
Take on the elements in Wildfrost, a tactical roguelike deckbuilder! Journey across a frozen tundra, collecting cards strong enough to banish the eternal winter…
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 95.14/day in the week to Jul 18 → 1.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About


The world has succumbed to the Wildfrost. Now only Snowdwell and its survivors stand as the last bastion against an eternal winter... Build up a deck of powerful card companions and elemental items, as you battle to banish the frost once and for all!
Perfect your card battling and deck-building skills, and set out on a quest to bring an end to The Wildfrost! Begin each journey with your chosen tribe Leader, each gifted with different randomised skills and stats, before mapping out your chosen path into the unforgiving frosty landscape.
Rescue and recruit frozen companions you find along the way, unearth lost treasures, and spend your hard-earned blings with travelling merchants. The decisions you make and routes you take during each run will help craft a powerful deck, unique to you each time you play.
Collect a huge array of cute, but mighty card companions, as well as handy items and clunker cards to aid you in battle. Experiment with different elemental card combinations to find your winning formula.
Your companion cards aren’t just disposable minions for dealing out damage; upgrade and customise your favourites by adding wobbly charms to enhance their powers, making your deck a powerful (and adorable) force to be reckoned with!
Plan ahead with the help of a dynamic counter system to map out your next move and fend off frosty foes. While Wildfrost battles are turn-based, cards don’t attack every turn. Instead they have a ‘counter’ which counts down the amount of turns until they’re ready to automatically make their move!
By keeping an eye on enemy monsters’ counters, you can plot ahead your perfect play. Buff your companions? Stall an enemy attack? Or maybe count down your own timer to wreak havoc fast! It’s up to you to strategically turn the tide in your favour.
Need a rest? Take shelter in the cosy town of Snowdwell. Here survivors have gathered to keep warm using the power of the Luminice, a giant shard of hot ice.
As you progress after each run you’ll be able to return and gradually help expand the hub town itself, constructing buildings such as a Pet Shop, Inventors Hut and more! These new areas will unlock fun and useful new things to use during your adventures, with new cards, tribes, cosmetics, challenges to complete, and events to encounter.
Think you’ve defeated the Frost Guardian? Even after you’ve beaten back the frost, Wildfrost offers endless replayability, with daily runs and challenges! Test your skills and improve your score!


Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 8.9Kreviews | 83% | — | $4.9M |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 848 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a very fun Roguelite Deckbuilder with a lot of cool mechanics. You can bring a limited amout of units to each fight, who you can customize in the run with charms (the same you can do with spells). Each card can have a max of 3 Charms so you can do a lot of interesting combinations. Give your tank unit a charm for multistrike, one for retaliate and one where they get a shield whenever they kill an enemy and you have created a super strong unit. There are countless different combinations and you can truly create the build you want (which is exactly what you want from this kind of game) The combat is also really fun. You can reposition your units freely and plan each round how to perfectly play it. Every unit (that has an attack) needs a number of rounds until they can act. Whenever you play a card every units (yours and the enenies) cooldown ticks down and when it reaches zero it attacks. You don't redraw your hand when you play a card, but can spend a turn discarding the rest of your hand and redrawing to handsize. After four turns (i.e. playing 4 cards) you can redraw you hand for free instead of paying a turn for it. All of this allows for interesing play where you not only plan the current turn, but also what to play next turn etc. "This enemy will attack next turn, so freezing them then is enough, so I can play a unit now so they can tick down their attack timer" "I really want to redrawn and its free right now, but then I have to discard my hand and want to keep this card". Things like that. Now why is this a negative review when I had so much fun? The issue is with one mechanic, which totally ruines the whole game for me. Minor spoliers ahead on what happens when after you win your first run (which won't take you long). After winning a run your units (i.e. leader, pet and 3 allies) will be "corrupted" and become the boss on your next run, which is very cool thematically. The issue is that they wil have the same charms and buffs they had when your run ended. They also receive a major buff to all stats (e.g. normally units are aroung a max of 10-15 health, your previous leader will have about 90 hp as a boss). That is a problem though, because you will likely have built a very overpowered combo last run (as one tends to do in these games), which means the boss fight is so incredibly hard, that it feals unfair. This means the game is activerly punishing you for having created a fun and powerful built. The only chance you have to win the run now is to create a meta build that is designed to beat you previous team. More then that: After you went through this BS one time you will not want to "win" the game with a good team. More likely you will quit the run when you built an extremely powerful team as to not have to fight it. So you choices are to: 1. Build a bad team and putting all you charms on the other cards (like spells) in your deck, as only the units become the boss, which can be fun for a few runs, but doing that always becomes boring fast. 2. Quit each run right before the final boss (or right before you beat them), which also feels bad because you buiit a good team and are not allowed to win with it. 3. Accept that, when you win with a strong team, you will probably not win again any time soon and just accept the constant losses. 4. Meta-Game the Bosses and Rock-Paper-Scissor circle your decks so you can beat the previous teams. I personally just want to start a run, create a fun combo and see where it gets me. This mechanic completely destroys this for me as I can't just have fun and expect to win, This "issue" was discussed in the steam forums 2 years ago and it still exists in the exact same way, so I have little hope it will ever change. Such a huge shame
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Traditional Chinese
Hours played at review time, across 851 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Don't buy this game. Not because of the gameplay, but because Chucklefish has refused to pay people who worked on their games before, hiring them as unpaid interns with promises of further employment and crediting, only to fire them and not give credit for their work. While I'm not entirely sure if that applies to this game, it's best to be safe. I'm past the refund point for this, so I'm stuck, but it's best to let everyone know.
