Frostpunk 2, launched in September, however, the developers’ tasks are always ongoing. The team behind Frostpunk 2 has been busy addressing player feedback, planning new content, and creating a roadmap for the game’s development over the next year and a half. Evidence of their hard work can be seen in the release of the game’s first significant content update a few weeks ago. Furthermore, players are excited about an upcoming remake of the original game using Unreal Engine, titled Frostpunk: 1886, scheduled for release in 2027.
Game Rant recently held an interview with Jakub Stokalski, co-game director and design director of Frostpunk 2. In our discussion, we delved into the direction that Frostpunk 2 has taken since its release. Additionally, we touched upon 11 bit Studios’ perspective on Frostpunk as a franchise, and gave some insights about what fans can anticipate in the sequel in the future. The following conversation has been condensed for better understanding and conciseness.
Frostpunk as a Franchise
We had a conversation at this event last year, and since then, Frostpunk 2 has been released and you’ve launched a significant content update. So, could you tell us about your experiences and journey from that time until now?
This shipping year has been quite an ordeal, but it’s been a rewarding journey overall, don’t you think? Seeing our game hit the shelves and receiving prestigious awards such as those at The Game Awards feels amazing. The team is incredibly proud of our creation. We’ve received a mix of positive and constructive feedback from players, which is fantastic. We’re taking all this input on board, shaping it into our ongoing work, like the 1.3 patch, the free content update, not to mention future DLCs and additional free updates.
A: Could you share your thoughts about Frostpunk potentially becoming a series of games, given that 11 bit Studios sees it as a franchise?
1886 while developing Frostpunk 2. The reason being, our first strategy game on Unreal Engine was Frostpunk 2, and the tech we used for Frostpunk 1 is no longer feasible under current conditions. Our custom engine is outdated now, but with Unreal Engine, we can revive that popular game, which has a large player base. Fans adore it, right? It’s a distinct game from Frostpunk 2.
Having both games set within the same universe, allowing for expansions and offering distinct experiences, seems to align with defining it as a franchise, doesn’t it? Unlike traditional franchises where you get repetitive gameplay like Assassin’s Creed, Frostpunk feels more like a world. Imagine this world as the medium, and the games as the means to tell various stories within that world.
Frostpunk 1 narrated the tale of a desperate struggle for survival among a small group, and 1886 is set to revisit this story, correct? Frostpunk 2, on the other hand, delves into the narrative of what happens when you’ve survived the end of the world, as ambition and human nature come back into play. Who knows what future stories this world will unfold?
To me, this approach to considering Frostpunk as a franchise is captivating. In essence, Frostpunk represents a universe, and by employing various facets of the game’s distinctive vocabulary, we can craft distinct narratives within different genres, thereby exploring unique tales set within that world.
In simpler terms, the main query for Frostpunk 2 revolves around events following the end of the world. If by chance there’s a Frostpunk 3, it seems amusing since the question then becomes, “What comes next, after that?
Could it be that someone might have some insights on this? Indeed, it’s a thought-provoking query regarding the evolution of our world, with its recurring patterns and cycles.
A: Earlier today, I had a conversation with the director of Frostpunk: 1886, and one topic we discussed was the size of your games, from This War of Mine to Frostpunk to Frostpunk 2. As you’re curious too, may I share my thoughts? How would you describe the overall scale of this franchise as it has expanded over time?
Indeed, it’s quite astonishing! The success of Frostpunk 1, launched in 2018, was undeniably significant for us. Towards the end of 2019, we embarked on creating its sequel. While the sequel was successful, it didn’t reach the same level of popularity as Frostpunk 1 enjoys today. Over these past four years while we were developing Frostpunk 2, its player base expanded dramatically, leaving me in awe. I don’t have the exact figures at hand, but it’s safe to say it’s millions of players. You’re correct in saying that this intellectual property has experienced significant growth, right?
In simpler terms, we may not be the largest players in the industry, but we certainly aren’t small either. It’s fascinating, and what matters most is that we delve into various gaming genres. If you stick to a mainstream genre like Assassin’s Creed, you’ll have one kind of experience and shape your intellectual property accordingly. However, if you venture into different paths, it can lead to surprising outcomes. I’m excited to see how this unfolds in the future.
The Future of Frostpunk 2
A: In the roadmap, it’s mentioned that Frostpunk 2 will release on consoles this summer. I briefly touched upon the UI, but I thought you might be curious about how we designed that particular UI? The original Frostpunk was quite enjoyable on consoles, and it’s not common to find a strategy game UI functioning so smoothly on consoles.
A: We’re really proud of our port, and it was a joy to create. It seems we’re not the only ones who feel this way, correct? That’s fantastic! Interestingly, Frostpunk 1 has a higher Metascore on consoles than it does on PC, which is surprising. Despite that, there’s a unique tactile enjoyment in Frostpunk 1 that isn’t typical of strategy games.
Let’s find out if we can pull it off for Frostpunk 2, given its expansive and intricate nature. We’ll see if we can replicate our success, but at the very least, it won’t be cumbersome, right? Many strategy games I enjoy on consoles are fantastic on PC too, right? However, I prefer playing them with a keyboard rather than a controller. I don’t anticipate this will be an issue for Frostpunk 2; instead, I expect a more seamless gaming experience.

A: Could you tell me more about the Spectrum DLC? I recall that we’ll be engaging with characters who chose not to align with any factions, correct?
As a dedicated fan, I can’t reveal specifics about upcoming developments that aren’t public yet, but what I can share is our focus on user feedback, particularly the positive response towards factions and the council system. You know, those factions are like the passionate advocates, driven by strong ideologies. In essence, they are the zealous ones, although there’s still a sense of the everyday folk within them. It’s an interesting observation that this dynamic seems to be part of the gameplay design.
It’s important to keep in mind that ordinary individuals are still present, aren’t they? Let’s strive to reflect their essence accurately. We’ve noticed some people dismissing them as merely eccentric or unusual, but they’re wrong. Instead, we’re focusing on creating an experience for these everyday people. If you’re up for a challenge and want to delve into the concept of utopia that often morphs into dystopia for someone else, you might give it a try and aim to maintain its normalcy. Fingers crossed, the Spectrum DLC will help us achieve this goal.
As a dedicated fan, I’m eager to know more about the future of Frostpunk 2. Could you share some insights on where you envision this game heading over the next year and a half or so? In broad terms, what can we anticipate?
As a die-hard fan of Frostpunk, I can’t help but feel excited about the future of Frostpunk 2. Sure, we’re adding more content through DLCs, but that’s not the only reason I’m optimistic. You see, Frostpunk 2 is a significantly deeper game compared to its predecessor, and I truly believe we can refine it, making it smoother, more accessible, and enjoyable for a wider audience with the free content updates.
Our goal is to use these updates as a means to continually improve the game for everyone. Whether you’ve been playing for a while or just dipped your toes in, if you return in 6 months, a year, or whenever, you’ll find not just new things to explore, but a more enjoyable experience overall. And then, the DLCs will add layers that will enrich and broaden your Frostpunk 2 journey.
I am confidently anticipating that the Frost Kit will carry on thriving, and the mod community’s creations will remain intriguing. With the Frost Kit now at version 1.0, having moved beyond beta, we can finally witness the innovations players are envisioning for Frostpunk 2. Moreover, there’s also the upcoming launch of Frostpunk: 1886 on the horizon, so I am eagerly hoping that this world will remain as lively and even more expansive over the next year and a half.
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2025-05-21 23:31