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Frostpunk 2 Sells 350,000 Copies in 3 Days

Cpt.Jank

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After much anticipation, Frostpunk 2 launched last week to near-universal praise. The strategic city-builder's success is underlined by the fact that the game has seemingly even exceeded its developer's expectations, with game sales for PC and macOS alone already surpassing the game's development and marketing cost just three days after launch.

In a post to the official Frostpunk 2 account on X, the developer celebrated that the game had officially sold over 350,000 copies. At $44.99 in the US, the new game costs $15 more than the original, which launched in 2018 and has generated an estimated total revenue of $53 million—since its launch. In contrast, Frostpunk 2 has supposedly already earned an estimated revenue of $3.5 million, according to Game-Stats.com, although estimates from Gamalytic put that closer to $10 million.



In the days since its launch, Frostpunk 2 easily surpassed its predecessor's all-time peak player count of 29,361, with Frostpunk 2 attracting 35,533 concurrent players on Saturday, 21 September—less than 24 hours after the game's initial release. Curiously, despite generally positive critic reviews, Frostpunk 2 actually has a lower player review score on Steam than the original Frostpunk. Where the original sits at 91% positive reviews, Frostpunk 2 has only reached 71% positive reviews on Steam so far.

Frostpunk 2's success somewhat mirrors that of Sony's recent Astro Bot, which skyrocketed to the top spot on PS5 in no time. Both Astro Bot and Frostpunk 2 were made by relatively small teams on lower budgets and in shorter time frames than are usually allotted to AAA titles. This seemingly allowed the teams behind each to take more risks and have greater creative freedom over the end product.

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Hmmmm.....The game recovered its development and marketing with just $350,000 copies? A total cost under $10 million?

What is this alien technology? Sony is in absolute shambles.

(cant wait to pick it up this weekend.).
 
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Hmmmm.....The game recovered its development and marketing with just $350,000 copies? A total cost under $10 million?

It probably didn't, 11bit is down some 20% on the Warsaw stock exchange. Peak players today on Steam was 18 830, down from 35 500 on Saturday which is sort of meh.
 
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It probably didn't, 11bit is down some 20% on the Warsaw stock exchange.
Try reading the article next time. Let me help you with the most important bit.
game sales for PC and macOS alone already surpassing the game's development and marketing cost just three days after launch.
Peak players today on Steam was 18 830, down from 35 500 on Saturday which is sort of meh.
Gee I wonder why peak player could would be down on a weekday VS the weekend? As if this didnt happen with every game ever.
 
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Frostpunk 2 is as good as the first, they switched up all the mechanics so it's different.

I had about 200hours playtime on Frostpunk, so I will enjoy this
 
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I've been on the wall about this. It appeared to be good, but it is not Frostpunk 1. Not quite. Not just a fancier-looking Frostpunk 1, if the glass is half full.

It is suffering mixed reviews on GOG for those reasons.

I just want something to unwind with that is not itself too stressing. Watching death spirals in slow motion is no longer my kind of fun.
 
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I've been on the wall about this. It appeared to be good, but it is not Frostpunk 1. Not quite. Not just a fancier-looking Frostpunk 1, if the glass is half full.

It is suffering mixed reviews on GOG for those reasons.

I just want something to unwind with that is not itself too stressing. Watching death spirals in slow motion is no longer my kind of fun.
Only look at the "Verified Owner" reviews and ignore the people nitpicking, they're easy to weed out.. If you enjoy the first, you are very likely going to enjoy the second. The storyline is more of a similar feel but with more interesting aspects(trying for no spoilers here).
 
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I played Frostpunk. It wasn't bad.....It's like Civ, but for people that enjoy suffering. Not as much replay value to me as Civ, but that is subjective.

I am not surprised this new one is a hit. I thought the first one just needed a bit of polishing, and they've clearly done that.

Also, it runs nice. Not exactly the kind of game you need blistering frame rates for, but I tried it on a random laptop too, and it was well playable.
 
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It probably didn't, 11bit is down some 20% on the Warsaw stock exchange. Peak players today on Steam was 18 830, down from 35 500 on Saturday which is sort of meh.
11bit lost 45% in 4 days, that's insane!
 
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350,000 copies might look good but that player count doesn't.
 
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350,000 copies might look good but that player count doesn't.
I kind of wonder exactly how much does player count weigh, when the game is single player, and not a platform exclusive.
 
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I kind of wonder exactly how much does player count weigh, when the game is single player, and not a platform exclusive.
What weighs the most is the drop you see within the consecutive days.
 
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the proof that denuvo is useless..350,000 copies sold in 3 days on the internet it was cracked the day it came out. Those who can afford them buy them.
 
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Looks interesting, this game shows that we dont need to just make blockbuster AAA titles, Sony learn from this.
 
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The game is hard. It really is.
 

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I have the first one and played it quite a bit you just constantly felt the sense of doom and gloom trying to keep your people surviving. I fired up Gamepass earlier and was happy to see this was available. I look forward to playing it

The game is hard. It really is.
Right? It just left me in a state of desperation trying not to fail which was often…
 
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the proof that denuvo is useless..350,000 copies sold in 3 days on the internet it was cracked the day it came out. Those who can afford them buy them.
Clearly it is useless in this case since the game is DRM free.
 
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It has potential, but I hate being pigeonholed into certain building choices or law standards just to either unlock more advanced laws or research options. Sure, there are plenty of bonuses that help offset going the less-efficient but ideologically strict routes, but I'm being forced to build around that instead of just making use of whatever is the best law or facility needed to optimize production and survival. Moreso since once I adopt a path, I have to change every damn building to match.

I'm also disappointed in the lack of automata production as a means to offset worker limits, so I'm hoping that becomes available in future DLC.
 
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