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Frostpunk: 1886EventsFrostpunk 1886 - [Voices of the City vol. 1]
Community

Frostpunk 1886 - [Voices of the City vol. 1]

Frostpunk: 1886 · published 22 May 2026, 09:57 UTC

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Hello Citizens,

As promised, we’re back with a summary of the questions from the latest “Revisiting New London”. You asked an enormous number of questions, and all of them were thoughtful and insightful! You also shared many suggestions, some of which we’ve already noted down to address in the future.

We’ve grouped together questions that covered the same topics or touched on similar subjects:Can we see inside buildings / observe citizens more closely?

That’s actually a very good question, and it will be covered in the next episode of “Revisiting New London” :)


Will laws be changeable, repealable, or amendable after being chosen?

No. The finality of signing laws is a design choice that we do not want to revisit in Frostpunk 1886. It is a crucial part of the game’s structure and allows your actions to have proper, understandable, and long-lasting consequences.


Will growhouses be rebalanced to be more viable?

We are currently exploring different areas for improvements and rebalancing, and we have noted this feedback.


What exactly is Frostpunk 1886 (remake, sequel, etc.), and what’s new?

Frostpunk 1886 is a reimagined Frostpunk experience in which we aim to bring players back to the well-received core experience, while introducing rebalancing, new laws, a new Purpose path, and improved visuals.

You will once again take on the role of the Captain, revisit familiar moments, and experience brand new ones.


Will gameplay lean toward micro (FP1) or macro (FP2)?

As a reimagined version of the first instalment, the gameplay will remain mostly faithful to the original experience, while introducing various improvements.


Will any of these changes come to Frostpunk 1?

No. The original Frostpunk is a complete experience, and there are currently no plans to continue its development.


Will specific broken mechanics (e.g., Alternative Food Source) be fixed?

This mechanic was intentionally designed to work this way, and at the moment, we have no plans to rework it. But we're reviewing all the feedback and comments from the community and will make adjustments where necessary in Frostpunk 1886.


Will settlement expansion systems (like FP2) exist?

As we are primarily focused on reworking and expanding systems from the original Frostpunk, we currently do not plan to introduce systems from Frostpunk 2, as that game was designed to offer a different type of experience.


Will there be better communication/news from developers?

We want to remain transparent throughout development and involve our amazing community in observing the process behind the scenes. Our goal is to deliver an experience that will be enjoyable for both returning and new players.

Your suggestions, which we would like to address here and now:

Remove expansion limits

With current technology, this is possible for us, and it is something we are taking into consideration. However, we cannot confirm anything at this moment.


New environments (caves, volcanoes, New Liverpool, Tesla City)

Yes, we are considering expanding and refreshing the original maps to give them a fresh touch, if that is what this suggestion refers to :)


Procedural maps or a map editor

During the reveal of Frostpunk 1886, we also mentioned support for modding :)


More randomness in Endless Mode (storms, events, layouts)

We are currently working on new events, and we are also aware that Endless Mode is a very popular one, so we plan to support it, both during development and after release. But we do not want to reveal too much just yet :)


Add more ideological paths beyond “Order vs Faith.”

Yes! There will be a third Purpose path, and its reveal and detailed description will appear in a future episode of “Revisiting New London.”


Generator maintenance & failure systems

We are aware that this feature appeared in “The Fall of Winterhome,” and it is something we are seriously considering adding to Endless Mode in Frostpunk 1886, but we haven’t made any decisions yet in this matter.

Of course, we could not cover all of your suggestions for various reasons, and we also do not want to reveal everything so soon after the very first episode :D!

So we ask for your patience as we continue testing different ideas and opportunities to deliver the best possible return to New London.

Take care!

~ 11 bit studios Team

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Community1 Sep 2026Revisting New London #5 - Liquid and Unreal EngineHello Citizens, We hear you, and we know many of you are eager to see more mechanics and features from Frostpunk 1886. As mentioned in our previous update, we’re currently focusing on the artistic side of development and giving you a glimpse behind the scenes. We already have plenty in the works and will start revealing more in 2027, once everything is properly polished and ready to show. Today…Community24 Jul 2026Revisiting New London #4 - Bringing Back to Life Iconic IllustrationsHello Citizens, Today, we are back with another dev diary where our experts from different fields share how they work on the Frostpunk 1886, and one that is deeply woven into the emotional fabric of Frostpunk 1886: 2D Illustrations Production Pipeline . Frostpunk has always been about details and creating the feeling that every breakthrough, law, and dilemma is personal and shaped by your own d…Community19 Jun 2026Revisiting New London #3: Procedurally Generated Content TryoutHello Citizens, Today, we are back with another very interesting topic, and one that will be entirely new to Frostpunk 1886: Procedurally Generated Content. Frostpunk has always been about details and creating the feeling that every playthrough is personal and shaped by your own decisions. Piotr Boczkowski - Junior Game Designer will now shed more light on how PGC will make Frostpunk 1886 feel…