This game is now available on Steam!

Thanks for your help in getting this game selected for distribution via Steam. More information including a link to the Steam store page can be found below.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
Frozen State
July 1, 2014 - 430satori

Hey there the game will be released today at 13.00 US Pacific time.

Our Store page

Всем привет! Игра выходит сегодня в 13.00 по US Pacific time. По московскому времени -11 часов это 12 часов ночи.

Страничка в магазине

June 26, 2014 - 430satori

Hi there,

First of all, I’d like to thank everyone who volunteered to help us with proofreading of the in-game materials. It’s a considerable help for our small team, and we are hugely grateful!

The Big Day

We’re finally happy with the alpha build, and it’s ready to be released on 1-st July 2014! Hooray!!!!!!!


The Alpha will cost 10$ (the price is the same for every country, but it will be converted into your home currency automatically by Steam, Not us). The price of the game will be growing gradually with the new major updates, and the final game will cost around 20-25$. There won’t be any discounts or sales until the game is finished.


At the moment it will be available on PC and MAC, but we are working on Linux version as well.


I know some of you would prefer a DRM-free copy, but right now we don’t have a good and flexible system to roll out patches and new updates for DRM-free versions. It may not sound as a big deal, but in fact it can cause some issues. Due to this, the game will be available only on Steam, but this is temporarily, once we find a solution, I’ll inform everyone.


Well, we worked a lot for the past eleven months and we did a lot, though the alpha is far, far, far from the final game. At the moment it has very solid foundation, and we will keep improving it, implementing new features and content based on your feedback.

What to expect

This build has only one character, twelve locations ( over 1 square km combined) , stealth and crafting systems, cooking, basic needs, random interiors, three types of enemies, permadeath. At this current stage the game plays more like a sandbox roguelike.

Road map

New Updates will be released fortnightly. All our plans on each update can be found on the forum, though it’s not set in stone and can/will change over time


Please read everything carefully, the game is NOT finished. It’s still in development, and its current state is ALPHA. If you have even the slightest doubts about the game, please don’t buy it.

However, your early involvement helps us to make Frozen State better and bigger.

Projects we love

InSomnia - atmospheric single-player/co-op RPG set in a "living" dieselpunk sandbox with real-time tactical gameplay.

The game looks beautiful, I personally fell in love with the dark and dismal atmosphere of InSomnia. Such game deserves to be on your radars, go and check it out;)

Thank you,

Snow Arc Team

May 9, 2014 - 430satori

I have tried to cover the most important changes and features that have been made, and it turned out in a quite lengthy update. It's just over 13 minutes, so grab some crisps, pop-corn or whatever you prefer the most and enjoy.

The very last heads up, I intentionally do not do any editing to the videos to show how the game plays and feels at this stage.

Have a fun Friday,

Alex (Satori)

Всем привет,

Видео с комментариями на русском я запишу чуть позже. Спасибо за понимание и терпение, если возникнут вопросы после просмотра английской версии, не стесняйтесь их задавать. Так я смогу остановится на чем-то более подробно.

Всем веселой пятницы;)

March 22, 2014 - 430satori

Our bestiary is growing!


The Mom

March 18, 2014 - 430satori

Hey all!

Unfortunately, due to some technical issues I couldn’t make a video update today. But as I promised to make an update in which I was going to tell what we are working on right now, I’ll do it in an old-fashioned, text only way…. with a few screenshots.

At the moment we are finishing up the basic game mechanics, creating new assets and hammering out some bugs that we come across. I’ve mentioned already that many objects will be procedurally generated every “New Game”, however, for a better result we decided to combine procedural game elements with hand-crafted levels.

We manually placed big and medium assets ( e.x. buildings and ruins), sculpt terrain, and then place “spawn points” where we want to have a random object ( enemy, piece of furniture, loot etc) . Each spawn point may contain an infinite number of objects that can possibly spawn there. Also the objects can migrate between the points in random order.

Before (The diamond shape markings represent the spawn points, as you can see there are still a lot of static objects, which I placed manually. Later they all will be replaced with the spawners)

After (the new game has been started, and all the spawn points have turned into objects)

Why so complicated - you might ask? Well, we’d like to have more control over the procedural generation and potentially diminish the likelihood of generation of plane and uninteresting locations. But the biggest advantage of this system is that it potentially may grow in a very powerful modding tool. Probably, it is too early to say such words, but we would like to see Frozen State growing and thriving even after we finish all work on it. If we get a positive response from the community, we will continue improving our tool set and one day we will make it available to everyone.

Another big chunk in our to-Do list is UI. In order to optimize the UI code, it was decided to rewrite the code from scratch, yep it did take quite a lot of time, but it was worth it. Along with this we have also redesigned some windows in the Inventory, and added a new UI element for quick interaction with the game objects such as: lootable objects, cars, door locks, cooking and so on.

The most recent implementations that has been made is the transition between locations forth and back again. The trick was to get back in the location you came from, because before the locations couldn’t save the content inside them, now they do. The next step is random generation of the world using the existing locations.

This all for today, I hope, the technical issues will be fixed soon and I’ll show you more in the video update.
Thank you,

Всем привет!

К сожалению, по техническим причинам видео апдейта сегодня не будет. Но, как я и обещал, расскажу немного о том, чем мы в данный момент заняты.

В основном мы активно дорабатываем базовые игровые механики, создаем контент и по возможности устраняем найденные баги.

Прямо сейчас мы завершаем работу над системой рандомной генерации объектов. Я уже упоминал, что многие объекты будут процедурно генерироваться при начале “Новой Игры”, однако, для достижения наилучшего результата мы решили совместить систему процедурной генерации с ручным созданием локаций.

Мы “вручную” работаем над дизайном каждой сцены, создаем рельеф тиррейна, расставляем здания и другие крупные пропсы. Таким же образом в “сцене/локации” ставятся специальные точки, в которых и будут генерироваться объекты ( монстры, предметы интерьера, лут, точки отдыха и т.д.).

ДО ( отметки в виде ромбов обозначают точки спаунеров, как вы можете видеть в сцене все еще очень много статичных объектов, которые я добавил руками. В будущем все они будут заменены на спаунеры)

После (после старта игры, все спаунеры сгенерировали определенные объекты)

Для чего так заморачиваться? Ответ очень прост, чтобы иметь больший контроль над случайной генерацией и максимально сократить возможность появления неинтересных локаций. Самое главное достоинство этой системы в том, что в будущем она может перерасти в удобный инструмент для модинга. Возможно об этом рано говорить, но мы хотим, чтобы Frozen State развивался и после релиза. Поэтому, при достаточном интересе со стороны комьюнити, мы доработаем и выпустим инструментарий для создания своих локаций.

Второй объемный кусок, над которым мы продолжаем трудится - это UI. Было решено полностью переписать всю часть UI, чтобы оптимизировать и улучшить его работу. Так же будет добавлен новый элемент интерфейса для быстрого взаимодействия с объектами, например: лут, дозаправка машины, дверные замки, готовка продуктов и т.д.

Из последнего, что было реализовано - это переход из одной локации в другую и обратно. Трудность заключалась в обратном переходе, так как сцены сами себя не сохраняли. Теперь же все работает. Следующим этапом будет генерация мира из имеющихся сцен.

На этом пожалуй все, ждите видео апдейта, который я всетаки надеюсь скоро сделать;)

< 1  2  3 >
Showing 1-5 of 13 entries