
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 | 8.2Kreviews | 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 851 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I remember playing the demo for Wildfrost when I was a kid, so when I saw it on sale I had to pick it up, and I’m really glad I did. Compared to other roguelike deckbuilders I’ve gotten into, this one feels way more intense and fast-paced while still keeping a super cute art style. It looks cozy at first, but the difficulty is no joke — one bad move can completely end your run, which happened to me every single time. The charming visuals tho carry. Sadly, it does feel a bit short. I really wish there were more tribes to experiment with and more than just one main route through the snow and ice. After a while, the same biome starts to feel a little repetitive.
I don't know if I actually love this game or if I've developed stockholm syndrome
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.9M | 4.8K | 94% | $39.99 | |
| $4.9M | 9.4K | 88% | $19.99 | |
| $4.9M | 5.4K | 78% | $24.99 | |
| $5M | 4.3K | 87% | $49.99 | |
| $5M | 6.6K | 92% | $24.99 | |
| $5M | 96.8K | 71% | $2.99 |
Related
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 854 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is probably my personal favourite roguelike deckbuilder, and one of the few games I have gone out of my way to get the true ending of. Let's get this out of the way first: If you make a mistake, you will be punished. This is probably one of the toughest roguelike deckbuilders I've played, and the learning curve can be a bit harsh early on, but once you learn to avoid putting your leader in the firing line, and that multiple attacking enemies require special attention so they don't delete everything (shout out to the attack order preview button, devs) you can have a lot of fun, and also realise that there are a lot of ways to circumvent the harsh challenges. One of the main things I will compliment this game on is the enemy variety, as while it is technically lower than something like Slay the Spire or Monster Train, these enemies all use the various mechanics of the game to screw you over in different ways. Some poison all of your troops, others nullify different effects, there are some that play defensively and deal damage when attacked, and there's even an encounter that causes your troops to attack each other if you're not careful. Not to mention the final boss. I won't spoil the 8th fight, but I will say that it's a really fun and creative concept in my opinion. Because I want this review to be somewhat balanced, I will say that a personal criticism is that not all cards are made equally, in the sense that some are undoubtedly easier to make strong than others. Call it a skill issue, because I am not as proficient with all strategies and clans, but for example, I generally find it easier to work with someone like Gojiber, Snoffel or Nova, than I do someone like Chikichi, Pootie or The Baker. This also applies to some mechanics like teeth (the thorns equivalent) generally being weaker than snow, which is generally a really good idea to use. However, for one last compliment, I like the post game difficulty system. The fact that you can choose which modifiers you want to apply is nice, in comparison to something like Slay the Spire where marching up ascension can be a bit slow, and you are forced to deal with specific modifiers in specific places. Here, if a modifier is giving you more trouble than it's worth, you can always try another modifier if you fancy. To conclude, I like this one. :D
Как же я люблю, когда из-за малейшего miscalculation пол группы выносят одним ударом, включая тех, от которых зависела вся стратегия
Cada partida es diferente, y siempre te pone en situaciones donde tienes que pensar cada movimiento y tener en cuenta siempre al enemigo y tus propias cartas. Si pasas por alto algún punto puedes terminar perdiendo la partida. Eso es algo que me ha encantado: el juego no te cansa, porque puedes ir probando una y otra vez, lo mismo pasa con la música (puede sonar de fondo todo el día y no cansa). El diseño de personaje es hermoso también. El juego poco a poco se vuelve más complejo, mientras tu también creces en complejidad, potenciando tus cartas, combinando talismanes e items. El reto va en aumento, pero también la sensación de volverte más fuerte pero siempre supone un reto.
Some SEVERE improvements - ones that would get me to play again (Gonna just copy and paste this in my review of the game in hopes the devs blow the dust off their keyboards and make the game worth something.) This game is missing a LOT. 1. Secondary currency earned through gameplay, that is usable at the main town. 2. A purpose for the main town, because once you unlock the 7 things in town every building is useless and there's no point to doing anything in there. Why would I go into the store and see the art you worked so hard on? There's nothing for me in there. Why would I spend more time on the game? Am I able to start juggling randomly spawning items, currency, and begin a strategic plan? So how on earth do you expect me to have a drastically different run than last time? If you play this game once, you have played it 20 times, if you play it 20 times, it feels like a brick wall with no paint; with no end to the boredom. 3. More than 1 type of map 4. More than 3 types of card bases Mods can't be your answer to everything, a little effort from you is required here. For both 3 and 4. 5. Real endgame content, the whole possessed team is neat, but if you can't handle them or simply want a different ending- you're ♥♥♥♥ outta luck Is it worth the Price? NO How about 60% off? Nope Maybe 90% off? No, still go find something else. Okay, 99% off, the game is basically free.... Yeah, sure, if you have the extra dollar then sure, but don't expect to have hours of fun. IT will be a couple hours at BEST. End Result: Lazy Dev with a lazy end result 2/10
Recommended but with a lot of flaws. This is a solid roguelike deckbuilder with unique twists, but a few design decisions keep it a tier below its closest comparison Monster Train 2. Like MT2, you're constantly choosing between 2 paths and rewards/draft choices, but Wildfrost's biggest differentiator is the ability to reposition units between turns. This adds a lot of tactical depth and creates interesting puzzles every turn instead of just every battle. But the game is also significantly more punishing than it needs to be, to a point where it feels almost malicious. In Monster Train 2, mistakes are often recoverable because your Pyre health acts as a buffer or "how many mistakes can I make", and the developers even include a built in "who will die this turn" preview plus an undo-turn feature. Wildfrost offers none of these tools that encourage you to explore its deep mechanics. A great Wildfrost run can be instantly ended by a complicated chain of resolve effects and counterattacks where a single miscalculation leads directly to defeat, because when your leader unit dies, the run is over. Instead of feeling like you were outplayed, losses often feel like you got caught by an interaction you couldn't reasonably track in the moment, or you were distracted that one turn. Ironically, while Wildfrost gives players tremendous freedom in manipulating turn order and board state during battles, it is much more restrictive on the map. Once you choose a path, you're largely at the mercy of the order of node rewards and RNG. It's common to be offered items that require specific unit synergies you simply don't have and vice versa, and you can't preview the entire path. This makes some runs feel dictated more by luck than by decision-making.
去年ハマり、今でもたまに引っ張り出して遊ぶくらいには味のするゲーム デッキ圧縮でめちゃくちゃにゲームをぶっ壊す!とか何しても死なないユニットを育てる!みたいなことは他ローグライトに比べて起こりづらくはあるが、別にそういった仕様が死んでいるわけではないのがミソ 奥の階層に進むにつれワンミスが命取りになるため少しでも違和感を感じたら確認が必須であり、爆弾解除みたいな緊張感がある グラフィック、音楽どちらもクオリティが高いのも長時間プレイの上で地味にうれしい
I did not enjoy Wildfrost. The systems never clicked and I bounced off from the overtuned difficulty. Your leader cannot withstand more than a few hits, which makes sense. You're supposed to let your companions tank damage for you, and then you can put them back in your deck to heal them. In my experience, this doesn't work at all. Plenty of companions and summoned minions (who cannot be put back) do not survive a single hit from plenty of enemies, and if a companion dies in battle they're out until the next one. I often had to put down a companion to die in one turn to protect my leader, or have my leader take damage to make sure the companion lives long enough to attack, which to me is totally counterintuitive. Even then, there are ways for your leader to get hit no matter their placement in either lane. I could go on, but I will cut it short. Cool art direction, incomprehensible gameplay.
Cool game
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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
The games this title's players most often review too — audience affinity.