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Frost Protocol

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Frost Protocol

Stonewake Studios · Published by Stonewake Studios

Last updated 28 Sept 2026

Command a squad of robots on turn-based expeditions across Terminus. Restore outposts, scan for Veyrite, and fight THE NADIR before they overwhelm you. Back at base, manage human survivors, resources, repairs, and rising crew pressure while working to meet Helvern's quota.

Free to PlayComing SoonDJCTQ 10

Free

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Indie, Strategy · 2027 · More free games

Lead a squad of robots through Terminus's treacherous terrain, restoring outposts and battling THE NADIR. Back at base, balance resource management with the growing pressures of your human crew as you strive to meet Helvern's quota in this challenging turn-based strategy game from Stonewake Studios.

About this game

Explore Terminus and send a squad of robots into outposts consumed by THE NADIR, recover what you need, and search beneath the surface for valuable Veyrite. Restore outposts and mining infrastructure, scan for rich deposits, and retreat before THE NADIR overwhelm your squad. Return another day with better preparation, a different squad, or a different plan.

ASSEMBLE

  • Recover chassis, specialization modules, abilities, chips, and other resources during expeditions. Use what you find to customize Strikers and Vanguards, then assemble a versatile squad capable of handling a wide range of expeditions.

  • Every robot brings different combat tools, task capabilities, carrying capacity, energy cost, and signature. Each expedition may require a different squad of robots.

  • Expand your robot roster by finding new robots on expeditions and repair damaged units between expeditions.

DEPLOY

  • Explore a Nadir-infested world to restore lost outposts, salvage resources, analyze biological growth, and rescue survivors.

  • Fight the Nadir in turn-based combat. Use positioning, robot abilities, explosives, and activate defensive systems to control the battlefield.

  • The longer you stay, the more aggressive THE NADIR become. Complete critical Tasks, prepare for incoming attacks, extract before your squad is overrun, and return another day. Or don’t. You decide.

MINE

  • Scan underground to detect Veyrite deposits and fulfill your quota.

  • Stay longer to scan for better deposits while defending against THE NADIR.

  • Reactivate the mining systems and permanently secure an outpost to produce Veyrite.

ENDURE

  • Assign survivors to generate power, repair robots, research technologies, build station upgrades, produce repair kits, grow food, or recover from exhaustion.

  • Manage hunger, fatigue, and injuries of your survivors and crew pressure.

  • Find new survivors with traits that affect the base and your expeditions. Sometimes saving one person means leaving another behind.

  • Meet Veyrite quota deadlines set by Helvern.

UNCOVER

  • Follow Ada Dupont’s journal to discover what happened on Terminus.

  • Research the Nadir, restore abandoned infrastructure, establish safe zones, and uncover Helvern's secrets.

  • Respond to sudden homebase events where every solution costs resources, time, or the health of your survivors.

System Requirements

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Minimum

Minimum:
  • OS: -
  • Processor: -
  • Graphics: -
  • Sound Card: -

Supported Languages

English*, German
*languages with full audio support

Latest news

  • AnnouncementsOfficial

    Playtest signup closed! Thanks to everyone!

    I am absolutely overwhelmed by how many people want to playtest Frost Protocol, mainly due to an article on turnbasedlovers.com. Thank you so much!https://turnbasedlovers.com/overview/an-xcom-like-strategy-rpg-with-base-management-and-robots-frost-protocol-overview/I didn't expect this many testers and for now, I think there are enough so I closed the signup. I already received valuable feedback and wait for more to create a much better version for the next wave of playtesters!The playtest stays open to everyone with access.To give feedback:Join my Discord: https://discord.gg/Sg4jWwe6n orfill out the form: https://forms.gle/cs9urS21aBJSo5XN7Thanks!
    Read full article on Community Announcements (FrostProtocol-Dev)
  • AnnouncementsOfficial

    Frost Protocol Playtest Sign-Ups Are Open

    The Frost Protocol Playtest is now open!This is the first round of playtesting and an early development build focused on the core gameplay loop. There is a tutorial and 2 expedition maps.If you play, I would really appreciate your feedback:→ PLAYTEST FEEDBACK SURVEY: https://docs.google.com/forms/d/e/1FAIpQLSdtCOrkETh-dHpGrIG9B7h7S1p5uIcL3ojPTx4arwx0M8CRaA/viewform?usp=headerYou can also join my Discord and give feedback there as well. https://discord.gg/tfXcRRYK5The survey only takes a few minutes and helps me identify what works, what doesn't, and what needs more work.Thanks for playing!
    Read full article on Community Announcements (playsicko)
  • AnnouncementsOfficial

    Final answer: Turnbased strategy game!

