Forsaken Frontiers
by made in fairyland · 25 May, 2025
2 downloads
About the Game
When an otherworldly storm descended in 1988, it brought something worse than cold. As civilization crumbled, the Entity Containment Division became humanity's final hope. Now you serve in their "workforce," venturing into abandoned facilities across America to repay the price of your survival. But beneath the howling blizzards and crackling radio transmissions lies a truth colder than the eternal snow.

12-Player Co-op: Immerse yourself in a gripping cooperative adventure up to 12 players. Explore the abandoned facilities where effective teamwork is paramount for survival.
Proximity Voice Chat: Communicate with other players based on proximity, adding a realistic and immersive layer to your cooperative efforts.
Persistent Character: Craft a unique identity with a character that persists across all saves and servers. Your consistent persona ensures a cohesive and personalized experience.
Detailed Eerie Atmosphere: Immerse yourself in the moody atmosphere of Forsaken Frontiers, where the warmth of the train contrasts sharply with the cold desolation beyond its confines.
Immersive Audio: Every footstep, distant sound, and unsettling echo is precisely placed in space, making sound your most crucial ally in understanding what lurks beyond your vision.
Retro-Future Wrist Computer: Every survivor's lifeline comes in the form of the DataDeck - a sophisticated wrist-mounted computer that elegantly consolidates your inventory and vital readings. Collect mysterious deck tapes throughout your journey to uncover recorded messages from the past or discover a diverse collection of music tracks to accompany your exploration. This innovative interface eliminates traditional HUD elements, keeping you fully immersed in the game's oppressive atmosphere.

Brave nine completely unique ever-shifting locations - each one brings its own deadly hazards and forces you to adapt your playstyle.

You’re not alone. Lurking horrors hunt you down with their own personalities and brutal methods of killing. Stay hidden, use the environment to evade detection, or pay the price in debt for every life lost. Survive the day or lose it all...

Endless Mode: Experience the core gameplay of gathering resources from diverse locations to pay off your endlessly increasing debt.
Nightmare Mode: For those seeking a heightened challenge, Nightmare Mode presents a more intense and terrifying version of the standard experience.
Escape Mode: Search for the lone elevator to the surface while gathering essential gear for survival. Every corridor could be your path to freedom - or your last.
Exploration Mode: A more accessible experience with reduced difficulty, perfect for newcomers learning the ropes or veterans who prefer a less punishing playthrough.
Screenshots
17 images
Version Information
Steam Patch Notes
Official update history
Fixes
Fixed multiplayer synchronization issues causing players to appear jittery
Fixed SUNKEN water level stopping at 100 meters
Fixed Ceilingman tongue no longer being cuttable with boltcutters after previous update
Fixed Shambler getting stuck headbanging after death while breaking down a door
Fixed Carrier not detonating under UV exposure while stunned
Fixed an issue where players could become permanently frozen if an AI despawned while performing a kill sequence
Fixed hidden Nightmare modifiers sometimes appearing green and revealing safe locations
Fixed bonus value being visible in Nightmare before entering a location
Changes
Increased time before Ceilingman consumes a grabbed player, allowing more time for rescue
Reduced UV exposure kill time for Carriers from 4 seconds to 3
Reduced UV exposure kill time for Ceilingmen from 3 seconds to 2
Fixes
Fixed Ceilingman failing to release grabbed players when killed
Fixed Carrier failing to play its UV reaction animation
Changes
Playmare eyes now change color based on state - red during Terminate and orange during Stalk
Added Playmare crushing sound and brief player pain scream on death
Added stab sound when the Ventress attacks with her claws
Disabled metal detector in Highrise CEO office as it was unnecessary and causing AI issues
Increased loot value in Pentagon
Increased loot value in Highrise
Increased value of anomaly loot items in Lost Metro
Fixes
Fixed Carrier blowing up while stunned, which could cause it to explode multiple times
Fixed issue where Medkit could not be used to heal teammates
Fixed Ceilingman being able to grab players carried by The Butcher
Fixed drowning effects playing while spectating after death
Fixed players moving through water being silent for others
Fixed elevator doors reopening after use and desyncing for other players
Fixed elevators in Lost Metro being extremely quiet
Changes
Increased loot value in Bunker to better match other locations
Increased pickaxe spawn rate from 48% to 60%
Playmare eyes now turn off when stunned
Playmare can no longer be killed
Fixes
Fixed a bug where players who crashed during load-in could have their rank and XP reset to zero
Fixed swimming pool achievement not triggering when jumping into the Hotel pool
Fixed entities not playing death animations
Fixed airhorn not playing across the network when a player transcends
Fixed a rare crash that could occur when the Playmare searched for a new target after a player left or died
Changes
Adjusted jump strength while submerged to prevent players from reaching unintended areas
Increased volume for Data Deck tapes Hollow Song and The Champions of 12 A.M.
