Frostrain 2
Steam News 24 December 20254mo ago

Demo 0.7.0 Update!

Hello! It’s been a full two months since our last update. We’re back with a huge number of changes. With so many updates, the game balance may feel a bit rough in places. We plan to gather data and gradually fine-tune t…

Update log

Full Frostrain 2 update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hello! It’s been a full two months since our last update. We’re back with a huge number of changes. With so many updates, the game balance may feel a bit rough in places. We plan to gather data and gradually fine-tune things, so we kindly ask for your understanding. Please note that the demo will be closed before January 9, so we encourage you to enjoy it as much as possible before then!

Extracted changes

0 fixes5 additions6 changes1 removal
  • Balance
  • Maps
  • Gameplay
changedHello! It’s been a full two months since our last update. We’re back with a huge number of changes. With so many updates, the game balance may feel a bit rough in places. We plan to gather data and gradually fine-tune things, so we kindly ask for your understanding. Please note that the demo will be closed before January 9 , so we encourage you to enjoy it as much as possible before then!
changedShadow Traders AssociationShops are now exclusive to the Shadow Traders Association. General Artifacts, Shadow Trader–exclusive Artifacts, and Shadow Trader train cars can appear.
changedShadow Traders AssociationEach purchase now increases the price of subsequent items.
addedShadow Traders AssociationHappiness is no longer used for purchases. Instead, a new currency called Mileage is required, which can be obtained through Shadow Trader synergies.
changedKnights of the Red FrostKnights of the Red Frost (4): Max Training increased to 500% → Deployed Knights of the Red Frost trains gain an additional 300% Training.
changedGuild of ExplorersAdditionally, stack-based mechanics of this type tend to concentrate power entirely within the synergy itself, reducing the incentive to upgrade trains. While not strictly a flaw, it’s also not ideal game design. This update aims to address those issues.

We’ve put a lot of work into this update. There are many changes not fully covered in the patch notes, so please dive in, enjoy the game freely, and share as much feedback as you can. Thank you!

Balance Changes

Trains

Children of the Engine

  • You can now choose to refuse gifts from the Children of the Engine. However, refusing a gift will permanently increase the Faith requirement for receiving the next one.

  • Gifts now only contain Artifacts.

Shadow Traders Association

  • Shops are now exclusive to the Shadow Traders Association. General Artifacts, Shadow Trader–exclusive Artifacts, and Shadow Trader train cars can appear.

  • Each purchase now increases the price of subsequent items.

  • Happiness is no longer used for purchases. Instead, a new currency called Mileage is required, which can be obtained through Shadow Trader synergies.

Knights of the Red Frost

Many faction synergies had taken the form of “slowly ramping up” power. While this can be fun as a growth mechanic, it also makes switching to other synergies mid-run difficult. To address this, we’ve redistributed power that was overly concentrated in growth, making it easier to transition between synergies.

  • Knights of the Red Frost (4)Max Training increased to 500% → Deployed Knights of the Red Frost trains gain an additional 300% Training.
  • Knights of the Red Frost trains now gain additional Training based on their floor level. Lower-floor trains generate less Training, while higher-floor trains generate more.

Guild of Explorers

If you wanted to push efficiency to the extreme, you could swap to Guild of Explorers trains right before reaching a hub, then immediately switch back to other trains that generate more Happiness after arrival. While effective, this kind of play strongly encourages tedious micromanagement and quickly exhausts players.

Additionally, stack-based mechanics of this type tend to concentrate power entirely within the synergy itself, reducing the incentive to upgrade trains. While not strictly a flaw, it’s also not ideal game design. This update aims to address those issues.

  • Exploration Records have been completely redesigned. Abilities are now unlocked in stages based on the number of Exploration Records you have.

Press

The Press now affects Overperformance Chance and Overperformance Productivity. What is Overperformance? Think of it as a critical hit.

Similar to the Guild of Explorers changes, this rework aims to prevent fatigue-heavy play patterns where players swap trains right before reaching a new hub, while still allowing synergy with the Guild of Explorers. We truly hope this change achieves that goal.

  • PressGain Happiness proportional to train length upon reaching a new hub → Grants Overperformance Chance to all trains. Press trains gain higher Overperformance Chance and Overperformance Productivity.
  • Press (2)+5 → Removed
  • Press (3): +12 → Overperformance Chance +8%, Press trains +15%, Productivity +5%

  • Press (4): +26 → Overperformance Chance +15%, Press trains +30%, Productivity +12%

  • Press (5): +56 → Overperformance Chance +23%, Press trains +45%, Productivity +30%

  • Press (6)New! Overperformance Chance +30%, Press trains +60%, Productivity +60%

Artifacts

  • Many existing Artifacts have been updated.

  • Around 100 new Artifacts have been added.

Game Updates

Artifacts

  • All numerical values displayed on Artifacts are

Source

Steam News / 24 December 2025

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