How do you create a thriving, expansive metropolis in a frigid and unforgiving wasteland?
Frostpunk 2 moves at a much brisker pace than the original.
Rather than managing your city hour by hour, Frostpunk 2 moves day by day.
Now Playing:Frostpunk 2 Director Breaks Down Biggest Changes
Production, as long as your factories are properly staffed, moves at a constant pace.
Thats not to say you dont need to manage your workers and citizens.
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You cant just build anywhere, though.
Every tile needs to be frostbroken before districts are erected, and that requires resources and a small workforce.
Additionally, you’re free to only frostbreak tiles adjacent to other frostbroken tiles.
The frostbreaking mechanic adds a natural push and pull to Frostpunk 2s progression and city expansion.
Theres a thin line between expansion and development it’s crucial that you walk so you can succeed.
The human element also plays a huge role in this push and pull between expansion and development.
If you let any of those issues get out of hand, your city could fall.
Are you willing to exile the elderly population to make it conserve food rations?
A big part of managing Frostpunk 2s population is communing with the council and passing laws.
Gone are the days of Frostpunks Captains.
Instead, the Steward alongside a council of 100 delegates are responsible for proposing and passing laws.
Much like in the first game, these laws range from child labor to work compensation laws.
However, to get to pass a law you need a majority vote.
If youre doing a really poor job, the council can even vote to remove you from office.
Your performance isnt the only thing the council factors into their decisions.
Your relationship with different factions can also play a huge role.
If you abuse the Frostlanders, dont expect them to back you during the next town hall.
Factions are much more than just political pawns, though.
Each faction has its own set of beliefs that can inform your play style and shape your city.
Some laws and research might directly support one faction while simultaneously harming another.
The trick is […] that every utopia ends up being a dystopia for someone else.
However, Stokalski stressed that these difficult decisions arent built around shock value or gratuitousness.
Choices designed to simply shock or frustrate the player have a short shelf life.
It felt like the pace and mechanics of Frostpunk blended perfectly with its difficult decisions and tactile consequences.
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