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Wildfrost

Wildfrost

Developed by
Deadpan Games, Gaziter
Published by
Chucklefish

$19.99

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

Consensus
A76.4/100
Steam players82.9% positiveVery Positive8,860 reviews
Metacritic ↗80/100Users: 8/10
VG Insights estimate ↗≈266K copies · ≈$4.1M gross

What creators say

View full ranking →

Part 2 (May 2024) · #6 of 13 in that tierWatch the moment (2:39:45)

Tier list Part 2 (2024)

Wildfrost is a board-focused deck-building roguelike where you play one card per turn and units act on countdown timers. He adores its visuals, music and approachable-yet-strategic gameplay, and has played it heavily, near 100%. His main complaint is the complete lack of card rarities, which makes finds feel random and flat, and he wants a larger card and unit pool. He still calls it a phenomenal game and lands it in A tier.

Liked

  • Immersive, beautiful visuals that made him want to play immediately
  • Phenomenal soundtrack; several tier-list music tracks come from it
  • Simple concept (one card per turn) that is approachable but still strategic
  • Countdown numbers under units create interesting pacing
  • Gameplay itself is almost not random; only the draw is, so everything can be figured out strategically
  • Final boss becomes your next run's deck, upgraded, which works well as progression
  • Very hard true final boss on top difficulty is satisfying to beat

Disliked

  • No rarities at all, so all cards and units feel equal in power and finds are less exciting
  • Card offers are often three weak or off-build options, making runs inconsistent and less satisfying
  • Too few cards and units; he thinks it could use double
  • Lack of rarity plus small pool creates a weird limbo of randomness

What players say

A tactical roguelike deckbuilder from Deadpan Games and Gaziter (published by Chucklefish) where you lead a tribe leader and companions through a frozen tundra in cooldown-based card battles on a two-lane, six-slot board.

Wildfrost is well received by both players and critics: Metacritic PC sits at 80 (17 critic reviews) with a user score of 8.0, and Steam shows Very Positive (about 83% across roughly 8,860 reviews in our local snapshot; the store page itself showed a higher figure, so treat exact percentages loosely). It is praised as a distinctive, hard, synergy-rich alternative to Slay the Spire with standout art and music. The main friction is difficulty and perceived RNG unfairness, a grind-heavy unlock structure, and a divisive post-win 'previous champion becomes the final boss' mechanic. It is a finished, released game (Switch/PC April 2023, mobile April 2024, Xbox December 2024) with Steam Workshop support, daily runs and difficulty customisation via Storm Bells; one reviewer notes balance patches fixed early turn-0 infinites and overpowered final bosses. Players still ask for more content.

Players love

  • Distinctive cooldown-counter combat where every card played ticks down both your units and enemies, making turn order and positioning the core puzzle
  • Charms (up to 3 per card) allow deep, creative unit customisation and exponential combo builds, often compared favourably to Inscryption-style run modification
  • Huge variety of companions, cards and keywords across three tribes (Snowdwellers, Shademancers, Clunkmasters) gives many viable strategies
  • Strong, charming cartoon art style and animation; critics and players both single out the visual polish
  • Well-liked music and atmosphere; one reviewer discovered the game via its soundtrack
  • Satisfying skill-testing difficulty: failures usually traceable to misjudged turn order or overlooked enemy effects, and wins feel earned
  • Accessible to learn but deep; some families play it together, and reviewers say it stays as dynamic on the twentieth run as the first
  • Meta-progression through Snowdwell town building, daily runs, challenges and Storm Bell difficulty scaling adds replay value

Common complaints

  • Unfairness and RNG: random starting leader stats, bad character/enemy rolls, and enemy groups that feel like they counter-pick your strategy
  • Turn outcomes are hard to predict because of many interacting mechanics and poorly explained order of operations; players lose turns they thought were perfect
  • Uneven build viability: a few keywords and archetypes per tribe dominate, and many unlocked companions or cards are conditional or worse than starter options
  • Early pacing is tough because placing a single unit costs a whole turn while multiple enemies already race ahead
  • Steep learning curve and a high barrier to entry for genre newcomers (Twinfinite cautioned this); IGN France cited very high difficulty and inconsistent card balance
  • Post-victory 'posse' final-boss design can lock players out of repeating a win if their winning run was very strong
  • Windows-only on Steam (no Mac/Linux); a top-voted negative Steam review is purely about publisher Chucklefish's alleged treatment of unpaid interns, not gameplay
  • Limited content depth for some players who finish unlocks and want more
  • The leader doubles as your lose condition, and the abundance of area attacks, counter-attacks and reflects can make the leader's own attack kill it in retaliation (tactics-minded players find this infuriating)

Can feel tedious

  • Unlock grinding that reveals conditional or weak content, frustrating players who put tens of hours in
  • Restarting runs or cancelling them from the town just to reroll better starting leaders
  • Hour-long runs ending in a loss to a boss built from your previous best run
  • Having to mentally simulate many stacked effects each turn and losing runs to misunderstood ordering
  • Feeling forced into a small number of dominant keywords per tribe on higher difficulties
  • No quick-restart option, and manually calculating every stacked effect each turn because the game shows no damage predictions

What's unique

  • Cooldown-counter (tick-down) combat on a six-slot, two-lane board instead of energy/mana-based hands
  • Losing your leader ends the run instantly, while allies can be rescued in later attempts
  • Charms applied to cards for extreme per-unit customisation, with some players saying it does this better than Slay the Spire 2's augmentations
  • The previous run's winning champion returns as the next final boss, scaling difficulty with your own success
  • Secret true boss unlocked at maximum Storm Bell difficulty

Players want

  • Add a preview or simulation mechanic for a turn so players can confirm the outcome before committing, given the many interacting effects
  • Offer an alternate or less punishing boss mechanic after the first win so a strong champion does not soft-lock replayability
  • Reduce or smooth randomness in starting leaders (for example, reroll or choose stats) so bad draws do not force restarting runs
  • Rebalance weaker cards, companions and keywords so more archetypes are viable, and make unlock rewards less conditional
  • Explain unusual mechanics and interactions better in-game
  • Release more content (cards, tribes, modes), which reviewers explicitly request

Summarised from Steam reviews and community discussion.

Steam tags

Card BattlerDifficultRoguelike DeckbuilderCard GameTurn-Based TacticsRogue-liteDeckbuildingRogue-likeSingleplayerTurn-Based

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