Dev. Diary I – Ice cold apocalypse

In this first dev. diary we’ll talk about Frozen World main features.

In general, Frozen World will be a narrative and interpretative experience: the player will create his/her character and play through a branching story with a free gameplay, allowing for a deep and satisfying roleplaying experience. This is easy to say, but usually hard to create, so let us give you some more detail about the gameplay structure.

Frozen World won’t appear so different compared to a visual novel and there will be a lot of common features, since the game will feature a narrative built with lots of texts and 2D images. But dialogues won’t be the only gameplay mechanic, because Frozen World is a game about survival in a dangerous world, where humanity is scattered and few in numbers. The player will be able to freely travel around the frozen waste moving his party on a map, which will also allow the player to hunt for food and scavenge in search for ancient treasures. Travelling is part of a nomad daily routine, but that doesn’t make it less risky since the world is full of dangers of any sort and quite often those dangers are born from other humans actions and needs.

Into the storm

The third main gameplay component is the combat system, which will let the player control his/her character actions and his/her party behavior on the battlefield. This feature is still in development and it’s not easy to know precisely how it will work, but we have our guidelines to create it: fights will be dangerous and the player shouldn’t crave to constantly fight to proceed through the game, with the risk of having half the party injured in some way or, even worse, seeing the death of a fellow companion.

These 3 different components will allow us to create a deep and compelling experience, based on the main features of the setting. The Frozen World isn’t an easy place where to live, mostly because is freaking cold everywhere and every time. Mankind can’t grow any kind of food outdoor; the bites of cold constantly threaten the life of people who have no warm shelter; without civilized institutions ruthless people can just take what they want from the weakest and no law enforcement exist to stop them.

Life is hard in the Frozen World and we will continuously remember this concept to the player.


Working on the game we have different goals:

  • First of all, we want Frozen World to be a deep and consistent roleplaying experience, full of meaningful choices able to affect the plot. We didn’t create an ice apocalypse just to put tons of snow in all the artworks, we created it to be the game’s core. The main plot, the secondary storylines, the optional dialogues: all narrative elements are born from the setting and will perfectly fit in it.
  • Our second goal is to create a long and rewarding experience. We created a particular setting and we need time to let the player enjoy it, that’s why Frozen World can’t last just a couple of hours. That wouldn’t even be honest, why should someone buy a short game where all the good ideas are just underdeveloped?
  • Our third goal is to create an entertaining game. That means correctly balancing all the different elements to create something that the player will be glad to play, hopefully more than once. Frozen World will feature lots of dialogues, but having tons of long and boring dialogues won’t create a fun game, it will only let us brag about the number of dialogues in the game. Placing thousands of fight into the game won’t make it funnier, it will only make fighting something boring and cheap. Balance between different features is of the utmost importance.

Since the development is at a good point, we will now regularly post updates of any kind, stay tuned!