SPSTEAMPULSELIVE ANALYTICS
Red Frost

Red Frost Steam news

DRAGO entertainment | To be announced | game

Coming Soon

GameSteam Store content

ActionAdventureRPGSimulation

  • Steam app typegame
  • Steam App ID1179020
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperDRAGO entertainment

Red Frost news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID1179020
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperDRAGO entertainment
  • PublisherNot available
  • Parent gameNot available

Genres: Action, Adventure, RPG, Simulation

Company pages: Developer: DRAGO entertainment

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

Red Frost Steam news

Red Frost news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • DevLog #6: Development Progress - 18 March 2021

    With this DevLog we want to share with you some of the development progress that’s happening in Red Frost. What are we working on, how it goes and where do we stand with the game. The past months we made a lot of progress on making the game world. As you might know, the game world in Red Frost is handmade, which allows for best possible quality. Is is however also a very time consuming process and we expect to spend at least another 4-6 months working on it. That being said, the outside is just part of the workload when it comes to the game world. Red Frost will also feature lots of interior locations for you to explore and this is something we also put a lot of work into. We have a list of planned interior locations divided into locations we must have for storyline and questing and additional locations that once in the game we would feel comfortable with the amount of interior location…

  • FrostFall becomes Red Frost - 16 July 2020

    We decided to change the name from FrostFall to Red Frost. FrostFall has always been a working title and given the large interest in our game, we decided to settle on the final name while also announcing a slew of changes coming to the game. Joanna Tynor, our CEO, did put it nicely: “FrostFall was the working title we have chosen for our game and when the time came to go public with it, we decided to take it for a spin. Now however that we see the great level of interest in our game, we decided to give it its final name: Red Frost” Red Frost is getting a significantly larger and even more important, more detailed, hand crafted game world. We always wanted exploration to be a major part of the game, but now we decided to go a step further and bring more content into the nooks and crannies of the game world to give players a reason to explore even the most remote places. Along with the ex…

  • DevLog #5 “Combat, Enemies & AI” - 1 April 2020

    A game often lives up or dies with the enemies it provides or rather how those enemies behave, especially when combat is involved. We view Red Frost no different here, hence enemy AI has always been a major focus in the game’s development. Beside the AI, there are also two other aspects of enemies we pay close attention to: types and reactions in combat. While enemy types like AI are topics frequently covered, we felt that how enemies react to being attacked deserves more attention. To achieve a certain level of immersion, the enemies need to react properly. Certain enemy types like a deer you would expect to spook and sprint away when shot at. An infected you would expect to quickly turn and move immediately towards you to attack, no matter how futile. A human enemy on the other hand you might expect to first seek cover before attacking back. Those are things covered by the AI. The oth…

  • DevLog #4 “Processing Mats” - 13 March 2020

    Scavenging, gathering and hunting are major gameplay elements in Red Frost. Given the desolate post-apocalyptic environment the games takes place in, every item and resource can be of great value and finds its use in the game’s crafting system. While we’ll cover the crafting itself in a later DevLog, we want to have a look at collecting items or rather how some types of collected items need to be processed first, before they can be used for crafting. If you collect berries from bushes or roots from the ground, you can use them right away by eating them or use them within the cooking mechanics without doing anything with them beforehand. When hunting an animal, you are looking at a similar situation where you can use the meat of the animal right away and cook it or use various ingredients, chief among which salt, to preserve it. XXX_VIDEO The game’s crafting system, as opposed to the coo…

  • DevLog #3 “Deep Snow” - 12 February 2020

    Deep snow is a visual effect we always wanted to have in Red Frost. Since snow influences so many aspects of the gameplay itself, chief among which is making you travel slower through snow the deeper it is and consuming more stamina while doing so, we are now tweaking its implementation. As you can see in the video above, deep snow is a visual effect where you see the depth of the snow as opposed to the snow on the ground just being a flat terrain texture. While the system can handle snow that is really deep, we will limit its usage mostly to snow that is about knee-high. There are good reasons for us to not make snow any deeper, such as being unable to spot many objects in the snow or even simple things like being unable to hunt a rabbit as considering its size it would look and feel very odd. Making the snow about knee high presents the perfect compromise between realism, visuals and…

  • DevLog #2 “Weapons & Gunplay” - 15 January 2020

    Gunplay and weapons play a major part in Red Frost's gameplay. Given the harsh nature and its post-apocalyptic setting, you rightfully expected combat to be very important. Here we aim for a solid and familiar shooter approach which makes a lot of sense considering Red Frost is a 1st person perspective game to begin with. While we decided to not go with simulated ballistic projectiles, we implemented all the important elements of gunplay such as aim sway, recoil, accuracy, shooting from the hip or iron sights. This approach is in our opinion optimally supporting the dynamic combat we envision for the game and the choice of weapons that reflects it. Pistols, bolt-action rifles, sniper rifles and assault rifles all have their purpose and place. While you won’t be able to craft entire weapons, you will be able to modify your weapons. We just don’t think crafting a complex thing like a fire…

  • Red Frost DevLog #1 “Dynamic Environment” - 11 December 2019

    One of the awesome features in Red Frost is its dynamic environment. Like any good game, Red Frost has a full day-night cycle and a fully dynamic weather system. The dynamic environment however goes one big step further where the entire game world reacts to the weather system. When it snows, the terrain and objects in the game world such as buildings, wrecks, crates etc. get covered by snow. You see a dynamic, gradual build-up of snow. How fast it happens or how much gets covered depends on the intensity and duration of the snow falling. When the weather changes and it gets warmer, the snow begins to melt. When melting, it creates wet surfaces on objects and puddles on the ground. Should the weather change yet again, those puddles will begin to freeze. The snow also reacts to heat sources so for example when you make a campfire, the snow around it will melt away. These dynamic changes t…

Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.