
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
The incredible level of visual polish kept me going for a bit, but mechanically it feels like it's missing something. Losses feel unfair more often than not as you get bad rolls on characters and enemy types. Sometimes it feels like the game is counter-picking your strategy with enemy groups your team has no chance against despite being prepared for nearly every other battle. Other times an enemy will apply a debuff that has a teammate randomly targeting your main unit and ending the run instantly. Also, unlocks take tons of grinding only to reveal a character or card that is incredibly conditional or worse than everything you've unlocked already. Picking any four of the pets I've unlocked other than the healer is nearly a guaranteed failed run.
Game is way too RNG-dependent, meaningful progression is nearly non-existent (at least up to the point I got to before getting bored), synergies are so slow to activate that all your units die and your run ends before you have a chance to build anything up, and there's so many different competing synergy systems in the game that pulling for cards that work well with the ones you already have is incredibly low-probability, leading to way too many early dud runs. Feels like too many cooks in the kitchen, like the devs threw in every mechanic they thought of all at once without considering how they'd work together at all. Also, there's no way to meaningfully plan ahead in battles because you have no way to anticipate what kinds of enemies will show up until they do, so it's always just a dice roll as to whether you clear the wave easily without thinking or get instantly stomped with no chance whatsoever to fight back (except it's not actually instant, because you have to play out a few futile turns first before the enemies will attack, even if the outcome is obvious from the start, further wasting your time). The battles never seem to come down to actual strategy like in other deckbuilders I've played, it seems to be the equivalent of just pulling the lever on a slot machine but with a ton of unnecessary extra steps. And I have never been a fan of mindless gambling, so I guess it's not for me.
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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
Negative for dev attention. I love rogues through and through. Balatro at 500 hours, slay the spire, S ranked Cuphead, I love throwing myself over and over at games. Wildfrost though is severely imbalanced against the player. It’s just too much. In 20 hours I’ve won a single playthrough. I’ve only made it to the last boss for the second time maybe three times and lost every time. It isn’t a git gud situation. It is just wayyyyy too stacked against you. A veteran rogue player after 20 hours should be able to beat it twice. It seems simply impossible. The UI for Controller mode on Steam deck is super unclear about what’s highlighted and what’s not. Sometimes for no reason you have to move the joystick to be highlighting “next.”
This game is challenging to be sure, but it doesn't feel unfair. There's tremendous input randomness, but very low output randomness. After you play a card, the board follows a fixed pattern to resolve itself. With this in mind, you can envision the state of the board after the turn finishes and plan accordingly. As a result, whenever you die, it doesn't feel like the game is BS, it feels like it's your own fault and you can reflect on your decisions, identify what got you killed, and improve for the next run. To top it off, the meta-progression just enables more options, rather than making your existing options stronger, so you don't feel like you have to grind, only improve your skill with what you have. It's a masterclass in roguelike design with an extremely satisfying loop.
The game is fun and addicting, but sadly also very frustrating. Every run I've lost so far I have lost based on me missing or forgetting about one interaction/modifier that is in play. In each of those situation I had a winning position and deck. In my opinion the game overloads you with too many active enemies each having their own unique modifiers. As a result you have less incentive to tactically think your way out of a battle, and instead are pushed to just make a better deck. That brings us to another aspect: during a run you only get to add a very limited amount of cards, and there is very little ability to steer where your deck ends up. Even the shops have just 4 cards available. This means that any 'crazy strong' decks you can end up with are very obvious from the get go.
SUCH a gem. This game is a wonderful spin on the rogue-like genre. The idea of having to overdo/outwit your past self to continue on is simply delightful!
