You have just become the leader of a small community, it is now up to you to make it beautiful and prosperous. Have fun!
That's the pitch for most city builders, but Frostpunk isn't most city builders. In this game you are assigned leader of a settlement of refugees around a heat generator. The world has cooled down significantly and now this way of living is the only way to survive.
Over the course of the game you go from building simple shelter for your people to fully scaling up industrial work with coal mining and steel production. You do all this while the temperature keeps dropping.
Death looms everywhere and in order to protect your people from the elements you will have to make some tough decisions. One of the ways, other than erecting buildings, of controlling the outcome of the scenario you are playing, is passing laws. The first legislative decision you are faced with is weather or not you want to institute child labour, and things don't get better from there on. Eventually you get to choose between a legislative path of Faith or Order. If you follow either path to its end, your society will either end up an abusive religious cult, or a totalitarian dictatorship. Undoubtedly, For 11 Bit Studios this is a reflection on the centres of power (historic and contemporary) in their home country, Poland. But it is also so much more than that.
Frostpunk expertly examines the role of authority within the city builder genre. The game shows you the immediate consequences of your actions. It does this firstly by only giving you only a few people to control. At most it is going to be a few hundred, so if any one of them dies, gets sick, or leaves, you will feel that.
Secondly Frostpunk shows the immediate consequences of your actions, by presenting you with tough choices that you have to make. Food is scarce and in a panic over the state of the world some of your people steal food from the cities stockpiles. What do you do? Banish them and send them to almost certain death, or leave it be and take the hit to your popularity, as the thieves go unpunished?
The game puts you in front of a lot of choices that you don't want to make, and yet, you are in the driving seat. It puts you in a moral bind by allowing you actions that will make the game technically easier to beat, but are highly questionable. How far will your legislative actions go when it comes to controlling the populace? A neighbourhood watch? A prison? A propaganda centre? Public executions?
If you play this game with morals in mind, eventually there is a point where you don't want to pass laws any more, which stands in stark contrast with your average city builder where you are always trying to min/max the game's systems to build your dream city. Frostpunk shows you the logical end conclusion that a game like SimCity would take if it happened in the real world.
The game also examines the nature of leadership itself. A lot of things that happen in the game's various scenarios can't be predicted on a blind playthrough. There will always be people that you will have to leave behind. Technically you can be the perfect leader of your society: everyone is cared for, nobody dies, and you don't devolve into some kind of violent autocracy on the way. However, the amount of foresight necessary to do so, pretty much requires that you have either played the scenario before, or have consulted a guide. It feels like cheating either way. This makes the player question their own role in the society they are building, maybe even asking why their position is necessary in the first place. It's a work of genius.
Frostpunk plays surprisingly well on console. It is unfortunate however that I had to seek out the console version, because the PC version kept crashing on me during some scenarios. The game does auto save every in-game day, but a lot can happen during this time. It is also unfortunate that the console release is second class, when it comes to getting additional content. As time of writing, multiple scenarios available as DLC on PC, aren't available on console.
Besides from multiple time-limited scenarios with a tightly designed narrative, Frostpunk also features an endless mode, where you can build a city within the ice to your liking. This is the only part of the game that doesn't work in my opinion. Mechanically this game was clearly built for the time-limited scenarios, and in endless mode all the stakes are removed. Usually I would say, just don't play this part of the game and it would be fine, but I feel like endless mode cheapens the rest of the game's focused messaging simply by association. It feels like there were some tensions going on between the developers, of on the one side wanting to build a clever meta-commentary on a game genre and on the other just wanting a generic city builder with an edgy twist. Or maybe they felt like they owed the players a more generic city builder experience on top? I don't know, but I think it's unfortunate.
As a whole, Frostpunk is a gripping experience that I would recommend to everyone. It will give you lots of things to think about and has a lot of replay value.
In summary: 8/10