

Wildfrost
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Wildfrost
Wildfrost is a tactical roguelike deckbuilder about crossing a frozen wilderness and building a card deck capable of banishing the eternal winter. Choose a leader, recruit companions, and combine elemental items and charms on each run. Turn-based battles use counters to determine when cards act. Between runs, you can develop the hub town of Snowdwell. The Steam PC version supports single-player and full controller support. The player rating is 83% across 8,193 reviews. The interface is available in English, German, French, Italian, Simplified Chinese and Traditional Chinese.
Credits
Lowest recorded in 36 months
$4.772026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 2 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Tactical card battles
This tactical roguelike deckbuilder uses turn-based battles where cards act when their counters expire.
Mode and controller
The Steam PC version supports single-player and full controller support.
Interface languages
The interface is available in English, French, German, Italian, Simplified Chinese and Traditional Chinese.
03Frequently asked questions
What happens during a run?
Choose a leader, recruit companions, gather items and chart a route through the frozen wilderness on each run.
Do cards attack every turn?
No. Battles are turn-based, but cards act when their counters run down rather than attacking every turn.
What is Snowdwell for?
You can expand Snowdwell between runs; its buildings unlock things such as cards, tribes and challenges.
Is there replayable content?
Yes. The game includes daily runs and challenges.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
EDIT: For those that are seriously conflicted on the question of is this game too hard, does it have enough depth, what is it really like, please check out the official discord. Players jump in to stream their games throughout the week. They're very good, and they provide better content than YouTube or Twitch. I love reading these reviews on the game being too hard and then watching a player just smash run after run on Discord. Or read reviews that this game doesn't have enough depth, and then just sit in discord to listen to an interesting discussion on factions and cards that could go on for hours if players had the time. I don' typically write reviews for games, which is on me. I should write more. However, when I heard on NL's Twitch that this game had a near 50% review, I was baffled. The negative reviews I've read about this game so far are ridiculous. I don't mean that as a stab against those who wrote the reviews nor do I mean to say that I'm better at the game than them. I'm probably not. What I mean to say is that those reviews are very divorced from my experience with the game, so much so that I felt compelled to speak up. I've played a lot of roguelite/like deckbuilders. It's my favorite genre. I used to play digital card games competitively. I have and currently do play TCGs competitively. My home collection of board games largely consists of deckbuilders and LCGs. If it's a card game, I want to play it. This is the best deckbuilder I've played since Slay the Spire and Roguebook. It's freakin' phenomenal. Now, I'm not going to talk about the art, theme, ambiance, soundtrack, etc. Those things speak for themselves and they're great. The negative reviews seem aimed at the difficulty, so I'm going to address the elephant in the room. Yes, this game is tough. Yes, you will die. Yes, you will lose runs. If I wanted a guaranteed win, I have enough games in my library that offer a "story" mode. I choose to play roguelite deckbuilders because they're challenging and feel rewarding to beat. I think that's a big draw for most of us that follow this genre. I realize that I may take that to more of an extreme than most players. My next favorite genre are souls-like games, and I always play games on their hardest difficulty. I don't think you need to be like that to enjoy this game. However, if you are like me, then I think you'll really appreciate the challenge this game has to offer. Is this game "too" tough? No, absolutely not. First off, I've aggressively played the first run a dozen times by deleting my save file and restarting. I do that with nearly every game that I play. I died many times. Every single time I died, I could articulate the exact reason why. It always felt like the loss was a direct consequence of my choice. I never once felt oppressed. Did I get frustrated? Sure. Learning can be frustrating sometimes. That's okay. But I did learn, and I did figure it out. Those mistakes taught me how to be better at the game. But did I eventually win? Yes, several times. Since winning that first run, I've only lost one run. The first run has several scripted elements that you can take advantage of to improve your win chances dramatically. I found them, and I feel VERY good about my win chances now. For those writing reviews about the difficulty of the game, if you cannot articulate the scripted elements of the first run, then I encourage to start over. I think you'll really appreciate