Key takeaways
- The steward navigates political tensions and factions to prevent the destruction of New London, as the captain's authority is limited.
- Trustees respect progress, equality and tradition, focusing on fostering trust with the people of New London.
- Evolvers oppose faithkeepers by emphasizing productivity, competence, and reason for increasing production efficiency and city adaptation.
the story of Frostpunk 2 Picks up three decades after the end of the original game's main campaign. The city of New London has survived thirty years of blizzards and turmoil, but now its founder, Captain, has died of old age. The player takes on the role of the captain's successor, the steward, who must guide the city through a new crisis while earning the public's trust.

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Unlike a captain, a steward's authority is limited. Many people are bound together in different communities based on their backgrounds, while many radical factions are fighting over their beliefs about how to run the city. Players must navigate the political tensions between these factions to keep the city from being ruined.
4 Believers
Progress, Equality, Tradition
- Good relationship benefits: Confidence is increased
- Special work: Pray evening prayers to show people that better times are ahead
If the players decide that the captain established order using the Faith, the Faithful will be one of the starting factions in story mode. Unlike their opposing faction, the Evolvers, they respect technological progress, equality, and tradition. Their goal is to defeat Frost and create a united city under the captain's original vision.
Their abilities revolve around building trust with the people of New London. Their passive abilities increase trust once the player raises their relationship with believers above neutral, and their active abilities do the same. While this is certainly beneficial, players should not rely on faction abilities to increase trust. If they do, they will sooner rather than later run into more serious problems.
3 Pilgrims
Adaptation, similarity, tradition
- Good relationship benefits: Frostland offers teams
- Special work: Speed up the current exploration
The Pilgrims band together in campaigns where the captain used the Order to gain control of the city during the events of the first game. They strongly oppose the Stalwarts and seek to guide the city into a new era of adaptation by embracing the snow.

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Both of their abilities are centered around exploring the frostlands around New London. Their passive perk increases the number of scout teams at the player's disposal, which can help the player send out multiple scout teams at once or fetch valuable resources from multiple locations. This is especially useful if there is a whiteout nearby, as it forces all active scouts to return to town. Their active ability speeds up any current exploration, allowing players to quickly reap the rewards of scouting new areas. Players seeking to embrace the snow should keep pilgrims on their side, as exploration is crucial to this task.
2 Giants
progress, merit, cause
- Good relationship benefits: Provide additional prefabs
- Special work: Additional Guard Squads are provided
Stalwarts are Captain Loyalists that start in New London if the player chose Order instead of Faith. This faction served as Captain's enforcers in the first game, and they want to maintain the power structure that has existed in the city for three decades.
When the player has a good relationship with the Stalwarts, they passively provide additional Prefabs, making it possible to expand even faster. This also means that the player can turn more industrial districts into goods production, which can reduce crime. Their special function provides additional guard squads, which are extremely useful during factional conflicts and civil wars. Whether the player wants to further the Captain's original philosophy, maintain strict order in their city, or simply play the role of dictator, the Stalwarts are a useful group to have at the Steward's side.
1 The developers
Adaptation, aptitude, reason
- Good relationship benefits: Productivity is improved
- Special work: Train workers to increase productivity
The Evolvers are formed in opposition to the Faithkeepers, so they are not around if the player decides to use the Order instead of the Faith as a Captain to rule the city before them. They consider believers to be religious extremists and seek to guide the city towards embracing the snow rather than using technology to remove it. They also promote merit over equality and logic over tradition.

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If players have a neutral affinity with the Evolvers, they can use their active ability, which greatly increases production in all districts. It can be a game changer when preparing for a whiteout — and when a player is struggling to keep up with the demands of the city. Their passive perk is also useful if disease gets out of control, as Evolvers periodically heal sick and injured workers so they can return to work. By advancing the city towards efficiency, health and adaptation, the Evolvers are the most useful group to have on the Steward's side.

Strategy
Existence
The city builder

- issued
- September 20, 2024
- OpenCritic rating
- the mighty