Frostpunk 2 Patch Notes

Patch 1.6.1 July 2, 2026

## What changed ### New Content - **Skip Battle button** — added to battles - **Audio feedback** — implemented for big lenses - **Sound effects** — added across Utopia Builder menus (Tales, Communities/Factions, Maps), big lenses (base game, sandbox, DLC2), and tremors mechanics ### Balance - **Weather timeline** — increased variance by difficulty level; citizen and officer modes now significantly less demanding - **Extreme weather** — eliminated possibility of -40 degree weather lasting 100 weeks in Act 2 - **Resistance appearance** — increased delay of first resistance in Aurora - **Resistance soldier abilities** — lowered weapon costs (Enforce Military Zone from 75 to 50; Force Takeover from 200 to 120) - **Tremors rate** — lowered on steward and officer difficulty levels - **Quest timeout** — increased for barracks building quest - **Food rewards** — "Altering the Deal" message now grants additional 50k Food when accepted - **Starting resources** — increased coal outposts in Frostland, exploration difficulty lowered, NE starting materials/goods increased, starting prefabs increased from 30 to 130 - **Food stockpiles** — increased in all Frostland dilemmas - **Aurora conquest** — now auto-explores territories with Auroran outposts for faster seizure - **Election voting** — balanced weights and streamlined occupation story arcs - **DLC2 scenario** — tweaked global parameters for food requirements and sickliness balance ### Bug Fixes - **Sandbox maps** — fixed volcano tile removal on NE map and volcanic tile spawn issues in Utopia Mode - **Deployment base** — fixed placement blocking in non-frostbr
  • Removed the volcano tile from the sandbox when utilizing the NE map.
  • Fixed an issue blocking the deployment base from being placed in a non-frostbroken area.
  • Fixed an issue where the deployment base (Legionnaires' Hub) could be placed on deposits in a non-frostbraked area.
  • Fixed titles for new Sandbox maps.
  • Crash Fixes: Resolved several boot, runtime, and subsystem crashes that could appear under specific conditions.
  • Fixed a localized link where the "Buy DLCs" hyperlink erroneously routed to the main game store page instead of the dedicated add-ons library.
  • Balance changes Global Tweaked global parameters for the DLC2 scenario to adjust balance around food requirements and sickliness.
  • Weather Weather timeline - added better variance for difficulty levels, with citizen and officer being significantly less demanding.
  • Eliminated a possibility, where weather could lower to -40 for 100 weeks in Act 2.
  • Resistance Increased delay of resistance appearing for the first time in Aurora.
  • Resistance soldier abilities weapon costs lowered. Enforce Military Zone - weapon cost decreased from 75 to 50.
  • Force Takeover - weapon cost decreased from 200 to 120.
  • Resources Added additional coal outposts to Frostland.
  • Lowered exploration difficulty of a few close territories.
  • Increased starting stocks in NE of materials and goods.
  • Increased starting prefabs from 30 to 130.
  • The 'Altering the Deal' message now grants an additional 50k Food if the player accepts it.
  • Other Quest to build barracks timeout increased.
  • Tweaked starting research and buildings in Aurora.
  • Lowered tremors rate on steward and officer difficulty levels.
  • Increased food stockpiles in all Frostland dilemmas.
  • Balanced election voting weights and streamlined multiple occupation story arcs.
  • Conquering Aurora now auto-explores the territories with Auroran outposts, allowing for faster seizure.
  • Fixed an issue where reloading a save with the "Feed New Edinburgh" quest active prevented optional objectives from being completed.