them when you find them. What about after the first run? I've won those too. I have consecutive wins on the same playthrough, and I still feel very good about my changes moving forward. Those consecutive runs have only gotten more fun and more interesting. There's lot of content to unlock, and I can't wait to enjoy it all. I think you'll find that there are worthwhile elements to unlock between runs. What are some things I learned: - Wildfrost rewards methodical play with versatile deckbuilding rather than decks that abuse a particular interaction. - This is not a deckbuilder where you can start completing runs in 15 minutes. Your first win will probably take you over an hour. Some encounters will last a minutes or two. Some will last 15 to 20. You may need to take your time and that's okay. - Wildfrost is not like many other deckbuilders. The cooldown counters will play with your brain for awhile until you acclimate to them. Slay the Spire trains you to thing in terms of "them then me". In Wildfrost, every character has a different rate at which they attack. You may have to track the separate cooldowns of up to 12 characters simultaneously in the harder encounters. I think that's been the hardest part of the game. - You need to make use of all of the mechanics the game has to offer, not just the few that come easy. - Wildfrost really rewards you for leaning into your deck. Don't think in terms of "how do I win?". You need to think in terms of "how does my deck win?" - In most cases, there are several threats on board. You need to figure out which threats you can mitigate and which you can't. The ones you can't need to be prioritized. In most cases, that's not the boss. - Cooldown reduction is often a trap. - Poison is extremely powerful. - Crowns and charms are busted, and I love them. - Lastly and most importantly, many of the things I started choosing to improve my chances were not and would not have been my first choice. They are also not the things that I've seen many streamers fall into yet. I learned from playing the game what works better, and it's made me better. What about some of the things that other reviewers are saying: - Will I die in my first encounter? Maybe. But that's a ridiculous notion to me. - What if my leader has a 7 turn cooldown with no ability? Pick a different one. You get three to choose from. - Are the encounters (like the fire one) oppressive? No. In my runs, my deck has been the oppressive one. - Does the game punish you for dragging out encounters? No. I consistently win by dragging out the encounter. More of my encounters wins (especially those against bosses) have been about outlasting the enemies. - Aren't you just setting yourself for a harder next run? Sure. But I've beaten those too. - Is the charms mod for enemies ridiculous? I found it to be a fun take on the threat imposed by enemies, and I enjoy it. I always play with it on. - Is there a ton of balancing that needs to be down before this game is playable? I don't think so. - Is this game worth it's price tag? Absolutely. Is there room for improvement? Absolutely. - In game glossaries of keywords and interactions - Better visual queues to highlight attack patterns - Balancing bells to leave room for growth in daily runs - Making summoned allies/enemies less abusive (players summon these btw) - Rebalancing support characters like Pyra to make them more playable I'm sure there are others I'm not thinking of, but I can play around all of them. They do not detract from my opportunity to have a great time playing this game. And the devs are already posted that they're going through a balancing and polishing phase first before moving to new content. There's a great experience to be had here if you like the genre, so my recommendation is give it a try! If you don't now, you probably will later, but you may not like that you missed out on the journey in between.Show moreShow less
I want to preface this review by saying I've got 600 hours in Slay the Spire and I go back just to try and improve my winstreak on A20 heart runs. I love deckbuilders and I LOVE a challenge. When I picked up the game a lot of negative reviews said it was too hard which only made me want to play it more, but I want to try and articulate why people might think it's "too hard" because that's actually something I feel is a core issue in the game's design. To me, a better comparison for this game to other deckbuilders is Monster Train, primarily because of how it offers decisions to the players. You have diverging paths which give you two different sets of options, and then they reconnect for you to experience a new battle with your presumably improved deck. I believe that in Monster Train, they made this decision space sufficient for you to feel that your runs are winnable. If you lose, you can still look back on your run and consider what decisions you could have made differently and how they may or may not have changed the outcome. I do not believe Wildfrost provides you with a decision space where that is true (or where it at least feels true). There are a lot of reasons why I think this is the case. The biggest is that