1.5.4b_RC0 (2026-02-24)
- Fixed debug texts in mods menu
- Fixed a crash on loading pre-1.5.4 save files with a specific fuel setup in the Generator
1.5.4_RC2 (2026-02-18)
General Gameplay
- 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
- [Fractured Utopias] Study Mementos community action can no longer be used to research a Cornerstone if no other research is available
- [Fractured Utopias] Menders housing reindeer capacity is now influenced by district’s efficiency level
- [Fractured Utopias] Effect text for the Emergency Essentials policy now matches the actual gameplay effect
- [Fractured Utopias] Fixed 'Wine and Dine' Bohemians ability appearing available when there are no available Troupes after certain conditions are met
- [Fractured Utopias] Fixed the Martial Law not decreasing the Guard Squad cost of the Organise Filtration Posts ability
- [Fractured Utopias] Fixed a possibility of duplicated negotiation options for Bohemians
- [Fractured Utopias] Fixed 'Study Mementos' Community Action not reducing Stockpile of Mementos
- [Fractured Utopias] IEC sites can no longer be given to the Herders
- [Fractured Utopias] Undying Outposts are no longer available for Beacon and IEC sites
- [Fractured Utopias] Fixed warm output modifier not being applied to Logistic District if it is already affected by Proving Grounds
- [Fractured Utopias] Goods Emporium proximity effect now stacks with Heat Auctions instead of overwriting it
- [Fractured Utopias] Push district boundaries ability can now be used on deactivated district
‘Plague’ Tale
- [Fractured Utopias] Fixed the sudden huge spike of Plague infected citizens, which could lead to premature and unexpected Tale failure
- [Fractured Utopias] 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
- Each use speeds up Plague Vaccine research
- Does not apply retroactively to old Plague save states
- [Fractured Utopias] Increased the amount of vaccines produced by Pharmaceutical Labs
- [Fractured Utopias] Plague research costs fewer heatstamps
- [Fractured Utopias] Contaminated and Vaccinated modifiers will no longer remain applied to the communities after Plague Tale is finished
- [Fractured Utopias] Slightly increased the number of contaminated citizens when an outbreak occurs
- [Fractured Utopias] Trust increase modifier after using vaccines is now visible on the Trust tooltip
- [Fractured Utopias] Fixed Vaccinate Population objective not updating immediately after a death event occurs
- [Fractured Utopias] Fixed ‘Boost Research’ ability not being available for the rest of Utopia Builder if ‘Accelerate Vaccine Production’ was active during the Tale ending
‘Doomsayers’ Tale
- [Fractured Utopias] Citizens leaving the city due to Doomsayers narrative events are no longer counted as deaths
- [Fractured Utopias] Doomsayers’ Council animation pool was limited to better match their identity
Achievements
- [Fractured Utopias] ‘Art in Ruins’ achievement now no longer resets progress if the worn-out district was disabled during the required 100 weeks
- [Fractured Utopias] Fixed ‘We are not the same’ achievement not unlocking if Utopia builder was started eight times with a different Faction
- [Fractured Utopias] Added additional safety checks to ‘Miracle Worker’ achievement to make sure only Plague deaths are taken into consideration
Interface
- 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
- [Fractured Utopias] Fixed no DLC dialogue window when attempting to load a DLC save file with no DLC applied on Mac devices
- [Fractured Utopias] Fixed overlapping and disappearing resources on the top HUD when switching between Cities after Hides and Reindeer resources were unlocked
- [Fractured Utopias] Districts construction cost is now visible in the Utopia Tree
- [Fractured Utopias] Improved readability of golden texts in in-game main menus
- [Fractured Utopias] Fixed opening Faction panel/Utopia Tree not canceling current active Expand/Adjust placement input
- [Fractured Utopias] Fixed lines connecting Utopia Tree nodes not appearing when player enters the panel for the first time
- [Fractured Utopias] Fixed lines connecting Utopia Tree nodes placement on lower screen resolutions
- [Fractured Utopias] Fixed persisting zoom story cursor on loading a save file during an active Icebloods’ Cutthroat Frostbreaking
- [Fractured Utopias] Various minor visual improvements to Utopia Tree and Faction Panel
Art
- 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
- Tweaks and improvements to road generation logic around hubs
- Minor optimizations to texture compression
- [Fractured Utopias] Minor ability icon tweaks and improvements.
