$19.99Wildfrost Cute cards, serious tactics
Wildfrost is a tactical roguelike deckbuilder set in a frozen world where you build a deck of companions and items to banish the eternal winter. Fights run on countdown timers, so you plan around who strikes when, and every run drafts a different crew.
Is Wildfrost worth it?
Wildfrost is worth it if…
- you like tight tactical fights where turn order matters more than big hands
- you like building small companion teams and tuning them with upgrades
- you like hard roguelikes where losing teaches the next run
- you like replayable runs, daily challenges, and unlocking new tribes and cards
Screenshots
Battles run on countdowns
You place companions in two rows and play one card at a time, then every fighter ticks down toward its next attack. You see enemy counters too, so you decide when to buff, stall with frost, or rush your own timer down. You can also reposition units freely and recall them, which turns blocking into a placement puzzle. It is strict and turn-based, and mistakes get punished fast.
A small crew you tune with charms
Each run starts with a tribe Leader with randomised skills and stats, plus a few companions you rescue along the way. You add elemental cards, items, and clunkers, then stick up to three charms on a favourite to change how it hits, blocks, or survives. A tank with retaliate and a shield on kill feels like a different card entirely. The joke is that your cutest unit is usually your most violent one.
Map a route, then rebuild Snowdwell
Between fights you pick a path through the frost, take treasures, and spend blings with travelling merchants. Death ends the run, and winning changes the next one: your old team returns as a boss. Back in Snowdwell you spend progress on buildings like a Pet Shop and Inventors Hut, which unlock new cards, tribes, cosmetics, challenges, and events. Daily runs keep it going after the Frost Guardian falls.
What else should deckbuilder fans know?
Can you remove the grind between runs?
Snowdwell is the persistent hub. Returning there after runs lets you construct new buildings, and those buildings add the useful things you use later: cards, tribes, cosmetics, challenges to complete, and events to meet on the road.
Does winning make the next run harder?
Yes, in a specific way. After you beat a run, that winning team, Leader and allies included, comes back with boosted stats as the boss of a later run. So over-charming one unstoppable unit can mean meeting it again from the other side.

