you don't have a persistent HP stat between battles in Wildfrost, each battle is independent. The problem is this means you can't have a bad matchup. In StS or Monster Train you can accept some losses in a battle that you know is bad for the way your deck is built as long as you make up for it in other battles. However, in Wildfrost each battle is won or lost based on whether you can keep your champion alive. Sometimes this leads to interesting in-battle decisions, but more often it leaves you feeling like you find the tools to answer the wide range of upcoming battles or you don't, and when you don't there's very little you could have done differently. The second is the randomly generated champions. It's an interesting mechanic on the surface, but in games with as much RNG as a deckbuilder it's important to understand your constants. An option like your champion or your class gives you a foundation that you can build on. While randomizing the champion does offer novelty, it means that your only constant is the underwhelming starter deck of your chosen tribe. To win, you would want to improve upon that deck. However, actually accomplishing this is an issue in terms of the card design itself. So many of the cards are fundamentally reliant on certain synergies to be effective. It's possible (even likely) that when you choose a companion or item from 3 or 4 options, all of your options will only be good given the proper synergies, whether that's having the appropriate cards already in your deck, finding the right charms, or hoping to find the synergy later. If you find perfect synergies, you can trivialize fights. If you find just enough synergy that's great and you can succeed with good play (these are the most interesting runs). However, if you find none or have to make decisions in the hope that things come together, you're left with a deck that is fundamentally ill-equipped for the upcoming challenges. Synergy is fun, but part of what makes high-level play in a game like StS work is understanding when to make decisions that help you scale your deck's capabilities, and when to make decisions that help you create a more well-rounded deck with answers to a variety of challenges. In Wildfrost, it's very rare to get the right resources to create a "well-rounded" deck because so many of the cards and charms are so conditional, and you as the player have such a limited number of decisions that you even get to make over the course of a run to begin with. There are still things I like about the game. The art style is very fun and a lot of the mechanics are novel enough to make the game a unique experience. I did enjoy playing the game for a while. I lost some early runs because I wasn't paying enough attention to the state of the field. There are a lot of little details to keep track of, which personally I enjoyed. It made learning combat a lot more interesting. If you're still here after reading my unnecessarily long review I think I'd summarize by saying I enjoyed learning the game, but once I learned the game I just felt frustrated by so many design decisions. If you're not interested in sinking a ton of time into improving your play, you might enjoy learning the game as well and that might be enough for you to feel like the game was a worth playing. However, if you're like me and you want a deckbuilder where once you understand the game you can really start to dive into its nuances, you might find Wildfrost harder to come back to.Show moreShow less
Having cleared the true ending of the game I have come to the conclusion that the average steam user would call a crosswalk unbalanced because they tried to cross the street when the light was red and got hit by a car.Show moreShow less
Up front, I like this game. It has its fun moments. The major problem with it, and the reason I can't recommend it in its current state is that as others have mentioned; the game is massively overtuned. I love a good roguelite deckbuilder. I made it a few levels into the ascensions in StS before I decided that they weren't fun for me. I made it to the mid covenants in Monster Train (9 i think?) and maxed every race. Overall I would say I'm a reasonably skilled player in the genre. For this one though, I just can't figure it out. To lay out my issues with the game as of now (Apr 12, 2023): The areas are far too short. You'll be able to add maybe 2 or 3 normal cards to your deck, possibly get a charm or two, and probably add 2 companions before you face off against the first boss. This gives you very little time/opportunity to modify it in a meaningful way and makes it easy for RNG to really wreck a run. Even normal monsters are a bit overtuned and far too unforgiving early in the run. A single small mistake on the second enemy can wipe you out While I can get past the first area fairly reliably, the second area completely takes me apart. I find the most reliable way to get through the first section is using high health companions with a steady, defensive play style (swapping companions in and out and just dealing consistent damage behind a couple of tanks). The second area punishes you for playing this