The generator is the main source of power and heat for the city. What you will do is entirely up to you and how you plan to build your city.
Now you will have untapped access to this extremely valuable resource for free and forever. Plus, you will need coal for your steam machines. With our trainer, you will have this aspect of the game covered as your source of coal will be literary unlimited. The Last Autumn, On the Edge and The Rifts, are available separately or as a bundled Season Pass.You will need coal to keep everyone warm. Players are tasked with building and maintaining an outpost outside of the city, without the Generator, to extract resources from recently discovered military warehouses and maintaining trade routes with other survivors’ settlements.Īll three Frostpunk expansions will launch on PlayStation 4 on July 21. On the Edge narratively follows the events after the Great Storm so from the ending of the base game. The Rifts add a new map for Endless mode and bridges, a new type of construction to gather resources scattered across islands. Albeit The Rifts and On the Edge aren’t as distinguishable in terms of visuals, since both are properly snowy, they also introduce new interesting gameplay mechanics.
That happened during The Last Autumn development, and we think of it as a huge achievement for the 11 bit studios art division.īut The Last Autumn isn’t the only Frostpunk expansion debuting on July 21. Knowing your game boundaries can stimulate it even more. And staying close to an already paved visual identity does not mean restraining creativity. Also, new types of buildings like the dock for ships, that come ashore and as the main source of resources in The Last Autumn, had to be faithful to the art style and visual structure of the game. We also didn’t have many terrain types besides the snowdrifts since we simply didn’t need them.
Red rooftops nicely cut off from the whole picture and green terrain, but in the base game, we didn’t have rooftops in buildings models at all, since they were all covered with snow. Just like making it appear again since we know what the outcome will be and have to address that as well.īasically, Frostpunk was crafted by a lot of custom systems and it’s not as flexible as we would like. Because of that, the removal of snow, which might not seem like a big deal, required quite a bit of work. The conditions change during storms, but despite that, we’re still moving inside the winter. In fact, the weather changes in the game are relying on delicate and complex smoke and mirror tricks. Most importantly, the whole environment, all 2D illustrations in the game, and all buildings had to be adjusted to their “autumn” versions. Like I’ve stated before – during the main game development, we had never imagined “green” Frostpunk, but tweaking the palette was only a minor task. At least for some part of The Last Autumn story, since winter is a looming threat and delicate snowdrops are starting to hit at some point. Players see the game screenshots and immediately recognize them, and we were about to drop that ingredient. Being snowy is, right next to being steampunk-ish, Frostpunk’s core visual identity. That’s why the decision to make The Last Autumn a prequel story in which players oversee the construction of the Generator from the main game, was such a big leap into something different. And details like dirt on the buildings, frozen edges of the screen, sharp shards floating in the air proved to be very useful in maintaining the mood.Īll those aspects have to click together, and they did in Frostpunk.
Meanwhile, dark UI splashes in the Book of Laws or at story events screens, which can resemble coal which is, after all, the main resource in the game, were stressing the gloomy tones. But then minus 60 degrees comes in and everything is back to being desperately normal. Royal and steel shades of blue dominate Frostpunk’s palette, and all colors are cold and bleached.Įvery morning in the game’s daily cycle serves as a ray of hope, so we made those a bit different and uplifting. Lighting and colors, stylized parts of UI, particles, or even architectural forms – all those served that purpose. In Frostpunk we used the art design to establish that grim, unforgiving, and palpable bleakness that echoes throughout the events we portray. At 11 bit studios, we are making games in which art amplifies the design message.