
Hands-on with Frosthavens ambitious port from gigantic box to inviting PC game
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Cold-hard tactics Hands-on with Frosthavens ambitious port from gigantic box to inviting PC game Checking out an early version, headed by X-COM creator Julian Gollop. Kevin Purdy Mar 20, 2025 5:18 pm | 1 Credit: Arc Games Credit: Arc Games Story textSizeSmallStandardLargeWidth *StandardWideLinksStandardOrange* Subscribers only Learn moreFrosthaven, a board game that was somehow even bigger and more ambitious than its considerably weighty forebear Gloomhaven, asks a lot of its players.Each turn means picking two from maybe a dozen different possible action cards. Each of those cards has two options (plus a "default"), and each of those cards is played out against multiple other actions by your enemies and companions. And that's just the game itselfactually getting the game set up and getting your fellow gamers to agree on semi-regular appointments is a whole other crusade against tough odds. When you're zoomed in, and especially in interior spaces, you can easily see Frosthaven's hex-based board game roots Arc Games When you're zoomed in, and especially in interior spaces, you can easily see Frosthaven's hex-based board game roots Arc Games Treacherous terrain is a big part of the strategy, whether using it for power-ups or kiting enemies into bad spots. Arc Games Treacherous terrain is a big part of the strategy, whether using it for power-ups or kiting enemies into bad spots. Arc Games When you're zoomed in, and especially in interior spaces, you can easily see Frosthaven's hex-based board game roots Arc Games Treacherous terrain is a big part of the strategy, whether using it for power-ups or kiting enemies into bad spots. Arc Games Summons and spell-casting add another layer of complexity onto the game's meaty combat. Arc Games Summons and spell-casting add another layer of complexity onto the game's meaty combat. Arc Games Your outpost provides you with boons, quests, and other higher-level management options. Arc Games Your outpost provides you with boons, quests, and other higher-level management options. Arc Games Summons and spell-casting add another layer of complexity onto the game's meaty combat. Arc Games Your outpost provides you with boons, quests, and other higher-level management options. Arc Games LikeGloomhavenbefore it,Frosthaven is getting a PC game, which should make exploring a baddie-infested tundra easier to set up and potentially easier to do multiplayer. A closed beta test begins March 27, with sign-ups at the game's website. The game will launch into early access during 2025, with more than 35 quests across the first two acts available, with over 130 quests planned in total. It will have single-player and up to four-player multiplayer, with players able to pick up their teammates' characters if there's a momentary dropout.Frosthaven trailer. Two big names are attached to this very big game. Isaac Childres, creator ofGloomhavenandFrosthaven, is a consultant on the PC games. And the developer is Snapshot Games, led by X-COMcreator Julian Gollop. In a press release, Gollop said his team has "been taking great care of replicating the board game experience as much as possible" but also wants "newcomers and long-time veterans" to play the game in "a more accessible way to help introduce their friends to the game."Not exactly a grandmaster testerI played a couple of combat encounters and explored the game's unfinished outpost-building, card art, and world map with a developer as my teammate. Art, music, voices, and other aspects of the game were not yet finished, as the game is only hitting early access soon (hence why some of it is missing from the provided screenshots). But I got a sense that Frosthaven is well on its way to making computers do all the chore work of this weighty game, leaving you room to flex your strategy skills.I can say this for certain: The game's tutorial does a lot of work in introducing you to the game's core mechanics, which include choosing cards with sequential actions, "burning" cards for temporary boosts, positioning, teamwork, and having enough actions or options left if a fight goes longer than you think. I'm not a total newcomer to the -haven games, having played a couple rounds of the Gloomhavenboard game. But none of my friends, however patient, did as good a job of showing just how important it was to consider not just attack, defend, or move, but where each choice would place you, and how it would play with your teammates.I played as a "Banner Spear," one of the six starting classes. Their thing isyou guessed ithaving a spear, and they can throw it or lunge with it from farther away. Many of the Banner Spear's cards are more effective with positioning, like pincer-flanking an enemy or attacking from off to the side of your more up-close melee teammate. With only two players taking on a couple of enemies, I verbally brushed off the idea of using some more advanced options. My developer partner, using a Deathwalker, interjected: "Ah, but that is what summons are for."Soon enough, one of the brutes was facing down two skeletons, and I was able to get a nice shot in from an adjacent hex. The next thing I wanted to do was try out being a little selfish, running for some loot left behind by a vanquished goon. I forgot that you only pick up loot if you end your turn on a hex, not just pass through it, so my Banner Spear appeared to go on a little warm-up jog, for no real reason, before re-engaging the Germinate we were facing.The art, animations, and feel of everything I clicked on was engaging, even as the developers regularly reassured me that all of it needs working on. With many more experienced players kicking the tires in early access, I expect the systems and quality-of-life details to see even more refinement. It's a long campaign, both for players and the developers, but there's a good chance it will be worth it.Kevin PurdySenior Technology ReporterKevin PurdySenior Technology Reporter Kevin is a senior technology reporter at Ars Technica, covering open-source software, PC gaming, home automation, repairability, e-bikes, and tech history. He has previously worked at Lifehacker, Wirecutter, iFixit, and Carbon Switch. 1 Comments
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