7 people found this review helpful
1
Recommended
0.0 hrs last two weeks / 0.0 hrs on record
Posted: May 29, 2025 @ 1:38pm

TL;DR This DLC gives you the most unique scenario in the game where almost everything works different, but it still feels like Frostpunk. The scenario is definitely worth playing, but it's only one scenario, so I would recommend buying on a discount.

What's included in the DLC:
1. One (1) new scenario that greatly changes a lot of the mechanics in the game:
-The only pre-winter map in the game, so a nice change of scenery
-A nicely done plotline
-Instead of coal mines/thumpers, wall drills, and steelworks, you have to ship your resources from Britain via the docks. You can still build sawmills (plenty of trees to go around), and charcoal kilns, which are actually a pretty good way to get coal output in this scenario. Steel is the only resource that you are actually forced to import.
-Hothouses and hunters' huts/hangars are replaced with foraging and fishing
-Since the Great Frost hasn't set in yet, you don't have to worry about heating for the majority of the scenario. Instead, you have to deal with workplace safety and strikes
-Seeing as the apocalypse has yet to arrive, Hope is replaced with Motivation. Unlike Hope, which didn't offer much of any advantage for keeping it above bare minimum, low Motivation (<25%) punishes you with a -30% efficiency malus throughout all workplaces, while in turn high Motivation (>75%) rewards you with +30% efficiency bonus
-Scouts are replaced with foragers, who can both explore locations for some lump resources (far fewer than in the main game) like scouts, and setup food outposts at food-rich areas (there is a limit for how many shipments you can send from one location in total) like outpost teams
-The Book of Laws gets revamped. Instead of Adaptation and Purpose laws, you get Administration and Labour laws. The two new books of laws do reuse some of the old laws (e.g. agitators, churches), but they also change up some laws to have different effects (e.g. 1) Emergency Shifts are replaced with Two Shifts, which allows workplaces to work overnight without overwork deaths and with far less discontent, at the cost of needing twice as many workers; 2) watchtowers/guard stations are replaced with overseers' stations/security outposts that increase efficiency of nearby workplaces, instead of increasing hope) or introduce all new laws entirely (e.g., 1) hearty meals that reduce the output of food rations from raw food but in turn increase Motivation; 2) a law that allows you to convert workers into engineers, or a law that allows workers to take up engineer slots at the cost of efficiency)
-Instead of looking for survivors and steam cores in the overworld, you ship in most of your workers and steam cores from Britain with the Telegraph Station at the cost of logistic points that regenerate over time
-An entirely different tech tree
2. A new Endless mode, where you start off without a generator and have to build it in-between storms.

The Last Autumn is a prequel scenario, set before the Great Frost enveloped the world. Instead of trying to survive a winter apocalypse and the ensuing moral dilemmas, you're tasked with building one of the generators from the main game. There are plenty of resources that can be imported or procured on site, and heating is not an issue, since it's still warm enough outside for your people to live comfortably in tents. Instead, the challenge of this scenario is workforce management. You need to establish a local economy to provide you with enough raw resources, then more workers to turn those resources into parts, and then a WHOLE LOT more workers to put all those pieces together. But those same workers you need to get the job done will also be your biggest obstacle. See, while you've got deadlines to meet to ensure that the generator you're building gets done before The Winter hits and thus gives your people a shot at surviving the cataclysm... your workers aren't exactly in the loop on the whole existential crisis thing to keep them on their toes; oh no, they'll get bored easily and they'll go on strikes if you disregard their safety or needs, or push them overboard to keep up with your deadlines. There's a limit to how many workers your bosses can ship to you; meanwhile the construction site is ripe with hazards and accidents that will regularly put your workers out of commission - temporarily... or even permanently, if your safety standards are too low. So, to get the job done in time, you'll have to strike a balance between making progress on the construction, supplying your site with enough resources to keep the whole thing going, and keeping your workers appeased... and safe from amputating their limbs in the machinery or getting killed in accidents. To help you with this daunting managerial challenge, you can lean on either your labour force (workers), or their supervisors (engineers) for help. The workers will offer you laws to help keep motivation up and keep strikes under control, while the engineers will instead offer laws to improve safety and efficiency. Whichever side you pick in this class struggle will start off with some innocuous, common-sense solutions to your issues... but power corrupts; while advancing along the law tree will make your life easier getting things done, if you let either side get to a little too enamoured with their newfound power, things will get ugly and fast. How far will you go down the rabbit hole to get the project done in time?

From a gameplay perspective, the game overhauls basically everything in the game. While the basic resources and some basic mechanics are still the same, this scenario changes everything from resource production and how you increase your workforce, to the Book of Laws available, and an entirely different tech tree. All in all, it feels like an entirely different game, while still feeling like Frostpunk. Some might be distraught by how different this scenario is from the base game, but I personally enjoyed how this scenario tried to reimagine the standard game formula to keep things fresh and exciting. The scenario isn't even all that hard; on normal, I was able to beat the scenario well before winter arrived while also going for all the handicapping achievements in one run, so there's more than one way to get things done. On harder difficulties, Two Shifts are too OP not to take up to make your life that much easier, and you will need to be more strategic to avoid deaths on the first few days, but once you've got your economy rolling after the first few days, even Survivor mode was pretty chill with some micromanagement.

On the Endless front, this DLC offers a new mode where you start the winter without a working generator, but get warmer weather and tamer storms for the first few cycles until you build a new generator to compensate for it (enough that investing in housing tech and heaters will keep your people warm enough for a long time). The generator building mechanics work the same as in the scenario version, but laws, most of the tech tree, buildings and other mechanics come from the base game, rather than the DLC scenario.
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