Tracking since Oct 5 — growth appears once we have a second daily reading.
Update history
1.0.0Sep 11, 2026 · seen Oct 5, 2026
Only the current version so far — new entries appear as the game ships updates.
An avalanche cycle is closing over the mountain villages, and the last snow ward needs a new patrol warden. Read the snow sources, terrain, rescue roads, and exposed houses, then turn wooden snow fences at fixed anchors so the flow divides before it reaches the settlement. The controls are deliberately direct: drag the active fence to change its heading, tap Height to spend Stake Cord on another tier, use Preview to inspect the same deterministic judgment used by Release, and then let the snow move. Flow bands, overtopping marks, house shields, cracks, and settled drifts all present the result of that pulse rather than a separate demonstration.
The shipped campaign contains four mountain ranges and 40 patrols, with four avalanche pulses in every level. Difficulty begins with one source, a generous angle window, and a single fence. Later routes introduce side gullies, pine cover, overtopping, multiple sources, rescue roads, inherited snow, ice crust, shared inventory, and separate village thresholds. Valley, Cutaway, and Village are three fixed inspection views for comparing slope, obstruction, and the direction of the settlement. They are not a free camera, and play never requires pinch gestures or gyroscope input.
The first patrol teaches the complete loop through two playable actions: turn the highlighted fence toward the gap in the flow band, then release the snow yourself. After each safe pulse, Patrol Choice presents three orders. Choose information, resilience, resources, or additional risk for the next pulse. The 28 tiered Patrol Orders can change what you see or how much pressure the layout can absorb, but they never place a fence automatically and never reveal a complete solution. Stake Cord belongs to the current patrol, Ward Crests advance the station and campaign, and 48 Rescue Plaques record rescue objectives across the four ranges.
Rewarded advertising is optional and limited to recovery or reward acceleration: restore the latest pulse, redraw an order, claim daily Ward Crests, or double a completed report. An unavailable or failed advertisement never blocks play, and rewards are granted only by the successful callback. Interstitials are only attempted when returning from Slope Chart or Rescue Ledger to the hut and remain subject to cooldown. There is no forced energy system, paid automatic defense, or purchased answer. Every promotional image is composed from a real Godot Forward Mobile runtime capture. Frostward is an offline single-player strategy puzzle, not a promise of real-world avalanche simulation, free-roaming exploration, a free camera, or online multiplayer.