- [Fractured Utopias] Converted Faction Housing district panel now features faction related 2D art
- [Fractured Utopias] Secondary faction hubs (Overseers, Menders) and regular hubs no longer feature 2D art
- [Fractured Utopias] Improved Technocrats’ Hub visuals when placed on uneven terrain
- [Fractured Utopias] Technocrats’ exclusive buildings should no longer lose cable connections after loading a save file
- [Fractured Utopias] Fixed Imperial Academy being visible on the frostland map
- [Fractured Utopias] Numerous minor visual improvements to faction districts
Audio
- Improvements to faction districts SFX
Other
- 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
1.1.0_RC5 (2024-10-21)
Balance
- Changes to address imbalances between Progress and Adaptation:
- Slightly decreased Oil to Heat ratio in Tier 3 Adaptation generator upgrade. Intake Optimization should now always correctly prioritize the selected fuel.
- Increased Oil to Heat ratio in Progress Generator Trier 2 and 3
- Steam extraction outputs decreased:
- Steam extraction from the district lowered from 100 to 80
- Steam extraction from the expanded district lowered from 125 to 100
- Steam extraction from Geothermal Plant lowered from 120 to 90
- Steam extraction from Unfiltered Geothermal Plant lowered from 150 to 110
- Steam extraction from Deep Geothermal Plant lowered from 200 to 170
- Adaptation cornerstone no longer reduces the Heat demand of Steam HUBs
- Enacting a Cornerstone now adds 2 fervour to the faction that is aligned with the opposed affinity
- Increased Deep Deposits amount
- Mass Produced Goods now also affect the Main District
- Apex Workers now also apply to buildings
- Temperature drop in Prologue now occurs later on Citizen difficulty level
- Unified stockpile limits in Colonies between Scenario and Utopia Builder to 30.000
- Adjusted Fractured Gorge Main District area to allow proximity bonuses for up to 3 districts
- Fixed never expiring negative Trust modifier after using "Rush Research"
- Fixed "Boost Research" ability of Pharmaceutical Testing Lab Building
- Modifiers reducing Workforce requirements in districts and buildings should not reduce the number of Workforce produced by Automated Workforce Factory
Gameplay
- Frostbreaking can now be performed on any number of cells up to 8
- Community Actions will be offered more often in Council negotiations
- New Consequence Arcs are awaiting Steward when the following events happen
- Keeping the generator off for too long when there are available fuels
- Promoting a Faction only to Raise Funds afterwards
- Repeatedly failing promise quests for a hostile Faction
- Condemning and promoting the same faction in quick succession
- Failing too many votes after granting an agenda to the same Faction
- Quelling a protest after negotiating with a Faction and making a promise
- Addressed a possible softlock if the player found and used all Steam Cores before Chapter 4
- Having simultaneous quests to pass a policy and repeal the opposite policy will no longer be possible
- Having multiple promise quests to the same law (research, pass, repeal) will no longer be possible
- It will not be possible to promise to pass a policy that is already on the agenda for the next Council voting session
- Promises about fuels won't show up if it's not possible to use them with the current Generator upgrade
- Enclaves and Watchtowers built in them cannot be demolished or deactivated after the relocation of Faction has been completed
- Enclaves are no longer available for construction in colonies under certain conditions in Utopia Builder
- Improved prologue onboarding by separating quests
- Adjusted the timing of the 'Survive the Whiteout' quest
- Story Arcs and other events are now properly unlocked after finishing a Civil War in Utopia Builder
- Detainees are no longer able to express their feelings about the City's situation
- Detainees will return to the society after serving out their sentence
- Negotiations and Grant Agenda proposals will now be prioritising city needs next faction/community affinity
- Messages about consequences won't display during Whiteout
- Factions now provide proper bonuses to the city if the Steward maintains good relations with those factions
- Food sites on Frostland are now properly disabled during Whiteout
- Further fixes and improvements to Peace Accords
- Enforce Peace ability can no longer be used when Prisons are disabled
- The Asbestos Lining message no longer displays false information about Prefabs gain instead of Prefabs cost
- The Deploy Seers ability no longer displays false information about decreasing production efficiency
- The Triumphant Return message no longer displays false information about population increase
- The Night of Broken message now contains information about which faction has been attacked
