Wildfrost

Take on the elements in Wildfrost, a tactical roguelike deckbuilder! Journey across a frozen tundra, collecting cards strong enough to banish the eternal winter…

Wildfrost is a card battler, difficult and roguelike deckbuilder game developed by Deadpan Games and Gaziter and published by Chucklefish.
Released on April 12th 2023 is available only on Windows in 5 languages: English, Japanese, Korean, Simplified Chinese and Traditional Chinese.

It has received 7,891 reviews of which 6,468 were positive and 1,423 were negative resulting in a rating of 8.0 out of 10. 😊

The game is currently priced at 19.49€ on Steam.


The Steam community has classified Wildfrost into these genres:

Media & Screenshots

Get an in-depth look at Wildfrost through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7/10/11
  • Processor: 4GHz
  • Memory: 4 GB RAM
  • Graphics: 2GB Dedicated GPU Memory
  • DirectX: Version 10
  • Storage: 2 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2024
Rating positive because I've enjoyed my time with the game and am appreciative of the continued work the devs have provided to this game but I have numerous complaints as someone with 1000+ hrs in the deckbuilding roguelike genre that I need to just write out for my own sanity: (From Most to least important) 1. Turn visibility to the player in this game is abhorrent compared to others in the genre. In Slay if I am facing down a 40 damage attack but Ironclad is at 50 health I know I survive. If I reduced the attack of the enemy am intangible etc. Whatever damage is above the monsters head is what I'm taking. So it's not hard to do the mental math turn-per-turn. In Monster train there is an active damage preview showing the player which units will die and take x damage before the player clicks the end turn button. WAYY too many runs in this game I feel like I lose because an error in mental calculations. Juggling order of operations between potentially 12 units, effects, if x unit dies who'll they hit instead or after, etc. Since Ink removes the Wild keyword from the boar fight does it cancel out their multistrike since they only got that through that keyword to begin with? Only one way to find out and no it doesn't...and I'm dead. Whereas in Slay you have characters with say like 40+ hp so there is some room for experimentation of game mechanics mid-run without it being outright potentially run-ruining. "Oh didn't think that worked like that, oh well I took 4 extra damage then I needed to". Here you are often juggling units in this game with very small single digit HP. Many times literally 1 HP. You are constantly teetering on the smallest of screws up or misinterpretation of game mechanics or order of operations mistakes to flush a 30+ minute run at any moment and its mentally draining. It's the driving reason behind so many negative reviews and why so many casual players who are captivated by the approachable art-style bounce off this game so quickly. If I lose I want it to be because I put myself in a bad position, I should have taken x card, should have gotten more crowns to get my units in play faster, should have taken more munchers to thin out my desk to make it more consistent to protect against bad draws etc. Game needs a preview turn button or a once per run redo on a turn, idk something. And you can then turn it off via a skull or something if you want the OG experience similar to the injured companions changes. 2. Lack of individual run variability / special events. Slay the spire & monster train between the encounters have some random event rooms that help spruce up the run. These serve an important role of throwing a curveball at the player. If I'm building towards a deck with x synergies but an event room offers me a special card or item that I don't know when I'll be offered it again, that is engaging to the player. In Slay there are certain artifacts/events I may encounter once every hundred runs and those are the runs I remember. But at a certain point in this you just end up going through the motions. I think lack of any sort of random events between encounters is a major drawback. Encounters always have a goblin for money, I win, choose a path of 3 rewards and rinse repeat. Not saying the core gameplay loop isn't fun because it absolutely is, but there needs to be more variability. This could take many shapes, maybe there is a 3rd path sometimes between encounters but its clouded so its a gamble of what you'll get. Random events as I mentioned above, maybe some paths between encounters offer miniboss encounters that offer unique rewards but any unit loss is permanently gone etc. etc. Just something to separate one run from the next besides inherit deck synergy building which is implied as part of the genre itself. 3. More postgame incentive to continue playing, I enjoy runs in this game for their intrinsic value but I think there needs to be something else besides card frames. 4. Charms are too random and variable in usefulness. Straight up. Getting durian / balance charm / multihit can turn a losing run into a booming success. Getting Yank / bread feels like I legitimately got robbed of any reward whatsoever. I think this game needs internal tiering of charms common, uncommon, rare. And then either have common, uncommon, rare gacha machines. Or you can put x extra money to guarantee a certain level, or have the % chance of common, uncommon, rare show on hover over the machine. I don't know something, hell even an option to sell charms you don't want at the shop. Stop giving me Yank charms. Obviously all charms can't be winners it would make the game too easy but getting a bad charm early on feels crippling. 