I have two ideas for spinoff games to share (and a bit of a longshot ask) : r/Frostpunk Skip to main content

Get the Reddit app

Scan this QR code to download the app now
Or check it out in the app stores
r/Frostpunk icon
r/Frostpunk icon
Go to Frostpunk
r/Frostpunk
A banner for the subreddit

Frostpunk 2 is the sequel to the highly acclaimed, BAFTA-nominated society survival game. The age of steam has passed and now, oil leads the way as humanity’s newest salvation. However, with new threats on the horizon, the future of the city looks even grimmer than before.


Members Online

I have two ideas for spinoff games to share (and a bit of a longshot ask)

DISCUSSION

So this post is one part just dreaming, and one part long shot asking if anyone would be interested in working on a bit of a passion project with me. I have just a super basic knowledge of Unreal Engine, but would be willing to learn and help out with any aspect of development, of course. Outside of that, I've got the games pretty well planned out.

Winterhome: A Frostpunk Story
This one would be what leads up to the fall of Winterhome that we get to play in Frostpunk. It would be a survival rpg that follows the story of a random colonist (you'd get to create your own character) as they arrive at the location and start building up Winterhome. Moreso than Frostpunk, it would be a somewhat linear experience since we all know how Winterhome ends up, with most of the choices being related to the character or story, not the city.
A Frostpunk story being a Frostpunk story, the cold would still be a major concern, and there would be mechanics centred around it (a sort of freeze meter that gives negative effects like slowed movement, weakness, etc., until it kills you if you don't get back into warmth, buildings becoming more and more inhospitable in lower temps, all that)

The Dreadnaught: A Frostpunk Story
This one would be a bit more like the Frostpunk we know, except it would take place largely upon a massive Deadnaught. I took a bit of creative liberty and made the Dreadnaught into something of a massive tank train, gaining cars as the game goes on. The hope and discontent bars would be there, but the discontent bar is tied to the possibility of passengers deciding to leave the dreadnaught when it stops, and electing not to get back on.
Speaking of stopping, let me explain the basic gameplay:

The game would start with the initial batch of passengers getting ready to get onto the vessel, and the tutorial would begin, telling you first about Dreadnaught stops and how when it stops, it turns off completely. This part is already done, but during these stops, you will collect resources to refuel and get get the dreadnaught started up again. Once it starts moving, gameplay changes just a bit. The coal powers the cars and facilities of the dreadnaught and just like Frostpunk, these facilities would include things like the workshop, cookhouse, etc.
Power would work a little differently, instead of moving outward in a radius, it would be equally shared by all cars. So if the dreadnaught has a power level of two, one car would have full power, but if you add another, each would have half, a third car would throw the dreadnaught into power drain and discontent will slowly fall until the issue is resolved. (I have to think about that a little more).

I have so many more details about this one, but this post is long enough haha

I'm definitely open to questions and discussions in the comments, and like I said, I know it's a long shot, but if anyone is interested in any of these and would like to actually work on them, don't hesitate to shoot me a private message

Share
Thinking Snoo

Be the first to comment

Nobody's responded to this post yet.
Add your thoughts and get the conversation going.