- The Oil Tombs message is no longer displayed twice if the Steward tries to extract it again after choosing "No, let the dead rest" without leaving district building mode
- The Partial Measures message no longer displays once the Birthing Programme is enacted
- Ending a Protest will be no longer negotiable if one is already collapsing due to Quell or Counterprotest
- Cornerstone messages should no longer appear for opposite affinity
- Opposite faction message foreshadowing protest after Whiteout will no longer occur after the Whiteout
- Deteriorating Infrastructure message will no longer appear during Faction War
- Factions will no longer drop their relations from Devoted to Hostile if certain conditions are met
- Sending people to a colony when there is already an active people transport will now be properly blocked when there is another people transport active for another colony
- Requested Protests will now be dropped if a Faction that requested it is not present in the city
- Improved automatic workforce allocation logic
- Fixed infinite Trust exploit
- Fixed Round Up ability consequences appearing too late
- Fixed Adaptation Generator upgrade 3 negatively influencing Intake optimisation
- Fixed The Fort Century outpost not providing proper resources after upgrading it to Settlement
- Fixed some outposts not being upgraded to settlement instantly
- Fixed possible Faction War softblock if Steward repealed extreme law and enacted it again
- Fixed Round Up ability being possible to use multiple times on paused game stacking up its effect as a result
- Fixed Peace Accords sometimes not being registered as passed in Utopia Builder
- Fixed the 'Relink the Chain' ability from being permanent and stackable on some occasions
- Fixed "Colonise the Frostland" statistic objective sometimes not updating when Statistics are going down
- Fixed some broken promises from being looped
- Fixed abilities that require Guards from not being deactivated when having less Guards than it's needed to activate them
Interface
- Constructions can now be cancelled
- Ongoing research is now displayed and highlighted in the Idea Tree and on the Idea Tree button
- Cartography view camera range extended
- AutoSave can be disabled in the game settings
- AutoSave frequency can be changed to 50/75/100/150 weeks in the game settings
- Edge scrolling is now available as a setting
- Cursor lock is now available as a setting
- Camera responsiveness control settings are now available
- Default settings of camera have been tweaked to achieve higher responsiveness; can be changed in the General settings tab
- Building demolishing refund is now displayed in the Demolish tooltip
- Abandoning a colony now has a confirmation popup
- Improved construction panel icons for better clarity
- Moved Buildings overlay to button 9 (default)
- Improved Buildings overlay visuals
- Added information about starting district construction from the deposit if the district requires one
- Improved critical faction fervour readability
- District outline colours are now different depending on the district
- Unavailable choices in the Frostland site panels are no longer greyed out
- A "Connect Skyways" button has been added when Skyways are researched
- Improved Policy buttons input area
- Colony guidance sites on Cartography view should be less confusing now if there is more than one colony in the same direction
- The economy overlay will no longer remain visible for the entire cutscene if the player enabled it at the beginning of the cutscene
- Delegates facts will now be less repetitive
- Sending people to a colony is no longer blocked when there's active transport underway
- Dragging the mouse cursor to screen edges will no longer display macOS system menus during gameplay
- Fixed the resource transfer button not updating when clicking the +1/-1 buttons
- Fixed some modifiers not being displayed in some game localizations
- Fixed golden highlight not being visible on already researched nodes on some occasions
- Fixed construction tooltip not updating its state properly upon cancelling selected cells
- Fixed area expander tracker being visible during cutscenes
- Fixed the same building being previewed for construction upon selecting different buildings on the construction panel without reentering it
- Fixed abilities on community panel not greying out when conditions to use them are not met
- Fixed some modifiers from showing up empty on tooltips
- Fixed random option sometimes not generating a random map for Utopia Builder
- Fixed random option never picking 'Build a prosperous future' ambition
- Fixed the 'Meet Demand' button sending more resources than intended on the resource transfer panel
