Balance Im Seok Dae Endless Winter: Dissatisfaction +30% → Dissatisfaction +35%. Great Famine: Gain 3 Supply Shortages every 4 days → Gain 3 Supply Shortages every 3 days. Life Precipice: Dissatisfaction +40% → Dissatisfaction +45%. Joe Mi Mi Some of Joe Mi Mi's resolutions have
Great Famine: Gain 3 Supply Shortages every 4 days → Gain 3 Supply Shortages every 3 days.
Life Precipice: Dissatisfaction +40% → Dissatisfaction +45%.
Joe Mi Mi
Some of Joe Mi Mi's resolutions have been nerfed, while Dissatisfaction in Joe Mi Mi's scenario has been reduced by 10%. This change is intended to address an issue where the game's overall difficulty is high, but certain combinations of resolutions and Artifacts could make the scenario excessively easy, resulting in an uneven difficulty experience between different builds.
Relief Fund: Gain 1 Supply for every 9 Economic Stability gained → Gain 1 Supply for every 20 Economic Stability gained.
Consumption Led Growth: Gain 1 Economic Stability for every 2 Supplies consumed → Gain 1 Economic Stability for every 4 Supplies consumed.
Military-first Politics: Gain 1 Supply for every 3 Military Stability gained → Gain 1 Supply for every 7 Military Stability gained.
Gameplay
Events
7 new events have been added.
The Meat-Bearing Tree
Growing Resistance
The Explorers' League Painter
The Suspicious Conductor
Bitter Cold
From the Lowest Place
Blood and Violence
Collection
You can now spend Purple Coins in the Collection tab to “lock” specific Artifacts. Locked Artifacts will no longer appear from your next journey onward, and the number of coins required increases each time you lock an Artifact.
World Map
The color palette of the World Map has been adjusted, and forests are now slightly easier to see.
Settings
A new option has been added to pause the game when you arrive at a node without setting a route.
Closing Words
With this, it feels like the 1.0.x patches are gradually coming to a close. At the same time… we know that many of you are waiting for additional content updates.
The development team is currently preparing our next update. Since this is something that will require a significant amount of work, we can’t promise that it will definitely happen—but we want to give it a shot and see how far we can take it. After all… this has been one of our dreams, too!
So please keep an eye on what we do next! And… make sure you’ve saved up plenty of Purple Coins. Haha. Until next time!
Until the day things get even colder—choo-choo! ❄️🚂
Balance Gold Forbidden Enhancement : 50% chance to increase final Happiness production by 10% → 70% chance to increase final Happiness production by 7%. Frost Doubt : Economic Stability -0.6/day → Removed. Social Collapse : Economic Stability -1.6/day, Political Stability -1.2/da
Balance
Gold
Forbidden Enhancement: 50% chance to increase final Happiness production by 10% → 70% chance to increase final Happiness production by 7%.
Frost
Doubt: Economic Stability -0.6/day → Removed.
Social Collapse: Economic Stability -1.6/day, Political Stability -1.2/day, Military Stability -1.2/day → Economic Stability -2/day, Political Stability -1/day, Military Stability -1/day.
Gameplay
The following language is now officially supported! We would once again like to take this opportunity to thank Mustafa for his hard work on the translation.
Turkish
The following features have been added:
Customizable key bindings
Auto pause when a Decision is completed
Skip the Drone Supply animation
A wider variety of resolutions is now supported. The currently supported aspect ratios are:
16:9
16:10
4:3
24:9
32:9
Has it been frustrating to hear that Maxwell’s Demon could be stacked infinitely, only to discover that it stopped at 10 stacks? It can now truly be stacked… “infinitely”!… Probably.
The number of Purple Coins awarded at the end of a game has been adjusted. You will now receive more coins for winning a game (30 → 70) and for each day survived (2 → 3), while the number of coins awarded for optional objectives has generally been reduced slightly (10 → 5). Shop prices will also increase by approximately 8%. However, since the overall coin income has increased substantially, we expect meta-progression to become much smoother. We will continue monitoring how these changes affect the player experience and make further adjustments based on your feedback, so please let us know what you think!
The Collection UI has been revamped! Take a look at the much more “polished” Collection!
Five new common events have been added:
Suppressing Backlash
Intelligence-Boosting Pills
A Deal with the Devil
The Last Flame
The Devil’s Die
While the game is paused, the bell urging you to select the next route will no longer ring. It will begin ringing again once the game is resumed.
Small portraits of the Conductor will now reflect the currently equipped skin. This applies to:
The small badge displayed during story events
The most recently saved game displayed on the title screen
A pillar-of-light effect has been added to the Train Cart enhancement animation.
Bug Fixes
Fixed an issue where the landmark “Nessie?” did not actually grant an Artifact.
Fixed an issue where incorrect option text was displayed during the “Forgotten Carriage” event.
Balance Artifacts Silver Slack Off: Now has a 15% chance to remove the card whenever it is used. Frost 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 Pr
Balance
Artifacts
Silver
Slack Off: Now has a 15% chance to remove the card whenever it is used.
Frost
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%.
Social Collapse: Economic Stability -1.2/day → Economic Stability -1.6/day.
Apocalypse: Discontent increases by 65% → Discontent increases by 55%.
