0.0 hours played
Written 22 days ago
Reviewing (mostly) every game (or DLC) in my library, part 148:
⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️☆ (9/10)
[i] Frostpunk: On The Edge[/i] is the final chapter in [i]Frostpunk’s [/i]trio of narrative DLCs—and it’s easily the most mechanically experimental. Set after the events of the main game, this scenario puts you in charge of an outpost assigned to support the New London generator. The twist? You can’t pass laws, can’t build your own generator, and must rely on supply routes, diplomacy, and trade to survive. It’s all about dependency and defiance, and for players who want a new kind of challenge, it delivers.
🧊 [b]Pros:[/b]
[list]
[*] Fresh new gameplay loop based on trade and logistics. You’re not huddling around a generator anymore—you’re running a logistics hub. Without the ability to make laws or generate heat in the traditional way, your survival depends on establishing and optimizing trade routes to surrounding settlements. Each town offers different resources, and you must juggle what you need with what you’re willing to give. It’s a city builder about supply chains, not just survival. Managing these routes while trying to stay ahead of the frost makes for a complex, cerebral experience.
[*] Diplomacy and autonomy over lawmaking. Without a lawbook to shape your people, your power comes from decisions about who to trade with, how to grow, and when to push back against New London’s ever-tightening grip. That gives you a different kind of agency—not over what your people eat or how they work, but who you rely on to stay alive. The tipping point—when you finally decide to reject your orders—is narratively satisfying and mechanically empowering.
[*] Tense pacing and thematic weight. The early game is uniquely tense because you’re at the mercy of the capital. You start out as their subordinate, but each demand from them chips away at your resources and morale. There’s a slow but palpable pressure as you realize you're being exploited—and that pressure feeds into your eventual uprising. The arc feels personal and political, and there’s a real satisfaction in turning your precarious camp into a self-sufficient settlement.
[*] New maps and aesthetics. The scenario takes place in the frostbitten mountains, offering a stark, exposed setting that contrasts with the cozy circular layout of the base game's generator. Buildings feel more scattered and vulnerable, giving the impression of a fragile foothold in a hostile land. It reinforces the idea that you’re on the edge—of the map, of survival, and of breaking free.
[/list]
🪵[b] Cons:[/b]
[list]
[*] No law system or meaningful moral choices. One of the base game's signature mechanics—enacting increasingly disturbing laws—is absent here. While this makes sense narratively (you’re not in full control), it also means you don’t get the same sense of internal conflict or progression. There’s no child labor to reluctantly approve or radical doctrine to enforce. You’ll miss the emotional punch those choices delivered.
[*] Resource loop can feel samey over time. Trading with the same handful of settlements, managing deliveries, and tweaking route efficiency eventually starts to blur together. There’s less variety in daily decisions, and the focus on logistics over ethics may feel dry to some. The gameplay becomes more about optimization than survival horror, which may or may not be your vibe.
[*] No generator = no iconic tension. You don’t build or manage a generator. That’s not just a mechanical shift—it’s a tonal one. The heart of [i]Frostpunk’s [/i]tension came from the fear of the cold closing in. Without a central heat source, that tension is replaced by supply management and occasional cold spikes, but the desperation is dulled. It’s still tense—but not in the same primal way.
[/list]