    It's been a back and forth with realtime and turnbased concepts. Turnbased strategy games are by far my favorite and I tested this for Frost Protocol in early stages and it simply didn't work well. Why? Because it was a different game several months ago. I implemented so many concepts and mechanics since then that the game became much closer to the vision in my head. But in the end, it always felt... weird... The first change was to switch the homebase from realtime to turnbased. It make everything clearer, every decision more readable and more impactful. It made the code easier and it just felt right.The next logical step was to (at least try to) change the expeditions. They were in realtime and I thought this was necessary since monsters that attack you in realtime increase the pressure very naturally. But I always wanted a second layer: not just pressure but "making tough decisions under pressure". This wasn't possible in realtime, at least not the way I built it.So... I changed it again turnbased. And this time it works like a charm! My mind is flooded with ideas and everything is coming together!Changes:Robot Upgrades / CustomizationCustomize robots: 1 Chassis slot 3 Ability Modules (combat abilities) 3 Chip Modules (stat bonuses) 1 Specialization slot (Hacking, Mechanic, or Bio Analysis) Each item must be found during expeditions and can have multiple bonuses. Applying pending changes is a task at the homebase. Items are not destroyed when removing them. This means the player can experiment but it costs time.Expedition tasksMovement - Action pointsEach robot has 2 action points per turn. Tasks can cost multiples APs as well as picking up or putting down objects.CharactersGoing back more to a survival feeling here. This means each character has its own Fatigue and Hunger value.+1 Hunger and +1 Fatigue on each new day. Plain, simple, readable.Eating costs 1 Food and removes 1 Hunger. Sleeping costs 1 turn and removes 1 Fatigue.Being an operator during the night ...
    Read full article on Community Announcements (playsicko)
  • AnnouncementsOfficial

    It's combat time! Combat mechanics / Explosives / Ragdolls

    Combat time!I just released Version 0.3.1 which now is open for my current playtesters. Looking for more, so drop a comment if you are interested.Major changes:Combat, enemy spawn (Waves and ambient streams)BOOM! Explosives!RagdollsTrailer (already working on a new one, though...)Ragdolls / Explosives: ExpeditionsI focused solely on the expeditions in the last weeks since they became the most important part of the game. Combat was a bit stiff:Perform tasks with robots until an enemy wave appearsPositions yourself - auto-fire - kill everythingReturn to tasksetc...Sounds boring? Yes, it kinda was... Here are my ways to counter that.RagdollOne thing I always wanted to add, was a ragdoll system to the enemies. I thought it was a lot of work but it actually took less than an hour... No more boring death animations! Still not polished but works well for an early version. It doesn't change combat conceptually but it makes it feel more satisifying.Default robot combat abilitiesNext thing was to focus on the combat abilities of the robots. This was already included BUT the robots started without any abilities, which didn't give them a strong identity and also made combat more boring, because the enemies couldn't be that strong at the start. Now, each robot type has a default starting ability that fits the archetype.Defender: Shock Pulse (stuns all enemies within a small radius for 3s) - 2 charges per expedition -40s CDStriker: Overdrive (+100% attack speed for 5s) - 60s CD This way, the starting strength of enemies can be higher -> combat becomes more challenging -> The player has to make DECISIONS during fighting (in contrast to before where both starting robots just stood there like... robots and auto-fired). Explosive objectsThe grenade launcher became my favorite ability after implmenting the ragdoll system. Enemies flying through the air just doesn't get old... So I expanded on the mechanic.Analogous to Energy Capsules, I implemented Explosives. These are objects that c...
    Read full article on Community Announcements (playsicko)
  • AnnouncementsOfficial

    Still alive! Big changes!

    Back again!I took a break from all updates regarding the game and focused on the game itself.A publisher reviewed Frost Protocol (and decided not to go further with it), which actually gave me a big boost in reworking the game. I took a step back and looked at the game to find current flaws instead of adding new mechanics, resources or something else.One single question helped me realize how to think about any and all mechanics and systems of the game:What is the one word that best describes what the player has to do in the game?I had the answer immediately: PLANNINGThis game is not about luck, agility or perfect micromanagement. I want you to come up with a plan based on the information you gathered and then execute it. Still, there will be random events or unforeseen problems but your plan should always accommodate them.Based on PLANNING, I went through the game, changed or removed systems and now, I will slowly and carefully add new systems with this one goal in mind:Is a new mechanic or system readable enough for you to incorporate it into a plan?Which information do you need for planning and how do you get it? What disrupts you from getting / having information?Major changes:Base management is turn-based now instead of real-time.Expeditions are on smaller maps with more mission / objective character.Reworked character conditions (hunger, fatigue, stress, etc...).Robot progressionBase ManagementIt's no surprise that turn-based systems allow for more strategic planning.Previously, the base management part of the game was in real-time but the optimal way of playing was always to stop time when a task is finished, reassign the character, and then continue time. In a way, this already had some character of a turn-based system.Now there are two phases during the day: a Morning phase and an Evening phase. In each phase, a survivor can work on one task. When all survivors are assigned and you move to the next phase, a short animation is played.Some tasks are performed ...
    Read full article on Community Announcements (playsicko)

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