- Fixed visible tags on the Council description of independent communities in the main scenario before the second faction forms in the city
- Fixed possible softlock when Player left HoD during Voting using keybindings
Art
- Nomads people will be more visible in the Prologue
- Frostbreaking in Prologue is no longer performed by machines
- Art improvements to Advanced Shaft Coal Mine
- Optimised Windshields generation
- All Logistics district arms are now properly snapped to the terrain
- Food District pipes will now properly connect with the ground
- Reduced size of Buildings platforms
- Adjusted sites and outposts 3D models in Frostland view
- Improved visual details during Rally in a district
- Level 2 Generator visual improvements
- General Zoom Stories and City Life Improvements
- Shadows improvements in Winterhome area
- Dreadnought Colony visual effects fixes
- Fixed some artworks not matching the messages
- Fixed Rail Hub floating on some occasions
- Fixed toxic fumes persisting visually after they have been dealt with
- Fixed buildings constructed in the Logistic district not appearing on the district arms after expansion
- Fixed levitating skyscrapers in High-rise Housing district
- Fixed some Cartography view pins for colonies
- Fixed districts overlapping with deposits on some occasions
- Fixes to HUBs Zoom Stories
- Other various fixes & optimizations
Audio
- Added audio notification for when exploration finishes
- Added audio notification for when HoD recess finishes
- The player will no longer be called Steward after becoming a Captain
- New voiceovers implementation
- Replaced Scrappers voiceovers
- Voiceover language is now configurable independent of written language
Other
- Large-scale optimizations on the entire game aimed towards smoothing game performance
- Updated game DirectX libraries
- Fixed macOS audio stack overflow crash
- Users are now informed if their changed graphics settings exceed the recommended settings
- Fixed crash related to validating Districts components
- Fixed crash related to visuals batching
- Fixed crash related to district construction
- Fixed crash related to communities trust modifiers
- Various minor optimizations
- Achievements fixes
- Localization fixes
- Analytics fixes
- Twitch integration fixes
- Mod integration fixes
1.0.5_RC2 (2024-10-04)
To resolve repeated crashes at startup, please consider switching to the glimmer branch for improved stability.
Gameplay & Balance
- Districts will no longer remain blocked after the Protest has been resolved through increased relations with a protesting Faction
- Fixed softblock related to quests not starting at the beginning of Chapter 2 on some occasions. Restarting Chapter 2 may be required for the fix to be applied.
- Fixed softblock related to quest flow not starting at the beginning of Chapter 4 if the Player loaded a quick save right before the cutscene
- Fixed crashes which could occur upon using some abilities and loading a save file right after
Interface
- Player can now skip the Prologue in New Story submenu
- Mouse scroll can now be used to trigger zoom stories
- Implemented +1/-1 buttons on the people transfer panel
- Adjusted font size during cutscenes
- Survivor mode save will no longer show up in the Chapter Saves submenu
- Minor UI optimizations
Art
- Zoom stories are now available in Prologue Housing districts
- Fixed Faithkeeper Lily May from appearing in the Stalwart endlog on some occasions
- Improved districts and hubs colour coding
- Minor art optimizations
Other
- Introduced popup message on game startup about outdated GPU drivers
- Further tweaks to HP filter behaviour on macOS which could cause stability issues
- Disabled HP filter entirely on all game states for macOS
- Refactored crowd layer behaviour in Housing districts for macOS
- Slowed down visual effects on Razer and Logitech peripherals
- Fixed audio playing only in the left headset for some macOS users
- Fixed some achievement requirements not being applied properly
- Localization fixes
- Twitch integration fixes
1.0.4_RC1_nopdb (2024-09-30)
Patch Notes:
Gameplay & Balance - Prologue
- Negative Squalor events will now trigger at a higher Squalor threshold
- Fixed issue where Squalor would cause much more Wear to districts than intended
- Food Hub Workforce cost decreased from 100 to 50
- Food Hub Prefabs cost decreased from 80 to 40
- Increased Prefabs deposit size on Citizen difficulty
- Reduced Cold growth by 20% on Citizen difficulty level
- Reduced Cold growth by 10% for Officer, Steward and Captain difficulty levels
- Cold events will now cause fewer deaths
Changes to the Prologue aim to soften a few unnecessary bumps that increase difficulty in unwanted places, reinforcing the role of Prologue as a small-scale introduction to the challenges of the full complexity of the game.