  • Fixed an issue with Volcanic tile not spawning correctly in Utopia Mode.
  • Fixed an issue that could cause skyrocketing population growth.
  • Stabilizer Hubs now properly grant refunds when demolished.
  • Fixed issues where heat claim values could exceed overall generator output.
  • Addressed event anomalies where the food relations warning could trigger out of order or allow initial stockpiles to exceed limits.
  • Fixed an issue where the First Evacuation quest objective was not displaying when modal tutorials were turned off.
  • Disbanded battalions and military zone abilities now check parameters accurately before execution.
  • Settlement unlock research is no longer erroneously accessible within the DLC2 scenario.
  • Fixed an issue where Aurora’s communities/factions were not included in research.
  • Fixed an issue where Aurora counter offer had lower demands than original offer.
  • Fixed scenario, where player could get stuck in Battle Panel under specific conditions.
  • Fixed an issue on the Conquer Aurora path where players could incorrectly lose the game despite winning the vote of trust, if the vote occurred immediately before reducing resistance in Aurora.
  • Added Skip Battle button.
  • Added the failstate with the custom message for evacuating 0 people for New Edinburgh.
  • Graphics & FX: Fixed flickering cartographic view areas, frame anomalies during. district demolition under tremors, floating decals, and missing unsafe evacuation visual effects after reloading saves.
  • Cutscenes: Disabled motion blur during the volcano cutscene for better visual fidelity; ensured Frostland units are hidden during cinematics.
  • Fixed an exploit where tremor wear effects failed to apply to districts currently undergoing deconstruction.
  • Resolved issues with the Aurora Spongers story arc, Brokers "Mediate" capability after conquering Aurora, and properly prioritized retaliation events.
  • Audio & Voiceovers: Implemented audio feedback for big lenses and untangled voiceover levels from being incorrectly managed by three separate audio sliders simultaneously.
  • Fixed cut-off tremor voiceovers by ensuring they wait for camera zoom transitions.
  • Fixed missing battle win/loss alerts and incorrect regional colony lines triggering in Aurora.
  • SFXs for Tales selection (Utopia Builder Menu)
  • SFXs for Communities/Factions selection (Utopia Builder Menu)
  • SFXs for Maps selection (Utopia Builder Menu)
  • SFXs for base game Big Lenses (18 lenses) (Base Game)
  • SFXs for sandbox Big Lenses (2 lenses) (Base Game)
  • SFXs for DLC2 scenario Big Lenses (8 lenses) (DLC2)
  • SFXs for Tremors mechanics (DLC2)
  • Gamepad Controls: Fixed focus navigation issues on controllers, including the inability to access the 'Generator Relocation' Law, selector switches in the Generator panel, and platoon transfer sliders.
  • HUD & Navigation: Added a dedicated tooltip over the deathmeter and enabled full button functionality for the predicted outcome bar.
  • Restored proper controller focus to the trust bar on the bottom HUD.
  • Visual Polish: Fixed misaligned ornaments in settlement headers, corrected text alignment in the War Screen, and repositioned construction menu icons.
  • Text & Tutorials: Added missing intro text for Twilight Waters and fixed incorrect faction portraits appearing on subsequent panel opens.
  • Re-formatted overflowing text strings across German, Russian, and Turkish locales.
  • Replaced placeholder screenshots, corrected black circle artifacts, and adjusted formatting for weapon and platoon tutorials.
  • Updated Chinese Simplified subtitles for intro & outro cutscenes to match voiceover.
View full patch notes ↗

