
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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 851 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 854 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I am having fun. Lots of little things to complete like getting the etched cards for winning with them in your deck. Challenges that unlock more charms. Lovely soundtrack. Beautiful artwork with lots of little touches that give it soul
Wildfrost is not a rogue-like deckbuilder, really. It is definitely a rogue-like but it's more of a tactics game than a deckbuilder. The amount of cards you add to your deck are relatively low and highly controlled in what exactly they are. Draw order is also not (usually) a concern because of deployment phase and the ability to cycle your entire deck in a couple turns. Generally, you will have what you want when you want it, and what you're actually doing in practice is playing a tactics game. Synergies in this game are extremely paint-by-numbers. You play Kobonker with Snoffel. You play Chickichi with Monch. You play Bombarder with Fizzle. Everything is nicely color coded to tell you what works together, and generally it is very easy to assemble a strategy due to how controlled your card picks are. I don't think I have ever died to the final boss of this game (though I have certainly died before it!) because by the time you reach it, you will have already seen a pre-built synergy package that will give you what you need to scale up. The last fights are, in my experience, a formality. So, where is the gameplay? It's mostly in the early and mid-game. At this point, healthbars are low (both yours and the enemy) and so there is a lot more back and forth of trading blows and carefully counting up damage from items and timers. This is a quite difficult but very engaging experience, but it doesn't really have much to do with your deck. It has a lot more to do with when you are playing your cards and what you're playing them on. Because of the timer system, card ordering is extraordinarily important in this game. With a few rare exceptions (zoomlins and noomlins), every card played advances the turn order by one tick. And with attack timers rarely exceeding 5, every single card played is a weighty decision at higher difficulties. So, it's really a tactics game that stores its game pieces in things that look like cards. Of course there is the 1-in-100 turn where you bottom-deck all three snow cards that you needed but really, I feel like 99% of the time I have access to the tools that I need, when I need them, and it's just a matter of whether I sequence them correctly or not. But is it a good game? Yes, I think it's quite fun for what it is. Maybe a bit low content for 20 dollars, but there is a pretty big modding scene for extra replayability.
Wildfrost is a unique enough roguelike deckbuilder with a solid unit positioning system and turn progression system that advances with each individual card played. I like how randomly varied the choice in starting MC are, and the final boss takes an interesting approach to make itself varied as well. The visual presentation is fine, the music is pretty good. the UI could use more work though, wandering around unmarked huts (no tooltips pop up to tell what building it is, or if there are unfinished quests) in the village to check for goals or the long scrolling right through the shrines isn't great; if you just make quest list that you access by hitting Esc the default, the rest of the village is basically is pointless. The map could also be more descriptive on encounter type for new players or returning players. The game also doesn't have an option to reset all progress, or having multiple save slots so you can start a fresh journey, so resetting requires manual deletion of game files. Being able to refresh by repeating tutorials would also be nice, the Esc menu is already a book, put a tab there for game mechanic tutorials. Also no option to mute while in background, which is slightly annoying; but at least there's a slider to turn blood amount to maximum (who's this for, really?).
fun card game that has lots of features that add abilities to your deck on runs, also a couple of unique game mechanics
就美術跟ui還不錯吧 內容感覺沒想好好打磨
别开ce,[spoiler] 不然二周目弑神 [/spoiler]
A very solid deck-building roguelike. Not as in-depth as slay the spire perhaps, but plenty of complexity in it's own way. The art is good, the music is good, runs are different enough, and while there isn't a whole lot of meta progression, I don't really consider that a mark against the game. I worry adding meta-progression for it's own sake would end up bloating the game unnecessarily. Mod support is good, too. Overall, no real complaints from me.
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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