style. As far as I've seen you can get one of two biomes for your second area; poison or fire (or their equivalents, rather). Poison is simply overpowered against you. If your hero gets hit with a couple stacks of it, you're basically dead since healing is relatively difficult without being able to pull them back into the deck. In the fire area, it seems you need to be able to deal consistently high damage to specific targets. Failing to do so will cause their side to grow out of control. This area also causes a powerful ability (barrage) to become a huge liability. Devs, I really want to love this game. The mechanics are a lot of fun, the visuals are great, and the abilities usually feel really good. But the sheer difficulty and what feels like unfairness in the game just leaves a sour taste in my mouth.Show moreShow less
I'm writing this review because I just can't bear to see the most innovative and well presented game of this genre since StS sitting around 60% positive reviews. First off, the visuals and the music are absolutely top notch. To the point of sometimes distracting you form the actual gameplay to just appreciate them. The tactical nature of the combat with the positioning of your units feels very rewarding when you begin to understand it. Also, the way you constantly keep unlocking new stuff via small achievements is great. Now is the game hard? Yes, a lot, but It's certainly not unbeatable. I don't know why people are so focused on winning the video game that they can't appreciate the process of loosing, figuring out why, learning from it, and trying new strategies. I can say for sure that I had a lot more fun getting absolutely wrecked in this game than "winning" so many others like it. It's not perfect and I get that It might not be for everyone, but if you like other games of the genre and like a good challenge, don't be intimidated by the negative reviews and give it a try.Show moreShow less
Hard to decide whether to recommend or not, but hopefully my review will make sense and when you finish reading it you will understand why I don't recommend Wildfrost, even If I think it is quite good and interesting. First of all, the game is gorgeous. Probably you are reading reviews because you saw the art of the game and thought: wow, this looks nice! and of course it does. There is a ton of detail on the game and it all makes sense (except maybe the design of the main town which makes you go up and down and the buildings look very similar). On the design and mechacnics, Wildfrost is quite interesting. You need to manage both your cards and the allies you summon on the board (up to 6), check the turns, what the opponent is doing and it will take you a while to understand all what is within the game, all the status, how each of the abilities work etc...I you have played a lot of card games like I've done you will see no issue here: complexity and variety are usually good things: they bring replayability and allow for different strategies and that's the soul of every good card game. However, I think Wildfrost has a big issue in terms on how punishing and unforgiving it is. Your main character is always on the field, and if it dies, it's game over. You can do a lot to avoid this to happen, but, as said before, there is a lot going on on each combat, so if you make any small mistake, it is usually game over. And it is very easy to make mistakes because you are constantly pressed and challenged in all combats, and each set of enemies has different strenghts and weaknesses, so you need to try to setup a powerful combo that beats all kind of enemies with a very small set of options that come mostly from RNG (new heroes, cards,shops...) This forces you to rely on 1 or 2 differents approachs, and it limits the creativity a lot. Also, even with a plan, as run is quite short and unforgiving, there is no time to adapt or rebuild: If you do not get great cards on the first events, you are dead. On the other hand, you can unblock new cards doing certain achievements ingame, but the games you are not better in the way you would get on Slay of the spire or similar games: They are just other different cards. So progress does not help you winning and soon you are stuck with a set of cards and the same issues than in the first few games. I think Wildfrost would benefit of longer and more forgiving runs, so you have the chance to experiment and improve,and leave the extreme challenge of a short unforgiving run to the end game. In its current state, and while I enjoyed the game itself, it is a devastating game that wears itself out once you see that you won't get anything better and the only thing left is to crush yourself against a wall over and over until the RNG is good enough for you to win.Show moreShow less
To thou who writeth a disparaging review of this game... skill issueShow moreShow less
