Compara los precios de Frostpunk en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por 11 bit studios. Publicado por 11 bit studios. Lanzado el 24/4/2018. Disponible en PC, Mac, Xbox. Géneros: Simulation, Strategy. Puntuación Metacritic: 84/100.

Ruling a dying city in a Victorian ice age sounds romantic until your coal runs out at 3am and you draft child labor laws just to see the sun rise.

I have a folder of failed Frostpunk runs labeled by cause of death: 'coal miscalculation,' 'generator overload,' 'hope collapse day 18.' That folder is the best endorsement I can give this game. From the moment you inherit a few hundred freezing survivors huddled around a coal-burning generator in an alternate-history 1886 ice age, every decision compounds. You are not building a city for fun. You are managing a slow-motion catastrophe, and the game never lets you forget it. The core loop is tighter than most city builders. Resources, coal especially, feed the central generator that keeps your circular settlement from becoming a mass grave. Wood, steel, and food create constant trade-off pressure: build a pub to lift morale, or spend that wood on a medical post? Assign workers to hunt for food or pull them into the coal mines? The technology tree unlocks steam-powered infrastructure, automatons, and heating upgrades, but the pacing is fixed-scenario rather than sandbox, which means the pressure never relents in the way a Tropico or Cities Skylines lets it. Scout teams dispatched to the frozen wastes bring back survivors, resources, and narrative beats that flesh out the world beyond your generator's heat radius. The Book of Laws is where the moral machinery really engages: do you mandate child labor to survive a killing frost, then sign propaganda edicts to keep your people from revolting? The game tracks Hope and Discontent as parallel meters that can end your run faster than any blizzard. For strategy players, the depth of decision-making here is genuine. It sits closer to a narrative grand strategy than a casual city builder. Each of the scenarios, including the DLC content that ships with this version, forces a different opening priority. The Arks scenario, for instance, reframes the resource equation entirely, while The Last Autumn functions almost as a prequel that demands a different build philosophy from the first hour. Replayability comes from optimizing your build order, not from emergent sandbox creativity, so if you want a living city that grows on its own terms, look elsewhere. The scripted event structure is clever the first time through and starts to show its seams on a third playthrough. The tutorial is functional without being generous. Newcomers to the genre will hit a wall in the first scenario and should not be embarrassed to drop the difficulty or consult a build guide before their second attempt. The game does not explain its Hope/Discontent thresholds in enough detail for a first-timer to internalize them before it is already too late. That said, the multiple difficulty settings genuinely change the experience, and the lower settings are not a sign of defeat. They are a legitimate first-time path to understanding the systems before attempting the brutal default mode. The interface can be unintuitive, particularly when cross-referencing heat range overlays with building placement, but it becomes second nature after two or three sessions. At an 84 on Metacritic and ranked near the top percentile on OpenCritic, Frostpunk has the critical consensus to back up its reputation. What reviewers consistently flag as its strongest quality is emotional investment: the decisions here carry actual weight because 11 bit studios built a world where losing feels meaningful rather than arbitrary. Its weakest point, a valid one, is that the scripted scenario structure limits long-term variety compared to open-ended city builders. If you can accept that Frostpunk is closer to a tense campaign experience than an endless sandbox, the fifteen to twenty hours per scenario feel completely justified. Diego, Scout Team

Frostpunk

Frostpunk

24 abr 201811 bit studios
GamerScout opina

Ruling a dying city in a Victorian ice age sounds romantic until your coal runs out at 3am and you draft child labor laws just to see the sun rise.

