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Frostpunk 2 – Welcome to the Ice City Where the Real Monsters Are People (and You’re the Grim King of Them All)

  • Writer: Niels Gys
    Niels Gys
  • Sep 18, 2025
  • 3 min read

TL;DR

If you play games on the hardest difficulty, with no HUD, and always side with evil—Frostpunk 2 is your winter wonderland. It’s a brutal city-builder that pushes you into the role of tyrant, manipulator, or reluctant dictator. The ice isn’t the threat, people are—and you’ll spend hours breaking promises, crushing uprisings, and watching your city shiver under the weight of your “necessary evil.”





Setting & Atmosphere

Thirty years after the Great Storm, New London is thriving—kind of. Oil is the new lifeline, but like every oil story ever, it corrupts, divides, and sets the stage for power struggles that make the icy wasteland look like a mild inconvenience. The city isn’t a single hub anymore, it’s districts—massive, sprawling, bickering, each with its own problems.



The Monsters (Hint: They’re Not Frozen Beasts)

Forget zombies or ice demons. The real beasts here are bureaucracy, ideology, and human desperation. Factions rise with shiny ideals—“equality,” “progress,” “tradition”—but quickly mutate into radical, power-hungry mobs. Every law you pass either angers, radicalizes, or outright weaponizes a chunk of your city.



Crime, Power & Betrayal

This is where it shines for CRIMENET readers:

  • Corruption? Check.

  • Election-rigging? Oh yes.

  • Criminal neglect dressed up as “tough choices”? Plenty.

  • Public executions disguised as “discipline”? You bet.


Play as the benevolent steward and you’ll suffer. Embrace tyranny and suddenly the chaos feels like your chaos.



Why Evil Works Best Here

Because the game rewards it. Ruthless decisions stabilize districts faster. Cutting throats (sometimes literally) keeps the factions in line. The people may hate you, but they’ll be alive—at least, the ones you didn’t discard for efficiency. Evil here isn’t just an option—it’s effective management.



Weak Spots

  • The politics can get bureaucratic, like doing your taxes in Siberia.

  • The pacing sometimes drags: long debates, endless promises to fulfill, more paperwork than a corrupt city hall.

  • The learning curve on hard mode is Everest in a snowstorm. But hey, Everest kills people too—fits the vibe.



Final Verdict

Frostpunk 2 isn’t about fighting the cold—it’s about fighting people, ideals, and yourself. It’s grim, beautiful, and merciless. And it proves the darkest truth: sometimes survival means being the villain everyone hates.


If you’re going to play, play hard. Embrace the cruelty, and rule like the bastard you secretly want to be.



FAQ

1. Can I actually play as the bad guy, or is “evil” just flavor text? Oh, it’s real. You can pass horrifying laws, silence factions, and turn your city into a dictatorship. And the game claps for you while everyone else screams.

2. Is Frostpunk 2 unfair on the hardest difficulty? Yes. And that’s the point. Famine, riots, death—all because you blinked. But when you succeed, you feel less like a gamer and more like a frozen Napoleon.

3. Are there monsters to fight, like giant frozen beasts? Nope. The monsters are human. Factions, radicals, zealots, liars. Basically your neighbors, but colder.

4. Do my choices actually matter, or is it all smoke and snowflakes? They matter. A law you pass early can bite you hours later, factions remember your betrayals, and broken promises can burn hotter than any furnace.

5. Can I avoid becoming a tyrant, or am I doomed? You can play as a “good guy.” But good guys freeze. Bad guys build empires. Your call.

6. Is Frostpunk 2 worth replaying if I always choose the dark path? Absolutely. Different factions, different radical laws, different flavors of cruelty. You’ll come back just to see how far into tyranny you can slide before the city breaks.

 
 
 

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About Me
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I’m Niels Gys. Writer, gamer, and professional defender of fictional criminals. On screen only. Relax. I front JETBLACK SMILE, a rock ’n’ roll band from Belgium that sounds like bad decisions set to loud guitars. Turns out the mindset for writing about crime, chaos, and villain energy translates surprisingly well to music.

Here I run CRIMENET GAZETTE, a site dedicated to crime, heist, and villain-protagonist games, movies, and series. Not the wholesome kind. Not the heroic kind. The kind where you rob banks, make bad decisions, and enjoy every second of it.

CRIMENET exists because too much coverage is polite, bloodless, and terrified of having an opinion. Here, villains matter. Criminal fantasies are taken seriously. And mediocrity gets mocked without mercy.

I don’t do safe scores or corporate enthusiasm. I do sharp analysis, savage humor, and verdicts that feel like charge sheets. If something nails the fantasy of being dangerous, clever, or morally questionable, I’ll praise it. If it wastes your time, I’ll bury it.

CRIMENET isn’t neutral. It sides with chaos, competence, and fun.
Think less “trusted reviewer,” more “your inside man in the digital underworld.”

I’m not here to save the world.


I’m here to tell you which crimes are worth committing. 🤘

THIS WEEK
IN CRIME.

Weekly briefings on crime games, villains, heists, industry disasters, and digital chaos.

No corporate fluff. No fake hype. Just the underworld report.

THIS WEEK
IN CRIME.

Weekly briefings on crime games, villains, heists, industry disasters, and digital chaos.

No corporate fluff. No fake hype. Just the underworld report.

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