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The conditions change during storms, but despite that, we’re still moving inside the winter. In fact, the weather changes in the game are relying on delicate and complex smoke and mirror tricks. Most importantly, the whole environment, all 2D illustrations in the game, and all buildings had to be adjusted to their “autumn” versions. Like I’ve stated before – during the main game development, we had never imagined “green” Frostpunk, but tweaking the palette was only a minor task.
![frostpunk gameplay frostpunk gameplay](https://i.imgur.com/ZOrSdej.jpg)
At least for some part of The Last Autumn story, since winter is a looming threat and delicate snowdrops are starting to hit at some point. Players see the game screenshots and immediately recognize them, and we were about to drop that ingredient. Being snowy is, right next to being steampunk-ish, Frostpunk’s core visual identity.
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#Frostpunk gameplay generator
That’s why the decision to make The Last Autumn a prequel story in which players oversee the construction of the Generator from the main game, was such a big leap into something different. And details like dirt on the buildings, frozen edges of the screen, sharp shards floating in the air proved to be very useful in maintaining the mood.Īll those aspects have to click together, and they did in Frostpunk. Meanwhile, dark UI splashes in the Book of Laws or at story events screens, which can resemble coal which is, after all, the main resource in the game, were stressing the gloomy tones. But then minus 60 degrees comes in and everything is back to being desperately normal. Royal and steel shades of blue dominate Frostpunk’s palette, and all colors are cold and bleached.Įvery morning in the game’s daily cycle serves as a ray of hope, so we made those a bit different and uplifting. Lighting and colors, stylized parts of UI, particles, or even architectural forms – all those served that purpose. In Frostpunk we used the art design to establish that grim, unforgiving, and palpable bleakness that echoes throughout the events we portray. At 11 bit studios, we are making games in which art amplifies the design message.