Play Time: 54hrs Achievements: 21 of 27. 78% Date/Version: April 25th 2026 Rating: 7 out of 10 Wildfrost a card battler deck builder set in “unique” world where you have companions, and other champions who'll fight along side you to victory. It's a enjoyable game and maybe you'll like it. What makes this game a bit different from a few other games in the attack grid system, recall system, and reinforcement countdown. The battles are done on a 2 grid system, where each unit has a timer that counts down, depending on if the timer reaches that unit will take it's turn that round to attack. You can preview the turn order that each unit will attack for that round. If you reach 0 on the action timer the unit will do an instant action. There is a timer for when you can refresh your hand for free. A timer for when enemies will come out and support or arrive to battle you. And each timer can be manipulated. Refreshing your hand early will allow you to get a new hand but it'll end your turn and cards on the field will play out their turn as normal. The free hand draw just draws you a new hand and will allow you to play a card(s). There is a learning curve to this game, and has a terrible end boss system that many of us dislike. This will never be changed, and honestly I don't see why. In short the team you beat the boss with will become the current non-secret pre boss. So you think you want to buff your units with “charms” think again because you'll just prevent yourself from beating yourself. Buffing up your units you have unique “charms” that can be equiped, and unique universal passives that will impact the entire game play. The game utalizes a “relic” like system on their difficulty adjuster as well. While the achievements are semi simple to get, they are mostly achievements you have to chase after. And frankly I spent more time than I would like trying to obtain these achievements. Maybe if the end game boss system was different I wouldn't care as much. In addition this game has a major mechanic in it where essentially you can do fine and have no issue winning, but if you make one mistake it's end game. P.S. That's on the easy difficulty. The art I'm just going to say it..... while cute it 100% takes from this show called Adventure Time, My Neighbor Totoro, and maybe more. No idea in any case some people may like this and other may not. Overall I enjoyed my experience with this game, you should get it, give it a try. And do better than me, 100% of the achievements. PROS: Unique Tribes (factions) Unique Main heroes (randomized stats for the most part) Unique champions and companions Unique Team Combos (sort of, the end boss messes up a HUGE! Part of the game) Level difficulty adjustment Appropriate game length for each game. NEUTRAL: Balance is lacking with some charms Learning Curve Art CONS: End boss – fighting your previous team but they are drastically buffed
As a Slay the Spire fan, this game flew very much under the radar for me up until very recently. I actually discovered this game on Spotify, as I was listening to the STS soundtrack and the algorithm picked up a track from this game a bit later on - and it blew my mind how melodic it was, had me bopping before I could stop and say "Wait, what is THIS?". I immediately purchased and installed the game, and to my surprise, it lived up to the hype of the soundtrack. Wildfrost is an incredibly fun and charming game, with a decent amount of balance and a crazy amount of builds and approaches to combat. I found it difficult at first, as I was making so many mistakes and didn't fully understand the mechanics of the game, but after a few hours, I was soaring. I managed to defeat the final boss in a few runs, but then I hit a bit of a brick wall when realising the new final boss becomes a "possessed" version of the hero and minions you JUST used to defeat the boss. This is when you truly learn how to play the game - what works, what doesn't, and more importantly, how to counter-play properly. I've since beaten the final boss several times now and each time I did, my build was incredibly OP as I was prepared for the final fight. If you understand which abilities counter which, you will start flying through the final act of the game more and more. It takes some time, and is a little different to any other deck-builder you've played before, but it ultimately rewards the player with an overwhelming sense satisfaction. Also, Foxee is OP.
If you like roguelike deckbuilders, this game has it all. The mechanics focused on the turn timer and positioning of your units is easy to learn, but hard to master, and is the main standout that makes wildfrost as unique as it is, therefore: Interesting, very unique mechanics: check Upbeat, nice background music: check Good sound and visual effects: check Very distinct and cute artstyle: check Rng that feels pretty good most of the time (damn yank charms): check Meta progression that gives you interesting sidequests: check The potential to create op combinations (and even go infinite): check Also, since the most recent update the devs have enabled modding through the steam workshop, which adds near infinite replayability due to the many many shenanigans the community has come up with and will hopefully continue to. New tribes, cards, pets, sharms, you name it. The only criticism i have is one that comes in once you've progressed far enough into the game so read with caution: One of the coolest mechanics, if not the coolest [spoiler](your hero and team becoming the new final boss)[/spoiler] is kind of disabled through meta progression [spoiler](once you reach the true ending, because at least in my book the vanquish fight is the ultimate test of a run that i wouldn't want to miss most of the time)[/spoiler] and while that could be fixed whit a mod i don't believe there is one doing that right now Overall 10/10 don't sleep on this game
全実績解除済。見た目が好みならオススメです。 難易度は高めですが理不尽感は少なく、負ける時は自分のプレイングミスかビルド方針が曖昧であることがほとんどでした。 基本的にアタッカーは体力が低く、攻撃を受けると一、二発で倒されてしまうほどですが、 ・タンク役のキャラや設置物で守る ・攻撃が当たらないようにアタッカーの配置を変える ・敵の攻撃ターンを調整する ・攻撃してくる敵を先に倒してしまう ・敵の攻撃力を下げて耐える など、様々な手段で敵の攻撃をやり過ごせます。 このやり過ごしをいかにおこなうかが、このゲームの特に面白いポイントだと思いました。 操作性の面でも快適でUIもそこまで複雑ではなく、リトライはあまり苦にはなりませんでした。 あと、個人的にはBGMも結構気に入っています。
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.
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