Removed the stylized Data Deck screen rendering following majority negative feedback
Fixes
Playmare failing to begin kill sequence and standing on top of players should now be fixed
Fixed Data Deck tape volume slider internally capping at half volume even when set to max
Fixed a bug where players could unlock the finale achievement in multiplayer without triggering the solo-only finale
Prevented the Highrise lobby elevator from being used during Escape Mode, fixing a bug where players could be sent directly to the escape elevator
Fixed a critical error that could cause players to spawn outside the train and become frozen due to a null reference
Fixed a loud audio pop that could occur when loading into a new run
Fixed the easter egg audio not playing for male characters
Reduced DREAD spawn chance from 5% to 2%
Changes
The Abandoned One’s chain now rattles as he moves, giving players an audio cue of his presence
Nightmare mode will no longer roll the Spores modifier until after 2 cycles have been completed, allowing time to prepare and purchase gas masks
The negative modifier bonus multiplier is now concealed in Nightmare mode, since showing it defeated the purpose of the modifier being a mystery (players could correlate the bonus value to the modifier itself)
High score tracking added to Snake
Fixes
Fixed the pickaxe not saving on the train correctly, which would result in errors when reloading the save file
Resolved an issue where Nightmare mode could roll with no modifier - it now always applies a random negative one
Fixed a null reference error related to items that could occur for clients when late joining
Fixed an issue where client equipment would remain visible when deployed and holstered quickly due to latency
General Changes
Reduced maximum Carrier spawns
Carrier explosion adjusted - smaller lethal radius due to increased damage falloff
Adjusted entity spawn times at the Mineshaft
Increased Nightmare Shamblers at the Mineshaft; standard Shamblers removed
Player status "infection" now shows as "train" in purple while on the train
Reduced volume of train shutters when opening and closing
General Fixes
Fixed an issue introduced in v1800 where downed players would remain permanently highlighted
Fixed a bug where Carrier gibs weren’t despawning for clients after leaving a location
Gas mask is now free in Escape mode, allowing players to access the mineshaft
Fixed an issue introduced in v1800 where ECD Ground Forces could stand idle during a failed run, causing the game to remain stuck
Fixed a bug where the Stunlight could get stuck playing its overheating warning sound if dropped while overheated
Fixed a rare bug where Steam avatars weren’t cleared on respawn, causing a null reference error
Casino
Changes
Players who die at the casino now respawn after 8 seconds
Getting three Duck Floatie symbols now grants a jackpot instead of just safety
Significantly reduced the Wheel of Doom jackpot
Fixes
Slot machines now properly respawn once you leave the casino
Fixed a bug where slot machine reels remained after the machine exploded
Fixed a bug where the metro station would overlap into the casino after a failed run
Snake Game
Changes
Food in Snake now appears in batches, making the early game less slow
Quick Cola pickup sound in Snake now audible to all players
Biohazards in Snake now show up faster, remain longer, and reach a max of 8 active
Fixes
Fixed a bug where the snake game could restart after game over even if the data deck was put away
Fixed a bug in the snake game where switching between inventory and the game during a restart could trigger a double restart
Changes
You can now disarm and remove landmines with the boltcutters
Added Patch and Pin bundle for community member Griller
You can redeem it using the code griller in the "Edit User" menu from the main menu.