Patch 2026-06-23 June 23, 2026

  • Volcano Night in a simplified version for Utopia Builder
  • Aurora map added to Utopia Builder
  • Fishing Hub (available only on Aurora)
  • A gripping new story set in New Edinburgh and Aurora Experience a brand new scenario that explores the fate of a city built in the shadow of a volcano and its former colony on a frozen lake. Navigate political turmoil, environmental disaster, and impossible choices as catastrophe looms.
  • Five unique Communities and Factions Meet five new groups, each with its own identities, ideologies, and ambitions. Earn their trust, challenge their beliefs, or risk pushing the city toward division.
  • Deadly new environmental hazards Survive the devastating Tremors and the terrifying Volcano Night , two new mechanics that will force you to rethink your strategies and adapt to ever-changing conditions.
  • New narrative events and gameplay mechanics Face fresh challenges through new story events, decisions, and mechanics designed specifically for this expansion, creating new opportunities and dilemmas.
  • Independent Colony system Shape your relationship with Aurora through diplomacy, trade, coercion, or outright conquest. Every decision will affect the balance of power between your cities.
  • Two new scenario maps Lead your people across two entirely new locations, each presenting unique challenges, opportunities, and strategic considerations.
  • Five new buildings and hubs Expand your city's capabilities with new structures and infrastructure options that will help you confront the growing crisis.
  • New laws and political choices Guide your society through uncertain times with new legislation, shape the future of New Edinburgh, and decide how much trust your people are willing to place in you.
  • Free update content for Utopia Builder New Utopia Builder map: Twilight waters
  • New Utopia Builder challenge: Volcanic night
  • Fixed the issue in calculations which could cause sudden spike in population numbers up to millions
  • ‘Rush Researches’ now lasts 20 weeks instead of 30 and will provide less research speed bonus
  • Technocrats’ ‘Optimize Research’ now provides less research speed bonus
  • Tweaks to multiple Research Institutes research speed boost bonus so the first two institutes provide less of it
  • Slightly lowered base shelter demand of all communities
  • Lowered shelter demand on Captain difficulty level
  • Shelter area traits now provide less of it
  • Decreased population growth speed
  • Sickliness now increases quicker for some time after temperature change
  • Slightly tweaked the number of sick people generated by districts and different cold levels
  • Optimized functions that calculate sick people number to reduce randomness and eliminate edge cases
  • Outposts and settlements rebalance aimed to make Frostland gameplay more challenging Meagre Coal Mine Frostland team upkeep changed from 10 to 5
  • Stockpile now lasts for 70 weeks down from 140
  • Coal Mining Complex Coal output changed from 400 to 200
  • Coal Mining Complex + Coal output changed from 500 to 300
  • Community upkeep changed from 800 to 1200
  • Food upkeep changed from 10 to 25
  • Materials upkeep changed from 30 to 50
  • Coal Mining Complex ++ Coal output changed from 600 to 400
  • Food upkeep changed from 20 to 40
  • Materials upkeep changed from 60 to 110
  • Tar Pits Frostland team upkeep changed from 10 to 5
  • Stockpile now lasts for 120 weeks down from 240
  • Old Derrick Oil output changed from 320 to 200
  • Oil Rig Oil output changed from 150 to 100
  • Oil Rig + Food upkeep changed from 40 to 25
  • Oil Rig ++ Oil Output changed from 250 to 300
  • Materials upkeep changed from 60 to 110
  • Burried Village Frostland team upkeep changed from 10 to 5
  • Stockpile now lasts for 70 weeks down from 140
  • Imperial Smelter Materials output changed from 250 to 200
  • Imperial Smelter + Materials output changed from 400 to 300
  • Frostland team upkeep changed from 10 to 5
  • Food upkeep changed from 10 to 25
  • Imperial Smelter ++ Materials output changed from 600 to 400
  • Frostland team upkeep changed from 10 to 5
  • Food upkeep changed from 20 to 40
  • Imperial Manufactory Stockpile now lasts for 120 weeks down from 240
  • Imperial Manufactory + Frostland team upkeep changed from 10 to 5
  • Food upkeep changed from 10 to 25
  • Imperial Manufactory ++ Frostland team upkeep changed from 10 to 5
  • Fixed incorrect 300 community upkeep and set it to 2000
  • Food upkeep changed from 20 to 40
  • Oil upkeep changed from 60 to 30
  • Frozen Whale Outpost Stockpile now lasts for 120 weeks down from 240
  • Whaletown + Food output changed from 250 to 200
  • Frostland team upkeep changed from 10 to 5
  • Community upkeep changed from 800 to 1200
  • Materials upkeep changed from 25 to 50
  • Oil upkeep changed from 10 to 20
  • Whaletown ++ Food output changed from 400 to 300
  • Frostland team upkeep changed from 10 to 5
  • Community upkeep changed from 1400 to 2000
  • Materials upkeep changed from 40 to 110
  • Oil upkeep changed from 20 to 30
  • New deaths count widget
  • Construction panel improvements Radical buildings are now marked in the construction panel
  • Building variants are always visible
  • Quest objectives can now be expanded/collapsed
View full patch notes ↗

