
Screenshots

Watch trailer on Steam ↗Frost Loop
Digx7 Studios · Published by Digx7 Studios · Official site ↗
Content notice: Throughout the game there is a general sense of bleak environments or situations. Many of your workers can die due to cold, accidents, or revolts. All deaths or violence are nothing more than still images. If you choose, or if your citizens grow discontent enough they may turn to alcohol or drugs.
4 user reviews — 75% positive (4 reviews) · 21 achievements
Last updated 28 Sept 2026
Frost Loop is a survival city builder set on a train in the snow. Build, Manage, and Pilot the train carrying the last of humanity in a world of snow and storms. Can the warmth of humanity survive on the run? Or is it destined to go cold.
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Price history
Strategy · 2026 · More £5 - £15 games
In Frost Loop, manage resources and pilot a stranded train through harsh winter storms. Can your city survive the cold?
About this game
Frost Loop is a city building survival game set on a train in the snow. Inspired by FrostPunk and SnowPiercer.
You start with a train car, a few people, meager resources, and must build up to the ultimate train to bring humanity through the frozen apocalypse.
Build
Build up your train one car at a time. Each train car generates its own resource and can be destroyed. You can only build so many train cars, so which will you build to survive?
Manage
Manage your people and resources. Will you have what you need to keep the train rolling?
Pilot
Pilot your train around the map to avoid the always moving storms and to uncover key locations.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 version 21H1 (build 19043) or newer
- Processor: x86, x64 architecture with SSE2 instruction set support, Arm64
- Memory: 4 MB RAM
- Graphics: DX10, DX11, DX12 or Vulkan capable GPUs
- Storage: 20 MB available space
Supported Languages
Latest news
AnnouncementsOfficial
Frost Loop is Released
After over 6 months of work the game is out now! Enjoy the game, build your trains, tell your friends about it. As someone who's wanted to make games for years this truly is a special moment to finally have a steam game released. This won't be the last game I make so follow me on all my socials to see what I work on next and for any future post mortems on Frost LoopRead full article on Community Announcements (Digx7)AnnouncementsOfficial
The Final Stretch | Devlog 8
IntroHello I’m Digx7 and this is Devlog 8 of my first steam game Frost Loop a Survival City Builder on Rails. A game that is out now on steam and linked below! This will be my last main Frost Loop devlog and will cover what I’ve been working on since the previous devlog. But later will be releasing a video covering my work for the entire project, so stay tuned for that. And with that out of the way lets get into this devlog. Adding Final ContentAs I began speeding towards this game’s release I added all the remaining content that was not included in the demo build. This includes things like new game modes and all the locked train cars. All the art assets were ready to go so it was just a matter of hooking up the objects in the engine and balancing everything. Even with taking extra time to squash a few bugs it’s strange how after 6 months of work I can just double the games content within a week. Guess that’s what happens once you get all the other systems in place. Steam APIEven though this is a commercial game it primarily was, and still is, meant to be a resume portfolio piece. To that end, showing I know how to use the Steam API, to add Steam Achievements and Cloud Saves, well not necessary for the game would look great on my resume.As such I pushed it off to the very end because I wasn't sure I’d be able to add it in time. The Steam API (SteamWorks) is written in C++, but Unity is in C#, so I had to find a 3rd party framework. I arbitrarily went with the FacePunch framework. After a bit of frustrating inducing poking around I figured out how to install it into unity by looking at the FacePunch documentation site under ‘installation’, not my proudest moment.From there I got to work writing up a manager class to handle all my game’s steam functions. Steam AchievementsSteam achievements let you reward the player for doing crazy things in the game. Now you can just manually trigger the achievements or you can tie the achievements to another Steam feature called Ste...Read full article on Community Announcements (Digx7)Patch NotesOfficial
Patch 0.1.2.56
Added Steam Stats and AchievementsRead full article on Community Announcements (Digx7)Patch NotesOfficial
Patch 0.1.2.55
Polished much of the opening tutorialRead full article on Community Announcements (Digx7)Community & EventsOfficial
Next Fest Failed?... | Devlog 7
IntroHello I’m Digx7 and this is Devlog 7 of my first steam game Frost Loop a Survival City Builder on Rails ComposerNear the start of January I signed on a Music Composer: Guillaume Fabre. We had been talking back and forth for a bit and I loved the demo they sent me. Initially I was planning on working on the project completely solo, but since my main objective is to use this project to boost my portfolio I figured being able to add ‘contracting a composer’ to my resume would be a huge plus. So once I made this decision I spent a bit of time researching contracts. I wanted to do this fairly and properly. During my research I came across a great series of GDC talks on legal contracts for game developers. I won’t go into details on any of the terms we settled on but I’m very happy with the arrangement and the work that Faber has produced since.I’ll link his details in the description if you happen to be looking for a composer as well. FmodAs part of bringing on a composer we wanted to create dynamic music that changed as the game changed. To achieve this we decided to add FMOD to the project.FMOD, whose logo you’ve likely seen at the start of many games, is an audio tool that lets you edit audio clips in real time, for example: music that changes right when the boss enters its second phase.Initially I was worried that adding FMOD into my existing project would take a ton of work, but it actually only took a day at most. The process was really smooth thanks to FMOD’s own documentation on how to integrate with Unity. The main challenge comes in converting all Unity’s Audio Components and Audio Clips to FMODs Emitters and Events. Depending on how you were handling these previously is what will determine how easy or hard this conversion is. Also pay special attention to your version control process as FMOD has a few files it really doesn’t want you to save in Version Control. Now granted, I'm a solo developer with a strong programming background, so your mileage may va...Read full article on Community Announcements (Digx7)






