Forsaken Frontiers
by made in fairyland · 25 May, 2025
33 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 imagesVersion Information
Steam Patch Notes
Official update history
STARLESS Mode
Based on player feedback, I've made several adjustments to STARLESS, including changes to modifier progression, door locking, and enemy behavior to reduce the mode's overall difficulty.
Updated Modifier Progression
[table equalcells="1" colwidth="126,161"][th colwidth="126"]Cycle
[th colwidth="161"]Modifiers
[td colwidth="126"]Cycle 1
[td colwidth="161"]BLACKOUT
[td colwidth="126"]Cycle 2
[td colwidth="161"]WHITEOUT
[td colwidth="126"]Cycle 3
[td colwidth="161"]EMP, MINEFIELD
[td colwidth="126"]Cycle 4
[td colwidth="161"]FOG
[td colwidth="126"]Cycle 5
[td colwidth="161"]SPORES
[td colwidth="126"]Cycle 6+
[td colwidth="161"]PARANOIA
Additional Adjustments
All doors are now unlocked during Cycle 1, with normal door locking restored from Cycle 2 onward
Improved enemy roaming behavior in STARLESS to prevent excessive clustering around players
General Changes
AI
After giving up their search, entities now deliberately move away from where they last saw or heard you, giving you more breathing room to leave hiding and move on. New sights and sounds can still draw their attention
Fixed an issue where the Butcher would carry players indefinitely on maps without hooks. He will now leave downed players alone when no hooks are available
Gameplay
Fixed elevator rooms spawning directly next to each other, ensuring more consistent spacing throughout the map
Fixed the DISPLACED modifier not affecting the passage of time
Fixed Lanterns disappearing when left inside the Refuel Machine during departure
Small Scrap deposits now grant fractional EXP, fixing rounding issues that could delay leveling up
Landmines now display "Need Boltcutters" when looking at them without Boltcutters equipped
The UNLOCKED modifier can no longer occur on The Outer Shore
Save / Load
Fixed an issue where a failed progression save could prevent your displayed rank from updating after leveling up
Escape Mode
Fixed The Outer Shore generating excessively large maps in Escape Mode, causing severe performance issues
The Rebreather is now available for free in the Shop during Escape Mode
Gameplay
Fixed an issue where opened ECD Containers could still be hit with a sledgehammer
Using a sledgehammer on an open normal door now closes it instead of breaking it down
Looking at a tripwire now displays "Need Boltcutters" if you don't have boltcutters equipped
Locked ECD containers now display “Need Boltcutter or Sledgehammer” when neither tool is equipped
Fixed Spray Tool charges not saving correctly and loading as empty
Spectator
Fixed an issue where revived players' portraits could remain in the spectator UI after respawning
Fixed the Spectator HUD sometimes failing to appear after death
v2110
STARLESS Mode Rework
Progressive Location Unlocks
STARLESS now begins with Metro as the only unlocked location. Additional destinations unlock as you survive each day and progress through debt cycles.
Cycle 1: Metro → Hotel → Hospital
Cycle 2: Tunnels → Bunker → Plantation
Cycle 3: Warehouse → Highrise → Mineshaft
Cycle 4: Pentagon → Outer Shore → Lost Metro
Unlocked locations remain available for the rest of the run. Locked destinations now show when they'll become available.
Existing saves retain their progression, with locations unlocked according to the current cycle and day.
Failing to pay your debt before Pentagon is unlocked will now end the run through "Face the Consequences."
Additional Changes
SPORES now begins on Cycle 4 instead of SUNKEN, while Minefields have been moved to Cycle 5
Developer Note
After releasing v2100, I realized that STARLESS had a pretty significant balancing issue. With every enemy active from the beginning, there wasn't much reason to visit weaker locations.
So I've reworked location progression to give each location a purpose as the difficulty increases.
The Outer Shore
Gameplay & Balance
Adjusted entity roaming behavior to make enemies far less likely to converge on players
Adjusted entity spawn rates and timings throughout The Outer Shore
Reduced the value of general loot items on The Outer Shore to reflect its difficulty adjustments
Storm & Modifiers
Adjusted Fog to reduce visibility more gradually and increased the visibility provided by Flares
The Outer Shore's storm is now always active on Forsaken difficulty instead of Hollowed
Fixed WHITEOUT's fog conflicting with The Outer Shore's red Fog
Fixed WHITEOUT's fog obscuring the Entity's Fog Sequence
Fixed storms occurring during the Fog cinematic sequence and overpowering the Entity's dialogue
Fixed frostbite effects lingering during the Entity’s Fog cinematic sequence
SUNKEN can no longer occur on The Outer Shore
WHITEOUT can now occur on The Outer Shore
General Changes & Fixes
Fixed Anomaly Boulders spawning The Shepherd's Fold cells instead of lootable rocks for clients, potentially causing crashes
Fixed an issue where new players could start with their crosshair disabled
The Data Deck can now be opened, used, and closed while jumping or falling
Added invisible barriers to prevent players from falling out of the map during the Entity's Fog Sequence
Save/Load
Applied a fix intended to address some players being returned to the main menu when starting, loading, or joining a game due to missing Rank data in their save file. The fix initializes missing Rank fields while preserving existing saved progression
Changes
Holiday events now use the official Forsaken Frontiers server time instead of your local system clock, ensuring seasonal content activates consistently for everyone regardless of timezone
Cash from the registers is now worth a random amount between 200 and 600 Credits
Added a breakable safe to the Hotel Manager's Room containing valuable rewards
Player injury whimpers are now affected by the Player Voice volume setting
Fixes
Fixed an issue from v2030 where players could be unable to join multiplayer lobbies
Fixed train lights remaining visibly lit after being turned off
Fixed several Location screens remaining on during Train power outage
Fixed the Bunker blast doors remaining closed on SUNKEN despite the location having no power
Fixed injured player whimpers being nearly inaudible
Fixed several visual issues with the Carrier, including floating, incorrect rotations, and body alignment
Fixed Ceilingmen spawning inside or directly in front of elevators
Fixed an issue where a player's "???" status was not synchronized to other players
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
Current Release
Build 24057002
Uploaded Jul 18, 2026
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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
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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