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A member registered Oct 28, 2020 · View creator page →

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Hi, and thanks for stopping by. If you're reading this, you've found an early build of a colony sim I've been pouring a lot of hours into, and I'm really glad you're here.

What is Frostward?

Frostward is a colony sim about keeping a small settlement alive through hard winters. You start with seven settlers and a cart of supplies, and everything after that is up to you. Chop wood, grow food, build homes, and get your people through the cold before it gets them first.

The thing I care most about is that every villager is an actual person in the simulation. They have names, traits, and skills. They pair off, raise kids, learn trades, grow old, and yes, they can freeze to death if you didn't plan ahead. The colony keeps a written Chronicle of the weddings, births, rescues, and losses, so by the end of a campaign you have a real history of the town you built.

It runs right here in your browser. No install, no account. Give it a few seconds to load and you're playing.

Why I'm building it

I've always loved games like city builders and colony sims, the kind where you're not really "winning" so much as trying to keep a fragile little world running. But I wanted one that was easy to jump into, ran anywhere, and treated its people like people instead of resources. So I started building the version I wanted to play.

I also wanted the whole thing to feel handmade. Every sprite and sound is generated procedurally using code, which is part of why it loads so fast, and it's a fun constraint to work within. This is the game I keep coming back to tinker with, and sharing it early feels like the right way to make it better.

A little about me

Frostward is made by one person. I am a software engineer with over a decade of experience, but I don't work in the games industry. Building games has always been a fun hobby, and this is the first time I'm putting something I've built out in public.

This is a solo project done in my spare time, so updates come in bursts. I read everything posted here, and player feedback has already led to real fixes in the current build.

How you can help

  • Play a bit and tell me what happened, good or bad, in the comments.
  • If something breaks or confuses you, describe what you were doing when it happened. That's genuinely the most useful thing you can give me.
  • If you'd like to follow along or support a longer campaign with saves that stick around, you can wishlist Frostward on Steam. It helps more than you'd think.

Thanks for being here early. Now go keep some settlers alive.

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Thank you for playing Frostward!

I’ve spent countless hours building and playing this game, but that means I have a huge blind spot: I already know exactly how everything works. Having fresh eyes on the game is the only way to find the rough edges I've grown blind to.

I'd love to hear about your experience. Did you find any bugs? Was anything confusing? Did you just have fun? Drop a comment below, all feedback is welcome and incredibly helpful!

Thanks for playing, and thank you for the feedback!

We have an improved character controller ready to launch post-jam that fixes all the issues with getting stuck on blocks, refined movement, and less floaty jumping.

Very spooky, I loved the art and the atmosphere of this game.

TDs are definitely timeless, great work on this using the Unity assets!

Fun game racing against time to collect coins, but like others said need to lock cursor for WebGL.

This was really fun and unique, reminds me of the mime random event from OSRS.

This was tough, but I liked the concept. I definitely fell quite far at one point.

I loved the time control mechanics. Lining up a bunch of shots then playing time to watch ships vanish was great.

Cool concept, would love to see it fleshed out more.

This was tough, but very fun to figure out. 

Very fun, I love these kind of games. Reminds me a lot of the original X-Files game from 1998, having to gather items and use them.

This was really fun, reminds me of the old gold mining flash games from back in the day.

Very calm and relaxing vibe, and the artwork was superb.

Good use of the Unity assets, the cakes falling from dead enemies was funny. The camera was a little hard to use, I felt like I was always in the ground looking up at giant enemies, but the concept was there. Would love to see it refined after the Jam.

Haha so fun and simple, easy to dive right in to. I'm not sure what the scream key does, but its fun to see the pumpkin just make a face the whole time :o

This is pretty cool, I love having to figure out the angles. It was a bit hard to see where I was going on the WebGL version, but I managed to get through quite a few levels.

This is a real cozy game, love the memories in each setting.

Fun game! I love organizing so this scratched an itch.

Thanks for playing! Yeah the spikes may reduce your time, but like you found it’s possible to use them as almost a launch pad, great work finding that.

Fun game! The slippery movement adds an element of difficulty, made it fun figuring out how to navigate the platforms.

Thanks for playing

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Thank you, glad you liked it!

We plan on adding the things we didn’t have time for post-jam, that includes physics tweaks, puzzles, art work.

Love the mechanics, cool skill game. I'm not great at it, but its something I could sit here for a long time trying to figure out. With some upgraded art work, this could be a great game.

Thank you!

This is awesome. I completed it with 543 seconds left on my character.

Loved the movement, the perks, and the retro feel of the art style.

Probably my favorite game of the jam.

Thanks for the feedback!

Dying randomly may have been the timer running out. We can definitely make it clearer what is happening when time runs out and you leave a statue behind.

I love these kind of games, great work with the assets

Thanks!

Yeah the bodies can either help or hinder, given more time we would have liked to make them a larger part of the puzzle to get to the end.

Super fun concept! Got to the end screen (the flash bang lol)