80% of the time, I like it. You get a lot of options to build with and you can more or less steer your run towards victory every time... Then there's the 20% of the time when the game has decided through random chance that since you didn't build a snow and ink deck, you have now lost because the randomly extremely overtuned boss encounter destroys you. This undermines the value of nearly all strategies in this game because snow and ink are extremely powerful, and they're the only things that can effectively combat the absurd encounters the game throws at you at higher difficulties. Oh, you wanted to build a poison deck and chip bosses down in a war of attrition? Well, too bad. This boss has 90 HP and they hit your whole team for six damage and they have smackback and they heal on kill. Oh, and all the extra enemies snow you and they have a two turn cooldown. Good luck! Overall I'd say the game is more fun than unfun, but dear lord do I wish there was an option to mulligan encounters and reroll boss stats. Even just being able to do it once per run would do a lot to foster a more varied playstyle, one that isn't just snow and ink.
Over-hated and underrated, an absolute banger that is harder then it looks
This game is fun, its got a lot of charm that i look for in other games, i like that it allows you to really push your units to extremes, so much so that you can make characters that one-turn entire bosses. The problem lies in the run after, when you're expected to defeat the god card that won your last run. Essentially, once you hit a certain power level or create a strong enough combo, you've ruined all of your future playthroughs, by being unable to defeat your previous run's champion. Its a compounding problem and sadly, i don't even want to play anymore despite having much more to unlock, its just not worth it to spend an hour on a single run just to be denied by the even better run I've been trying to beat for the past month. Simply put, bad design, and an unsustainable gameplay loop.
I have been playing Wildfrost ever since its launch. There used to be balance issues such as turn 0 infinites or practically invincible final bosses, but those have been patched out. What remains is an extremely good roguelike. Wildfrost punishes every single mistake you make. You misjudged the turn order? Dead. You overlooked an enemy's special effect? Dead. You failed to anticipate how the boss will pressure you several turns into the fight? Dead. You identify your win-condition, and playing according to it wins you the fight? Satisfaction. You build a deck that does not just die to the first boss? Satisfaction You find exponential interactions that - by some unknown magic - carry you to victory? Satisfaction. You somehow outmaneuver all the pitfalls the game throws at your theoretically overpowered deck? Satisfaction. This game has thinking, it has stress, it has risks, and learning about the dozen pitfalls that can and will kill you sure is frustrating. But losing in Wildfrost is never unfair. Losing means being punished for mistakes. Make no mistakes, build a deck that packs a punch, and you win. And trust me when I say: Every single card in this game can shine in the right deck. That was always extremely important to me, and while it was certainly not the case at launch, it is true now. So from the art style to the music, from the design to the gameplay, from the difficulty to the gratification, this game is perfect. It is one of my favorite games of all time.