Patch 2026-04-06 April 6, 2026

  • A gripping story exploring the fate of New Edinburgh and its former colony, Aurora
  • Five unique Communities and Factions , each with distinct backgrounds, identities, and ideologies
  • Lethal new environmental hazards , including Tremors and Volcano Night mechanics
  • New narrative events and custom gameplay mechanics introducing fresh challenges
  • An Independent Colony system, allowing you to choose between trade, extortion, or conquest
  • Two new scenario maps
  • Five new buildings and hubs to strengthen your city’s infrastructure
  • New laws to shape your society
View full patch notes ↗

Patch 2026-02-20 February 20, 2026

  • Play Frostpunk 2: Fractured Utopias
  • Progress the skill tree of the dueling faction in your playthrough (For example, if the Menders are facing the Venturers, choose the faction you want to support and try to enact a Utopia with them)
  • Each unlocked milestone in a faction’s skill tree grants 1 point
  • Enacting a Utopia grants 5 points for your faction
  • Follow our social media channels and watch them change depending on which faction is currently winning.
  • Join our Discord , assign yourself the special role of your favorite faction, and proudly represent your community.
  • Participate in dedicated faction voice channels to rally support and find fellow citizens during your gameplay.
View full patch notes ↗

Patch 1.5.4 February 18, 2026

## What Changed - **Survivalists' Headquarters** — territory exploration threat decrease effect now stacks - **'Optimise Inputs' ability** — no longer lowers Automaton Factory building output - **Air Transport Hub** — now affects buildings inside districts - **Menders housing** — reindeer capacity now influenced by district efficiency level - **IEC sites** — can no longer be given to the Herders - **Undying Outposts** — no longer available for Beacon and IEC sites - **Goods Emporium** — proximity effect now stacks with Heat Auctions instead of overwriting it - **Push district boundaries ability** — can now be used on deactivated districts - **Vaccine production** — Pharmaceutical Labs now produce increased amounts - **Plague research** — costs fewer heatstamps - **Trust increase modifier** — now visible on Trust tooltip after using vaccines - **Pause game keybinding** — can now be changed in settings - **Districts construction cost** — now visible in the Utopia Tree - **Insulated Districts outlines** — increased size in Heatmap overlay ## New Content - **Test Plague Therapies ability** — unlocks after searching Patient Zero Location; converts limited contaminated citizens into regular sick citizens in districts with Research Institute (some die during process) ## Balance - **Slightly increased contaminated citizens** — outbreak occurrence now spawns more infected ## Bug Fixes - **Criminal Reparation, Guard Immunity, Crime Elimination, Treatment, and Housing Distribution policies** — can no longer be researched without a built Council - **Emergency Essentials policy** — effect text now matches actual gameplay effect - **'Wine and Dine' ability** — no longer appears available when no
  • Survivalists’ Headquarters territory exploration threat decrease effect now stacks
  • 'Optimise Inputs' ability no longer lowers the Automaton Factory building output
  • It is no longer possible to research Criminal Reparation, Guard Immunity, Crime Elimination, Treatment and Housing Distribution policies without a built Council
  • Air Transport Hub now affects buildings inside the districts
  • Optimized performance during temperature change events in late game
  • \ Study Mementos community action can no longer be used to research a Cornerstone if no other research is available
  • \ Menders housing reindeer capacity is now influenced by district’s efficiency level
  • \ Effect text for the Emergency Essentials policy now matches the actual gameplay effect
  • \ Fixed 'Wine and Dine' Bohemians ability appearing available when there are no available Troupes after certain conditions are met
  • \ Fixed the Martial Law not decreasing the Guard Squad cost of the Organise Filtration Posts ability
  • \ Fixed a possibility of duplicated negotiation options for Bohemians
  • \ Fixed 'Study Mementos' Community Action not reducing Stockpile of Mementos
  • \ IEC sites can no longer be given to the Herders
  • \ Undying Outposts are no longer available for Beacon and IEC sites
  • \ Fixed warm output modifier not being applied to Logistic District if it is already affected by Proving Grounds
  • \ Goods Emporium proximity effect now stacks with Heat Auctions instead of overwriting it
  • \ Push district boundaries ability can now be used on deactivated district