Fixes
Fixed a bug where The Abandoned One could melee you while you were hidden
Trap doors are no longer affected by latency
Previously, players with high ping could run across the trap before it triggered, allowing them to bypass it entirely.
New Modifier: MINEFIELD
Landmines dynamically spawn across the map (generally between 500 and 700)
Landmines will not spawn within 20 meters of the train, and will also avoid spawning within 6 meters of doors and elevators. They also won’t spawn within 4 meters of each other to prevent tight clustering.
The Bunker no longer uses hand-placed mines, and now fully relies on this dynamic minefield generation instead.
Mines are no longer confined to The Bunker. With dynamically generated mines, every Minefield location becomes a deadly puzzle. Paths can’t be memorized, only carefully navigated.
"The ECD says they placed these mines under direct government orders in those final twenty-four hours before the collapse. 'Following the last official directive we received,' they claim.
But that raises another question - where was the ECD before the collapse? I don't remember any 'Entity Containment Division' existing until after everything fell apart. In twenty-four hours of complete chaos, when did anyone find time for this level of coordination with an organization that didn't seem to exist the week before?
The spacing is too deliberate. Like someone knew exactly where we'd need to walk.
Coordinators move through the minefield like they helped design it. But they're just promoted workforce members, right? Watch them navigate - no hesitation, no wrong steps. Like they've memorized something the rest of us aren't allowed to see. Almost like there's more to that promotion than better rations and a new title.
Hard to know what to believe anymore. It's been two weeks since Walker vanished. "Reassigned," they told me. But I know Thomas - he wouldn't just leave without a word.
I'm keeping track now. The lies, the lost friends, the questions that never get answered. One day, someone's going to answer for all of this."
- V February 28th, 1989
The Pentagon
Pentagon Spawn Rebalancing
Entity spawns at the Pentagon have been adjusted. Previously, all entities appeared at once. However, with the recent additions to the entity roster, it had become overwhelmingly punishing. While the Pentagon is still meant to be the most difficult location, feedback indicated the difficulty had spiked too far.
To help address this, some spawns are now staggered throughout the day:
The Packrat spawns at 8 AM
The Ventress spawns at 8 AM
The Hollow Shambler spawns at 10 AM
The Abandoned One spawns at 4 PM
The Shepherd spawns at 5 PM
General Changes
Surplus modifier is now slightly more common, with its chance increased from 13% to 15%
Reduced the chance of having no modifier from 80% to 70%
Slightly Slower Time Progression
Time now passes a bit more slowly, slightly extending how long a day lasts
(World timescale reduced from 1.4 to 1.385)
Standard Loot Value Slightly Reduced
Lower-tier loot had become a bit too rewarding, making high-risk locations feel less worthwhile. This change helps restore better balance between risk and reward.
General Fixes
Fixed a bug introduced in a recent update where the blast doors wouldn’t open in Escape Mode, leaving players stuck and unable to complete the sequence
Fixed a bug where The Abandoned One could target a player for execution while they were being carried by The Butcher
Changes
The Data Deck now opens to the inventory screen by default
It will no longer stay on the options tab if you closed it there, helping reduce confusion for players unsure how to return to their inventory.
Shop item descriptions now indicate which items are metal
(Items that can trigger the metal detectors)
Slightly increased the range for full-volume proximity chat
Players can now be heard at full volume from up to 3 meters away instead of 2.
Fixes
Fixed a missing voiceline from the examiner in the 2147 narrative sequence
(Both sequences can be accessed by inputting 1988 and 2147 in the "Memory Access" terminal from the main menu.)
Current Release
16201006
Uploaded Nov 28, 2024
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System Requirements
How to Install
Forsaken Frontiers.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
765 MB
16201006
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