Frostpunk: Complete Survival Guide

A survival guide to the original Frostpunk: opening build orders for A New Home, how heat, food and coal really work, the Book of Laws, Hope and Discontent, surviving the Great Storm, plus notes on the other scenarios, Endless mode and the upcoming Frostpunk 1886.

Researched September 2026 — current as of the final version of Frostpunk (development of the original has ended; all updates and the three Season Pass expansions are released). Live games change; check the linked sources if something differs.

Status: 11 bit studios is no longer developing the original Frostpunk. Its sequel, Frostpunk 2, released in 2024, and a remake, Frostpunk 1886 (Unreal Engine 5, about 70% original content and 30% new, including a new Purpose path and new Adaptation laws), is planned for 2027. The original remains a complete, excellent game and everything here applies to it.

Quick Start

  1. The Generator is everything. Build homes and key workplaces inside its heat radius.
  2. Coal first, then wood and steel. On day one, gather the loose coal, wood and steel piles, then build a Coal Thumper or Coal Mine as soon as research allows.
  3. Research Heaters and Hunters early. Food and heat are your two killers.
  4. Research runs on engineers. Build a Workshop on day one and staff it. Two workshops early is common.
  5. Food: Gathering Post and Hunters' Huts, then Cookhouse. Raw food must be cooked to feed people; cooking also stretches rations.
  6. Tents first, bunkhouses later. House everyone immediately; homelessness kills Hope and health.
  7. Send scouts from the Beacon. Survivors, resources and Steam Cores are out in the Frostland.
  8. Sign laws deliberately. Laws are permanent. Read the side effects.
  9. Watch Hope and Discontent. If Hope hits zero or Discontent maxes out, you're exiled.
  10. Save before big decisions and before the storm.

Resources and Buildings

Key resources

Resource Primary source Used for
Coal Coal piles, Coal Thumper, Coal Mine, Charcoal Kiln Generator fuel and heaters
Wood Wood piles, Sawmill, Wall Drill, frozen crates Construction
Steel Steel piles, Steelworks Construction and advanced buildings
Raw Food Hunters' Huts, Hothouses, Gathering Posts Turned into food rations
Food Rations Cookhouse Feeding citizens
Steam Cores Scouting only (plus a few map spots) Automatons, advanced buildings

The early build

Building Role Notes
Gathering Post Collects surface piles Great for the first days
Workshop Research Staff with Engineers
Tents Housing Cheapest shelter
Cookhouse Turns raw food into rations Essential before day 3-4
Hunters' Hut Raw food Hunters work at night; a reliable food source
Medical Post Treats the sick Engineers staff medical buildings
Beacon Unlocks scouting Requires research
Coal Thumper Mid-game coal Placed on coal deposits

Housing progression

Tents, then Bunkhouses, then Houses. Better homes are warmer. Upgrading housing is one of the best ways to reduce sickness.

Heat, Cold and the Generator

Temperature falls throughout A New Home. Every few days the cold gets harsher, so your heat technology has to keep pace.

Food

The Book of Laws

Laws are permanent and some unlock others. They're split into Adaptation (work, food, health, shelter) and a later Purpose path (Order or Faith, in A New Home).

Key Adaptation laws

Law Effect Consideration
Child Labour Children work in safe workplaces Workforce boost; Hope hit
Child Shelters Children help in medical/engineering Morally easier; Engineer apprentices
Extended Shift Longer shifts in some buildings More output; Discontent and accidents
Emergency Shift 24-hour shift in a building for one day Accidents and deaths possible
Soup / Food Additives More rations per raw food Different health/Discontent penalties
Radical Treatment / Sustain Life Medical priorities Radical Treatment can amputate; Sustain Life extends care
Overcrowding More patients per medical building Reduces effectiveness per patient
Corpse Disposal / Cemetery Handle the dead Cemetery reduces Discontent, Corpse Disposal cheaper
Public House / Fighting Arena Reduce Discontent Side effects on crime or injuries

Purpose: Order vs Faith

Hope and Discontent

Scouting and Automatons

Scenario Guide

A New Home (main scenario)

The Arks

A small team of engineers must protect seed vaults. There's no general population, so every worker matters, and heat for the Arks is the priority.

The Refugees

You manage a mix of privileged Lords and the refugees who arrive later, each group with competing demands. Balancing their needs (rather than the Order/Faith choice of A New Home) is the core tension, so read each law's effect on both groups.

The Fall of Winterhome

A failing city: you manage a collapsing settlement and must evacuate and survive. Heavy on logistics.

Season Pass expansions

Expansion Summary
The Rifts Bridges over chasms; a new map with its own layout challenges
On The Edge An outpost scenario dealing with New London and the Frostland
The Last Autumn A prequel about building the Generator before the cold arrives

Endless mode

Endless mode offers Endurance (tougher survival) and Serenity (relaxed city-building) variants on several maps. Great for long sandbox games once you know the systems.

Common Mistakes to Avoid

Advanced Tips

FAQ

Is Frostpunk still being updated? No. 11 bit studios has finished development of the original Frostpunk. Frostpunk 2 released in 2024, and Frostpunk 1886, a reimagining of the original, is planned for 2027.

What is Frostpunk 1886? A remake of Frostpunk in Unreal Engine 5 with roughly 70% original content and 30% new, including new Adaptation laws and a new Purpose path. Laws still can't be changed once signed.

How do I beat the Great Storm? Stockpile a lot of coal, upgrade the generator's power and range, insulate everything, and upgrade houses before it arrives.

What happens if Hope reaches zero? You're exiled and the game ends.

Should I use Child Labour? It's an early workforce boost with a Hope hit. Child Shelters is the gentler alternative.

Order or Faith? Both work. Order controls Discontent via force; Faith controls Hope via belief. You don't have to go to either extreme.

Does Frostpunk have an endless mode? Yes, with Endurance and Serenity variants on several maps.

Sources