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Comparison

Cold & FrostbitevsWarmth & Shelter

Both are system entries in the same Permafrost reference set. The table below puts them on the same axes — and the last row is the one that matters: what neither of them can tell you until the build ships.

AxisCold & FrostbiteWarmth & Shelter
In one lineThe cold is the antagonist. It is alive, it is ever-present, and it scales with exposure.Warmth is the currency. Shelters are the banks.
Key points
  • — Exposure accumulates over time — you plan for trip length, not for the current weather reading.
  • — Storms are timing events: clear windows are for travel, storms are for crafting and repair.
  • — Creeping chill punishes standing still as much as moving badly.
  • — Restore abandoned shelters instead of building walls from scratch — far cheaper in scarce materials.
  • — Centralise generators deep inside the shelter; perimeter placement bleeds heat.
  • — Build "warm rooms" to wait out whiteouts instead of burning fuel continuously.
UnmeasuredExact temperature scale · Frostbite thresholds · Storm frequency and durationWarmth drain rate · Generator fuel consumption · Shelter insulation values
Reference pageCold & FrostbiteWarmth & Shelter

Which one you deal with first

System order is a priority decision: fix the meter that is killing you fastest, not the one that is easiest to optimise.

Both entries share the same rule on this site: no number appears unless it is published or measured. The “unmeasured” row is identical in spirit across every comparison page — it exists so you can tell the difference between a wiki that knows and a wiki that guesses.

Data version 2026.09.24 · reviewed 24 September 2026.