  • \ Fixed the sudden huge spike of Plague infected citizens, which could lead to premature and unexpected Tale failure
  • \ New ability: Test Plague Therapies Unlocks after searching Patient Zero Location
  • Can be used in districts with the Research Institute
  • Converts limited amount of contaminated into regular sick citizens; some will die during the process
  • \ Increased the amount of vaccines produced by Pharmaceutical Labs
  • \ Plague research costs fewer heatstamps
  • \ Contaminated and Vaccinated modifiers will no longer remain applied to the communities after Plague Tale is finished
  • \ Slightly increased the number of contaminated citizens when an outbreak occurs
  • \ Trust increase modifier after using vaccines is now visible on the Trust tooltip
  • \ Fixed Vaccinate Population objective not updating immediately after a death event occurs
  • \ Citizens leaving the city due to Doomsayers narrative events are no longer counted as deaths
  • \ Doomsayers’ Council animation pool was limited to better match their identity
  • \ ‘ Art in Ruins’ achievement now no longer resets progress if the worn-out district was disabled during the required 100 weeks
  • \ Fixed ‘We are not the same’ achievement not unlocking if Utopia builder was started eight times with a different Faction
  • \ Added additional safety checks to ‘Miracle Worker’ achievement to make sure only Plague deaths are taken into consideration
  • Major memory and object count optimizations to widgets
  • Pause game keybinding can now be changed
  • Improved Affinity emblems visibility on the construction radial
  • Area Effects for Hubs are now displayed in Research Topic panel
  • Improved Utopia tree visuals on lower screen resolutions to prevent overlapping
  • Production district will no longer reset output mode upon district expansion
  • Fixed Story Mode submenu chapter selection navigation issues on lower screen resolutions
  • Fixed camera position during negotiations when playing with a controller
  • Fixed camera rotation being possible on the faction formation screen when playing with a controller
  • Fixed a softblock when attempting to fulfill the Algorithm promise when playing with a controller
  • Fixed overlapping prompts in the Council when inspecting delegates
  • Fixed issues with city chat bubbles disappearing too quickly after The Council voting
  • Fixed Old Waystation deposit displaying Logistic units count on the tooltip
  • \ Fixed no DLC dialogue window when attempting to load a DLC save file with no DLC applied on Mac devices
  • \ Fixed overlapping and disappearing resources on the top HUD when switching between Cities after Hides and Reindeer resources were unlocked
  • \ Districts construction cost is now visible in the Utopia Tree
  • Tweaks and improvements to road generation logic around hubs
  • Minor optimizations to texture compression
  • \ Minor ability icon tweaks and improvements.
  • \ Converted Faction Housing district panel now features faction related 2D art
  • \ Secondary faction hubs (Overseers, Menders) and regular hubs no longer feature 2D art
  • \ Improved Technocrats’ Hub visuals when placed on uneven terrain
  • \ Technocrats’ exclusive buildings should no longer lose cable connections after loading a save file
  • \ Fixed Imperial Academy being visible on the frostland map
  • \ Numerous minor visual improvements to faction districts
  • Improvements to faction districts SFX
  • Fixed a few crashes related to threading and general under-the-hood memory handling operations
  • Fixed crashing Prologue save states created before 1.5.x patch
  • Memory optimizations
  • Localization fixes
  • \ Improved readability of golden texts in in-game main menus
  • \ Fixed opening Faction panel/Utopia Tree not canceling current active Expand/Adjust placement input
  • \ Fixed lines connecting Utopia Tree nodes not appearing when player enters the panel for the first time
  • \ Fixed lines connecting Utopia Tree nodes placement on lower screen resolutions
  • \ Fixed persisting zoom story cursor on loading a save file during an active Icebloods’ Cutthroat Frostbreaking
  • \ Various minor visual improvements to Utopia Tree and Faction Panel
  • Optimizations to the shadow count aimed to improve gpu and memory performance
  • Various improvements and fixes to hubs VFX
  • Increased the size of the Insulated Districts outlines in the Heatmap overlay
  • Fixed visual artifacts on some of the UI elements occurring for RTX 50-series users
  • \ Fixed ‘Boost Research’ ability not being available for the rest of Utopia Builder if ‘Accelerate Vaccine Production’ was active during the Tale ending
  • Each use speeds up Plague Vaccine research Does not apply retroactively to old Plague save states
View full patch notes ↗