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Steam Deck PlayableProtonDB Gold
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I have a folder of failed Frostpunk runs labeled by cause of death: 'coal miscalculation,' 'generator overload,' 'hope collapse day 18.' That folder is the best endorsement I can give this game. From the moment you inherit a few hundred freezing survivors huddled around a coal-burning generator in an alternate-history 1886 ice age, every decision compounds. You are not building a city for fun. You are managing a slow-motion catastrophe, and the game never lets you forget it. The core loop is tighter than most city builders. Resources, coal especially, feed the central generator that keeps your circular settlement from becoming a mass grave. Wood, steel, and food create constant trade-off pressure: build a pub to lift morale, or spend that wood on a medical post? Assign workers to hunt for food or pull them into the coal mines? The technology tree unlocks steam-powered infrastructure, automatons, and heating upgrades, but the pacing is fixed-scenario rather than sandbox, which means the pressure never relents in the way a Tropico or Cities Skylines lets it. Scout teams dispatched to the frozen wastes bring back survivors, resources, and narrative beats that flesh out the world beyond your generator's heat radius. The Book of Laws is where the moral machinery really engages: do you mandate child labor to survive a killing frost, then sign propaganda edicts to keep your people from revolting? The game tracks Hope and Discontent as parallel meters that can end your run faster than any blizzard. For strategy players, the depth of decision-making here is genuine. It sits closer to a narrative grand strategy than a casual city builder. Each of the scenarios, including the DLC content that ships with this version, forces a different opening priority. The Arks scenario, for instance, reframes the resource equation entirely, while The Last Autumn functions almost as a prequel that demands a different build philosophy from the first hour. Replayability comes from optimizing your build order, not from emergent sandbox creativity, so if you want a living city that grows on its own terms, look elsewhere. The scripted event structure is clever the first time through and starts to show its seams on a third playthrough. The tutorial is functional without being generous. Newcomers to the genre will hit a wall in the first scenario and should not be embarrassed to drop the difficulty or consult a build guide before their second attempt. The game does not explain its Hope/Discontent thresholds in enough detail for a first-timer to internalize them before it is already too late. That said, the multiple difficulty settings genuinely change the experience, and the lower settings are not a sign of defeat. They are a legitimate first-time path to understanding the systems before attempting the brutal default mode. The interface can be unintuitive, particularly when cross-referencing heat range overlays with building placement, but it becomes second nature after two or three sessions. At an 84 on Metacritic and ranked near the top percentile on OpenCritic, Frostpunk has the critical consensus to back up its reputation. What reviewers consistently flag as its strongest quality is emotional investment: the decisions here carry actual weight because 11 bit studios built a world where losing feels meaningful rather than arbitrary. Its weakest point, a valid one, is that the scripted scenario structure limits long-term variety compared to open-ended city builders. If you can accept that Frostpunk is closer to a tense campaign experience than an endless sandbox, the fifteen to twenty hours per scenario feel completely justified.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savessteamCity-SurvivalMoral ChoicesResource ManagementFixed ScenariosNarrative StrategyDystopianCold-Weather SettingDLC IncludedCrisis ManagementBook of LawsGenerator MechanicsScout ExpeditionsHope-Discontent SystemFixed-Scenario ReplayabilitySteampunk AestheticAutomaton Workforce

Requisitos del sistema

Mínimos

Storage: 220 MB available space Storage (high-quality audio): Additional 840 MB available space

Recomendados

Processor
3.2 GHz Quad Core Processor
Memory
8 GB RAM
Graphics
GeForce 970, Radeon RX 580 or equivalent with 4GB of video…

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Reseñas y valoraciones

Metacritic
84

Información del juego

Desarrolladora
11 bit studios
Distribuidora
11 bit studios
Fecha de lanzamiento
24 abr 2018
Clasificación por edad
PEGI 16

Modos de juego

singleplayer

Idiomas

Audio (1)
English
Subtítulos (12)
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¿En qué plataformas está disponible Frostpunk?

Frostpunk está disponible en PC, Mac, Xbox.

¿Cuándo se lanzó Frostpunk?

Frostpunk se lanzó el 24 de abril de 2018.

¿Quién desarrolló Frostpunk?

Frostpunk fue desarrollado por 11 bit studios.

¿Merece la pena comprar Frostpunk?

Frostpunk tiene una puntuación Metacritic de 84/100, lo que lo convierte en uno de los títulos destacados de Simulation. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.