这游戏我测试版的时候就玩了,我一直都记得游戏刚发布不到三天制作组不去打补丁就在写的那个针对中国游戏玩家游戏公告,游戏太难了是因为你们没有注意到以下这些小技巧巴拉巴拉,后来把中国区玩家几个字删掉改成了全体玩家,那为什么一开始要指名道姓的说中国区玩家觉的游戏太难了?有多少评论是在夸游戏画风可爱的,但是真正玩起来不爽,连怪物火车2的一半爽点都没有,如果你想一直爽玩那劝你别买,如果你只想爽一把可以右下角游戏介绍那边的试玩demo体验体验独特的机制就到此为止。很多游戏正式发布以后demo就移动到右下角的试玩了,邪恶铭刻到现在还有试玩。只推荐给那些喜欢挑战自我乐于坐牢的玩家。 抛开上面的不谈,三年过去了,重新买回来玩了一下,肉鸽卡牌游戏不能回档出错牌了咋办,还有首领怎么死的都不知道,像其他卡牌游戏有个结算预览,像怪物火车一样做个叉叉也不难吧,像杀戮尖塔我我一眼就能看出来我接下去要死了,我玩这游戏的时候一直盯着场上所有单位的行动倒计时还有攻击数字效果层数数字,盯的眼睛酸,稍不留神前排抗伤的首领被打死了,一整局白打,还有敌方随机选定攻击目标,那我调整站位把首领放后排也不管用啊,首领一下被打死还不是运气差,还有部分物品的解锁条件不刻意去刷,正常玩一辈子都解锁不了,还有那个扭蛋,玩下去感觉这游戏运气成分相当之大,不可控的元素太多太多了,其他肉鸽卡牌游戏有些是假随机,但这游戏是真随机。其他游戏我可以通过我的思考打通关,我可以靠着我的熟练度对随机性的把控越来越到位,但是这游戏运气差是真一点办法没有,其他游戏都是变着法的让玩家怎么爽,能爽的流派至少十几二十几种,但这游戏能想到流派制作者还变着法的给你设置障碍
スレスパライクのローグライクデッキだが終わってみれば相当丁寧に作られた良い作品だった 難しさも相当で体感的にslsの1.3倍くらい難しくちょい見逃しで速死に繋がり モニタ前でアクションゲーム張りの緊張感とともに凡ミスで死に アクション張りの奇声あげることもしばしば 死にゲーなので死んで覚える分最初で投げだす方のが多いでしょう だが全てのカードが何らかに結び付き1.3倍難しい分1.3倍脳汁が出て強化のし甲斐があり あの手この手で作戦が練れゲームやっててよかった!という一番の快感を得れました 準ボスも強化した前回の自分が出てくるので強化し過ぎないように…とかとにかく頭をフル回転 絵柄がかわいくてディストピア感強い世界なのに全然生かしきれてないのがまたw とにかくたまらんゲームでした、非常にお勧め。クリアしたくなかった スレスパ積んでる人にはきつい
The art style will draw you in, but the gameplay is fun and will keep you playing! The ending is inventive. I just wish they'd come out with more content for the game!
As much as I tried to like Wildfrost as it definitely has a lot of cool ideas, ultimately it's done nothing but frustrate me and not in a good way. I'll start with the positives as there's definitely good things here. For one, I do like that the game has a different approach to turns where, instead of having a resource to spend or simply playing all units at the end of each turn, you instead have units activate after their cooldown expires and this is a large part of where the balancing of unit strengths lies. It may not exactly work that well which I'll get into later, but I appreciate the different approach from other games. Another thing I like is the sheer amount of effects that can be applied which does offer up a lot of build diversity, and they can be combo'd pretty well if you get a decent bit of luck on which cards/buffs you get. And I'd also say the game has a solid aesthetic to it, with nice and cutesy card arts that are quite appealing even if they do kind of mask how brutal the gameplay is lol. Now, onto why I've unfortunately had to give a negative review overall as the game has pretty glaring issues that really hampered the fun. The biggest gripe I have with the game has got to be the clarity (or lack thereof). It is incredibly difficult to parse what's going on for each given turn and the game doesn't give you [i]any[/i] indication of the consequences of your actions, something that most other games like this don't have an issue with. I genuinely have gotten multiple headaches playing trying to wrap my head around all the keywords, damage numbers, status effects, ally and enemy effects, cooldowns, charms, reactions, undrawn cards, etc, and a lot of the time it is so much to take in that you will lose from simply not taking into account a single thing, and that is genuinely infuriating when it happens. Another key issue I have is probably something that I'd imagine is more of a personal thing, but I do not like how this game handles its different factions. In other games in the genre you get to select different factions as well, but they more often than not have a particular niche or playstyle that drives them forward, and even if you do try to put a twist on it throughout the run they will still have a fundamental gameplan that you follow. This is not the case for Wildfrost, as no matter what faction you pick your run and entire build are decided by what you get in the run, and while the game has a ton of effects you can go for there very rarely is a clear synergy between them that allows you to have a somewhat consistent gameplan to execute. Again, this is probably something more personal as I know other people might enjoy simply being able to build their own experience from scratch, but I personally don't see the point in even having different factions if they don't actually change how you play the game. And finally, I'm just not a fan of how leaders are handled (i.e., the main card you start with that if it dies will end the run). There isn't really a form of "attrition" you feel throughout the run due to this, as no matter how low everyone gets or how many of your secondary units die, it all becomes irrelevant so long as you win the fight as everyone comes back with full resources afterwards. At the same time, because health works like this it also necessitates that the health numbers are low to prevent the game from being a cakewalk, so the point I mentioned earlier about losing off of one mistake happens way too often as even just the slightest damage is enough to lose the run. This is made worse by certain effects such as barrage which can hit all units in a row which is just not fun to play against, especially if your leader unit is being used to tank for you. I really wanted to enjoy this game. It had its moments here and there, but the majority of the time I just was not having fun due to the issues mentioned above. I'd be interested to see a sequel with different mechanics and systems for sure, but as it stands I just find this game too much of a headache to play.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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