This one's tough, I don't say that about many games. I love this game, I play tons of deckbuilders and this one is exceptional. Its such a hard thing to pull the trigger on but I just don't think this game is very rewarding after a certain point, along with some rather glaring flaws that I think hold it back from being more fun to play. THE GOOD: - Charming adorable art style, absolutely in love with it. I'd pay for real charms to put on my phone/bag - Soundtrack is cute and never gets old imo. I whistle the main menu theme all the time. - Easy to play, tough to master. VERY good snowballing. When a run works it ♥♥♥♥♥♥♥ WORKS. Nothing more satisfying than getting a perfectly overpowered run. - Good strategy mechanics. I LOVE LOVE LOVE the managing of the 2 different lanes and moving units around to optimize turns. Very well done. THE BAD: - No way to say no to ANYTHING. Deck bloat becomes mandatory on some runs and you have to miss out on map rewards to get rid of 2 of a possible MANY cards you need/want to get rid of. I've had dozens of runs end because I couldn't draw what I needed due to a bloated deck that I couldn't avoid. - No rewards after battles. This one could be a nitpick. I admit that the amount of cards and charms you get from the map and from shops all at once is a good amount, but even tough as nails games like slay the spire give you a card or SOMETHING after you beat a fight. And some of the fights in this game are ♥♥♥♥♥♥♥ HARD. Barely eking out a win feels so bittersweet when you see that there's nothing on the map after it that will help you, or you get useless cards/charms from the RNG. - No sense of progression after comparatively little time. Look, getting gilded frames and the true ending for beating the final boss with the bad bells is cool and all. But you're telling me I only unlocked 3 map events, 3 decks, and a handfull of companions and pets (which arent hard to get AT ALL) and then all progression just, ends? There's nothing but grinding out the true ending of the game after everything in town is unlocked. "But what about the charms?" I dont super count the things that you could barely see once across 10 different runs very rewarding either. After a while it just feels like the game is beating your ass for trying to play it. Between ridiculously hard encounters (some of which just amount to flat DPS checks that if your deck isn't up to snuff on will just end your run with no way to puzzle them out.), unrewarding long haul gameplay, and way more lack of control than I usually feel in a deckbuilder like this, I just kinda think Wildfrost is a hard sell. Its difficulty needs some major tuning before I personally think it can stand next to the big ones like Slay the spire and Monster Train. But that's one humble woman's opinion. The game IS fun, and the game IS good, and I encourage you to at least try it on sale. But get your money back if you don't like it. Edit: Coming back to say that the final boss mechanic is novel until you create an unbeatable monster. Being punished on subsequent runs for doing well on a previous one feels very bad after a while.Show moreShow less
I remain conflicted about the reviews on Wildfrost. While I can see both sides of the argument, for me, where I see the problem is everyone calling it a deckbuilder first. I am not a veteran deckbuilder, I actually suck at them. What I am decent at is tactics games and that's what I would call this game first. Seeing people say A20 StS players are having issues and stuff means nothing to me because I feel like deckbuilding takes a backseat in this game and the tactics come first. You can pick any card you want that you feel should be right but if you aren't taking advantage of healing companions, working around the counter system, moving units around to avoid debuffs/damage, you aren't gonna get far at all. I thought this game was really tough at first but in reality, it's just so different from what's out there and you do get used to it the more you play. I secured a win on my first couple of attempts and it felt real good to do so. I'm actually really glad this doesn't have an Ascension system like the more traditional deckbuilders out and it's more of a "what you see is what you get" kind of game and I can respect that. It's not gonna be for everyone but I certainly enjoy it. The gameplay is so tight and fluid, the art is just incredible and there's little details that really give the game character (like Yuki's snowball growing) and the soundtrack is for sure one of my favorites this year so far. There are some things that can be improved upon but going over the dev's first update post, sounds like it's in good hands.Show moreShow less
The core is there, but ♥♥♥♥♥♥♥♥♥ the balance is not. Runs are super polarized, which is the worst possible thing you can have in a game like this. You either land some insane combo and cruise through, or you don't get to play the game. Healing/damage mitigation are entirely too scarce. It's a shame, because the game is amazing to look at and the upgrade system (building in the town, specific actions during runs) feel really nice, but the act of actually playing the game doesn't give you that "one more run" feeling when you lose. This one needed to cook a bit more, or at least get some more eyes on it before release. Definitely salvageable, though, just gotta do an entire balance overhaul.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.