Biomes
Open, wind-scoured flatland — the most exposure-heavy biome.
Vertical ice terrain — traversal and falls are the problem.
Buried ruins — the highest-value salvage and the highest risk.
Vertical ice terrain — traversal and falls are the problem.
Open, wind-scoured flatland — the most exposure-heavy biome.
Vertical ice terrain — traversal and falls are the problem.
Gear
Systems
A network of shelters, not one mega-base.
A network of shelters, not one mega-base.
A network of shelters, not one mega-base.
A network of shelters, not one mega-base.
A network of shelters, not one mega-base.
A network of shelters, not one mega-base.
A network of shelters, not one mega-base.
A network of shelters, not one mega-base.
Co-op does not make the world easier. It makes it less lonely.
Co-op does not make the world easier. It makes it less lonely.
You do not level up. You unlock territory.
Co-op does not make the world easier. It makes it less lonely.
Co-op does not make the world easier. It makes it less lonely.
Warmth is the currency. Shelters are the banks.
Predators are a material source as much as a threat.
Scout, alarm, pack mule — and the reason silence is survivable.
You do not level up. You unlock territory.
The cold is the antagonist. It is alive, it is ever-present, and it scales with exposure.
Food and stamina decide how far you can push before the cold does.
Warmth is the currency. Shelters are the banks.
Predators are a material source as much as a threat.
You do not level up. You unlock territory.
Scout, alarm, pack mule — and the reason silence is survivable.
Scout, alarm, pack mule — and the reason silence is survivable.
Warmth is the currency. Shelters are the banks.
Predators are a material source as much as a threat.
You do not level up. You unlock territory.
You do not level up. You unlock territory.
You do not level up. You unlock territory.
You do not level up. You unlock territory.
Food and stamina decide how far you can push before the cold does.
Warmth is the currency. Shelters are the banks.
Predators are a material source as much as a threat.
Warmth is the currency. Shelters are the banks.
Predators are a material source as much as a threat.
Warmth is the currency. Shelters are the banks.
Permafrost vs other games
vs The Long Dark, Frostpunk 2, Valheim and more.
ReferenceAll biomes, gear & systems
Start from the entity pages instead.
Data version 2026.09.24 · reviewed 24 September 2026.