Gameplay
When playing as Conductor Choi Soon Ja, you can now select a new option at the “Broken Engine.”
Bug Fixes
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.
And More…
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! 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! 🚂❄️
The train arrives on July 16 at 10 PM! 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!
The train arrives on July 16 at 10 PM!
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 t
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.
Hello, 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
Hello, 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.
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!
Balance Synergy Shadow Traders Association 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 Sh
Balance
Synergy
Shadow Traders Association
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
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.
Artifacts
Platinum
Mass Drone Deployment: Gain 3 Gold Train Drone Supplies → Gain 2 Gold Train Choices.
Gold
Natural Cycle: Gain 2 random Platinum trains → Gain 1 Platinum Train Choice. Changed from Gold to Platinum.
Silver
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.
Quests
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%.
Bug Fixes
Fixed a bug in the Im Seokdae scenario where players did not receive rewards despite fulfilling the hidden victory condition.
Closing
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 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!
Balance Transportation (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%
Balance
Transportation
(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
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.
Gameplay
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!
Bug Fixes
Fixed a bug where 2 Gold artifacts that could not be obtained were displayed in the Collection.
Closing Words
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 con
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.
Balance
Synergies
Shadow Traders Association
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
Fuel and Hammer Brotherhood (9): When producing Happiness, produce it 8 additional times. -> When producing Happiness, produce it 7 additional times.
Entertainment
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.
Artifacts
Platinum
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.
Gold
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)
Silver
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%.
Carriages
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%.
Gameplay
The artifact tooltip text for Gambler and Chewed Gum has been fixed. Their effects have not changed.
Collection illustrations have been updated.
Bug Fixes
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. Balance Conductors Choi Soonja Choi Soonja became noticeably easier after the last patch. On the default difficulty, the win rate rose to the level we intended, but
This update is primarily a breathing-room patch focused on balance adjustments, bug fixes, and small improvements.
Balance
Conductors
Choi Soonja
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%
Endless Winter: Blizzard movement speed +5%, Discontent +25% → Blizzard movement speed +5%, Discontent +35%
Synergies
Shadow Traders Association
Shadow Traders Association (4): Gain 200% more Mileage → Gain 300% more Mileage.
Shadow Traders Association (6): Gain 500% more Mileage → Gain 600% more Mileage.
Children of Engine
The Faith threshold increase when receiving a relic is reduced from 30 to 25.
Academy
Ivory Tower Happiness production increased by about 15%.
Education
University, Accounting Office, and Job School Happiness production increased by about 30%.
Fuel and Hammer Brotherhood
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.
Security
Central Intelligence Agency: Happiness +54 → Happiness +56
Ministry of State Security: Happiness +136 → Happiness +112
Train Power
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%
Artifacts
Gold
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.
Silver
Punching Machine: Silver → moved to Gold.
Prestige
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.
Events
Suspicious Job Posting
Gain Backlash, EXP +4 → Gain Backlash, EXP +6
A Thunderclap in the Night
The amount of Happiness lost increases by 30%.
A Blind Beggar
The amount of Happiness gained increases by 50%.
A Quiet Night
Gain 1 passenger, gain Backlash → Gain 1 passenger, gain Backlash x2
The amount of Happiness gained increases by 50%.
Landmarks
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%.
Gameplay
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.
Bug Fixes
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 add
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.
Balance Patch
Conductors
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
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
Im Seok-dae
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
Synergies
Academy
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%.
Shadow Traders Association
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%
Fuel and Hammer Brotherhood
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
Culture (2): +5 → +4
Culture (4): +13 → +14
Culture (5): +20 → +22
Culture (6): +29 → +32
Culture (7): +40 → +44
Children of Engine
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%
Knights of the Red Frost
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
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%
Central Supply Bureau
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
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
Artifacts
Platinum
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
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%
Gold
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
Silver
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%
Decisions
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%
Gameplay
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.
Bug Fixes
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.
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 “u
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!
Balance
Decisions
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.
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.
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.
Artifacts
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%.
Catastrophe: All Carriages lose 45% Final Happiness Production, Speed -20% → All Carriages lose 55% Final Happiness Production.
Events
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.
Frost Mode
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%.
Gameplay
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.
Bug Fixes
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.
Im Seokdae 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 jo
Im Seokdae
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.
Balance
Synergies
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.
Guild of Explorers
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
Train Power (3): 20% → 21%
Train Power (4): 40% → 42%
Train Power (5): 60% → 63%
Media
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
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
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%.
Children of the Engine
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.
Artifacts
Platinum
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.
Silver
Memorial Bell: +1 EXP whenever you lose 2 passengers → +2 EXP whenever you lose 1 passenger
Woodcutter's Axe: Artifact rarity changes to Gold.
Special
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.
Frost
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.
Decisions
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.
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 literall
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.
Domination, Transcendence, and Consensus
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.
Tension and Catastrophe
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.
New Landmarks
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.
Unlock Shop Added
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.
Run History
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.
Closing
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.
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
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.
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 developmen
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 and Decisions
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 New Map!
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😂.
Improved Backgrounds
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.
Artifact and Status Acquisition Effects
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.
Statistics History
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.
New Artifacts!
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.
Closing
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!
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 b
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? 🥹
Balance
Decision
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.
Landmarks
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
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
Game
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.
Bug Fixes
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.