Being snowy is, right next to being steampunk-ish, Frostpunk’s core visual identity.
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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 of a different kind. 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.Įach of those aspects had to work in harmony, combined, 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. Every morning in the game’s daily cycle serves as a ray of hope, so we made those a bit different and uplifting. Royal and steel shades of blue dominate Frostpunk’s palette, and all colors are cold and bleached. Lights and color paletter, stylized parts of UI, particles or even architectural forms – all those served that purpose.
In Frostpunk, the art design has been used to establish that grim, unforgiving and palpable bleakness that echoes throughout the events we portray. Green leafs replaced white snow, and since we never imagined Frostpunk without it, it proved to be more challenging than just changing the weather.Īt our team, we are making games in which art serves to amplify the design message. Making it felt like flipping the table since we messed with the core visual elements from the base game.
And what could happen if you don’t agree to all their demands?īut the most complex expansion is The Last Autumn. There is no Generator, and while the possibility to extract resources from a recently discovered military warehouse seems to be worth the risk, you’re fully at the mercy and whims of New London. Here, players are on their own with a mission to build and maintain an outpost far outside of the city. On the Edgenarratively follows the events after the Great Storm so from the ending of the base game. The Riftsadds a new map for Endless mode and bridges, a new type of construction to gather resources scarred across islands. This approach made all expansions distinguishable not only from the base game but also from each other. To broaden the lore, since we put a lot of emphasis on the narrative side of the game, and deliver new gameplay mechanics. When we thought about additional content, we set two goals.
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