) behind and are now fully committed to development. From this point forward, we're putting all our time and resources to making this game the best it can be!
The past half-year hasn’t gone to waste, though. We’ve spent the time meticulously planning and refining the game’s structure. Now, it’s all about building and polishing. We’re aiming for a release in the second half of next year, and we’ll keep you updated on our progress. Your support is our heartbeat—without it, we wouldn’t be here.
Sparkles are coming!
Add sparkles
Now, onto something shiny (literally!). Just announcing our plans might feel a little incomplete, so we’ve prepared a small update to share with you. Many of you mentioned that the maps feel static and repetitive, leading to a “best path” problem. To combat this, we’ve introduced a new feature: **sparkles**. When you visit a sparkle on the map, you'll get an extra drone supply as a reward. This simple tweak will hopefully encourage you to explore alternative routes and break the monotony.
Passengers are getting impatient
Passengers will now require 5% more happiness per day.
The aforementioned updates have made the game a little easier, which is not necessarily a bad thing, but sometimes it's necessary to make things a little more straightforward. Passengers will be a little more 'impatient' from now on.
Localization
New language added: **Italian**! 🇮🇹
Frostrain is being translated with the help of our amazing players. Thank you so much to everyone who contributed to this translation effort. Press credits button to pay respects to the translators!
Thank you for sticking with us and reading this update. I’ll see you next time with more development updates! Until then, keep conducting!