Interface
- Added 'Load Chapter Start' button on the Chapter screen in Story mode to make it easier to replay specific chapters
- Improved exposition of Utopia Builder in the Main Menu
For those of you who thought that the Campaign / Story Mode is everything Frostpunk 2 has to offer - we improved visibility of the Utopia Mode which is our frost covered answer to endless mode.
Other
- Fixed macOS audio crashes due to incorrect HP filter behaviour on time dilation actions
- Fixed rare crashes on changing any game setting
- Audio optimizations
- Minor UI optimizations
- Localization fixes
- Fixed some Outposts having Settlement pins on cartography view
- Fixed Disconnect Twitch button from not being visible on some occasions
We're happy to let you know that we've resolved a critical issue affecting Apple Silicon - MacOS devices users. The audio-related crashes have been fixed, which should now allow players to run the game smoothly on these computers. This fix was also possible thanks to you who provided additional information about the issue.
We're pleased to introduce these improvements, including Prologue balance adjustments and reduced Cold-related deaths, making the early game more manageable while maintaining the Frostpunk 2 level of challenge, and adding the ability to load specific chapters if your Steward career ends prematurely.
As always, we're committed to continually improving our game. We're closely listening to your feedback and adding further enhancements, including performance optimisations and more quality-of-life features. Thank you for your ongoing support and patience. Together, we are building a better future for New London!
Yours,
11 bit studios Team
1.0.4_RC1 (2024-09-27)
Patch Notes:
Gameplay & Balance - Prologue
- Negative Squalor events will now trigger at a higher Squalor threshold
- Fixed issue where Squalor would cause much more Wear to districts than intended
- Food Hub Workforce cost decreased from 100 to 50
- Food Hub Prefabs cost decreased from 80 to 40
- Increased Prefabs deposit size on Citizen difficulty
- Reduced Cold growth by 20% on Citizen difficulty level
- Reduced Cold growth by 10% for Officer, Steward and Captain difficulty levels
- Cold events will now cause fewer deaths
Changes to the Prologue aim to soften a few unnecessary bumps that increase difficulty in unwanted places, reinforcing the role of Prologue as a small-scale introduction to the challenges of the full complexity of the game.
Interface
- Added 'Load Chapter Start' button on the Chapter screen in Story mode to make it easier to replay specific chapters
- Improved exposition of Utopia Builder in the Main Menu
For those of you who thought that the Campaign / Story Mode is everything Frostpunk 2 has to offer - we improved visibility of the Utopia Mode which is our frost covered answer to endless mode.
Other
- Fixed macOS audio crashes due to incorrect HP filter behaviour on time dilation actions
- Fixed rare crashes on changing any game setting
- Audio optimizations
- Minor UI optimizations
- Localization fixes
- Fixed some Outposts having Settlement pins on cartography view
- Fixed Disconnect Twitch button from not being visible on some occasions
We're happy to let you know that we've resolved a critical issue affecting Apple Silicon - MacOS devices users. The audio-related crashes have been fixed, which should now allow players to run the game smoothly on these computers. This fix was also possible thanks to you who provided additional information about the issue.
We're pleased to introduce these improvements, including Prologue balance adjustments and reduced Cold-related deaths, making the early game more manageable while maintaining the Frostpunk 2 level of challenge, and adding the ability to load specific chapters if your Steward career ends prematurely.
As always, we're committed to continually improving our game. We're closely listening to your feedback and adding further enhancements, including performance optimisations and more quality-of-life features. Thank you for your ongoing support and patience. Together, we are building a better future for New London!
Yours,
11 bit studios Team