5. There needs to be a dialog box that pops up informing the player of unequipped charms prior to entering an encounter. I've lost multiple runs to picking up a charm, holding off on equipping it to see what units I get offered in case I want to put it on a new unit and then forgetting it to put it on prior to the encounter. 6. There needs to be a way for the player to see what charms can go on which of your cards prior to purchase from the charm merchant. Moko charm (+1 frenzy, -1 attack, -1 HP) can't go on Snoffel presumably since it has no attack but there is no way for me to verify this prior to purchase. 7. The fact that Greed attack bonus isn't actively tracked on attack stat for both yourself and enemy units that have greed is straight up dumb as hell. That all said Art-style is great, vibrant and captivating. Playing the game at its core is enjoyable, sound effects, visuals, and deck building fun is all here and present. I know people always complain about balance in roguelike deckbuilders but considering its 3 different clans all with their unique synergies against so many bosses. I think its not bad. I never felt like an outright lost an encounter because I didn't have a way around x, I've definitely gone into some fights knowing I had a bad match-up or turn 1 draw but never felt like I outright lost on preview. I just hope the game is improved more over time and maybe another clan is added.
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Aug. 2024
wildfrost is very punishing for the first 50 or so hours because the guardrails you're used to in other deckbuilders aren't there. you are always 1 mistake away from death since if your leader dies you lose the run, and your leader can get one shot. once you push through the initial learning curve, get used to the enemies and their spawn patterns, and build good habits to cover your mistakes, wildfrost is one of the most enjoyable deckbuilders i've ever played. you can think your way out of almost any situation and the game is not afraid to let you do really insane broken combos. unlike every other deckbuilder i've played though, the broken combos are fun and satisfying to pull off every time, they never get stale. wildfrost isn't for everyone, learning the game can be frustrating. once you get past the initial curve though it becomes something really special
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July 2024
I've been playing Wildfrost for the past couple of months and let me tell you: this game is amazing. Everything is polished like a diamond, it looks and feels great and you can tell a lot of care went into it. I love how original the game is. The charms mechanic (these are my favourites!) lets you tweak card attributes and the bell system adds layers of difficulty similar to slay the spire ascension levels, but more like Hades where you can choose how the game screws you over. I think the game is like Hearthstone but with a roguelite spin. My only piece of feedback for the developers: the one thing that bugs me is the lack of notifications for lethal damage. I've lost many runs because I didn’t notice one of my units was going to die. That, at times, can be frustrating. I wish the game took care of the mental gymnastics and allowed me to focus on just the decision making. Give it a try! It might be a bit confusing the first few runs.... at least it was bit tricky to get into for me, but! once it clicked, it was really fun and easy to understand. It's SO FUN to play, the art is so good and charming, the music is good to the point where I preorder their LP, the mechanics are really unique and everything is super polished. I hope these devs get buried with money so they can keep on creating diamonds like this one.
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June 2024
It's a very good game.,But I think it's a little bit of a problem.In some cases, the difficulty of the final boss is too high.,I haven't cleared it once in 3 months because of a game that was too lucky.,I hope to launch a feature that has side effects but can reset the final boss.,Thank you.。 The game you made is very good, and I have had a lot of fun playing it. Also, I am a Chinese, the above content is made by me through translation software, if there is any impoliteness and incoherence of the sentence, please forgive me
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Jan. 2024
Satisfied my Slay the Spire cravings. I tried many games to find one similar to Slay the Spire. Some were great but too different (Inscryption, Backpack Hero) Some I couldn't get into (Across the Obelisk, Monster Train) And a lot of average copycats (YaoGuai Hunter, Neoverse) I think Wildfrost and Griftlands were the best similar yet unique approaches in roguelike deckbuilders. I was on the fence to try this due to average reviews during launch. I'm glad I did, it's a solid game.
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The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates

Steam data 16 November 2024 04:08
SteamSpy data 22 January 2025 01:51
Steam price 22 January 2025 20:50
Steam reviews 21 January 2025 07:53
Wildfrost
8.0
6,468
1,423
Online players
190
Developer
Deadpan Games, Gaziter
Publisher
Chucklefish
Release 12 Apr 2023
Platforms
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