Full ReleasePC · PlayStation

Permafrost

SpaceRocket Games · Survival

Overview

Permafrost is a story-driven survival sandbox set in a frozen, post-apocalyptic world. Discover a vast lore-rich open world, alone or in co-op with up to 4 players. Explore, scavenge, craft, and build a network of shelters to outlast the cold.

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You are a “Rook”; an engineer with the skills to rebuild, but little wilderness experience, drawn into this frozen, unforgiving world by a radio signal from a long-lost friend.

Experience a grounded, story-driven open-world survival set in a near-future Earth locked in endless winter after a series of catastrophes that culminated in the shattering of the moon. As a solo player or together with up to 3 friends, explore frozen cities and wilderness, survive brutal weather, navigate faction-controlled territories, hunt, scavenge, craft, and build a network of shelters to endure this post-apocalyptic world.

THE COLD IS YOUR TRUE ENEMY!

The cold is alive and ever-present. Frostbite, storms, and creeping chill shape every journey, turning preparation, shelter, and timing into matters of survival.

A FROZEN OPEN WORLD TO EXPLORE!

Traverse a frozen open world where city ruins fade into wilderness. A tense, grounded survival experience shaped by silence and scarcity - no constant gunfire, no fantasy tropes. Just winter, isolation, and resolve.

EXPLORATION-GATED PROGRESSION!

Progress is earned through exploration and adaptation. Restore abandoned shelters, repair broken machines, and reclaim fragile technology to push deeper into the frozen world.

YOUR DOG AS YOUR LOYAL COMPANION!

Your loyal dog companion stands with you when the cold turns everything else silent. Rescued from the ruins, your dog scouts ahead, warns of danger, carries supplies, and keeps you grounded when the silence gets to be too much.

SYMBIOTIC 1-4 PLAYER CO-OP SURVIVAL!

The cold doesn't care how many of you there are. Play solo or survive alongside up to 3 friends, building shelter networks, dividing responsibilities, and playing to each other's strengths. Co-op doesn't simplify the world; it just means you don't face the cold alone.

From the game's Steam store page.

THE GAMEQ VERDICT263 reviews analyzed

What players are actually saying

A beautiful frozen survival world with easy, satisfying building and a loyal dog, held back by launch bugs, clumsy AI and patchy co-op.

76% positive on Steam · 659 reviews

1. Summary

Permafrost launched into early access as a third-person winter survival game, and most of the players who reviewed it in its first three days liked it. The frozen, post-apocalyptic setting is the main draw: players call the world beautiful and atmospheric, and a handful compare it favourably with The Long Dark. Base building and crafting are simple and flexible, skills level up as you use them, and the dog companion is a favourite. Players who bring up the roughly $20 price mostly call it fair, and several noticed the developers replying to reviews and shipping hotfixes within the first day.

Even happy players list bugs: clumsy movement and climbing, characters stuck in snow and rocks, hit detection on trees and ore that misses, and deer and boars that wander up to the player instead of fleeing. Performance varies widely from one PC to the next. Some players ran it at high settings without a single crash, while others hit crash loops, VRAM errors or frame rates that sank into the 20s and 30s, especially in towns, and those failures are the main complaint in about a third of the negative reviews. Groups playing together ran into their own problems: friends who could not find each other's sessions, a dog that only appears for the host, and loot and quest progress that are shared between players.

2. What keeps coming up

What players praise
A beautiful, atmospheric frozen worldHigh

18% of reviews compliment the world, the visuals or the atmosphere, more than any other part of the game, and almost all of those reviews are positive. "The atmosphere is amazing, I really like graphics, world is beautiful," one player wrote. Players describe a near-future Earth locked in an ice age as a fresh take on the genre. A handful compare it with The Long Dark, usually in Permafrost's favour for adding co-op, building and a usable map. Snow trails, blowing snow and whiteout storms get specific mention, and a long negative review lists among its pros that "The way snow deforms under your feet is genuinely satisfying."

A minority disagree. One player wanted The Long Dark's bleakness and found that "it doesn't ever create that feeling of extreme cold and survival", and a few say the open world feels empty or the interiors too dark.

Building, crafting and use-based skillsMedium

Building and crafting come up in 12% of reviews. Players like that the crafting chain stays manageable: "we don't need 500 different materials just to craft a bow for example." Base building draws Valheim comparisons for its free placement, and one player wrote that "there's something incredibly satisfying about slowly turning a patch of frozen wilderness into somewhere you can call home." Repairing bridges, towers and outposts to open up the map is singled out as a good idea. Several players also like the skill system, where actions level the matching skill: "I especially like the way skills improve as you use them."

A smaller group finds the piece set thin ("Not a ton of build options for a survival game that I can see"), and some ran into odd placement rules, roof pieces that would not build, and awkward building on a controller.

Developers who respond and patch fastMedium

8% of reviews mention the developers, nearly all approvingly. Players saw replies to reviews and hotfixes within a day of launch: "I've noticed that the Devs are responding to almost each and every negative review and it's being patched quickly and often." Playtesters also noted that bugs reported in the playtest had been fixed for launch. One reviewer who first warned people off switched to a positive review after a hotfix: "Playing after the hotfix, I can run the game nearly at full graphical setting without hardly even a hitch."

The patches did not help everyone. One player wrote that "They updated the game and now I can't play for more than 20 seconds", a co-op pair lost sight of each other's hosted games after a small update, and a day-one buyer felt "I paid for a product that is worse than the free playtest I had a few days ago."

Fair value at the launch priceMedium

Around 7% of reviews say the game is worth its roughly $20 (or £17 to £20) early access price, often as the reason they forgive the rough edges: "The introductory price of $19.99 is good value for this game as well." A handful of negative reviews disagree outright ("It's a crime they are charging for this right now"), and one objects to DLC appearing at launch.

The dog companionMedium

Choosing, naming and customising a dog that follows you, carries loot and warns of danger comes up warmly in 6% of reviews: "Oh and doggo companion, what's not to love." The dog also has its share of bugs. Players report it despawning, clipping through floors ("my dog keeps glitching through the floor every time he tries to enter the house"), wandering off or teleporting, and appearing only for the host in co-op (see the co-op item below).

Where players are split
Crashes and performanceHigh

19% of reviews say the game ran without crashes or problems for them, often with hardware listed: "The game runs fine on my 7900 XTX with everything set to max, hitting 100 FPS without any upscaling." Another 13% describe their own crashes, launch failures or poor frame rates: "I have the recommended specs and my pc barely runs this game at 30fps." Reported problems include crashes during the opening cutscenes, a "not enough vram" error that blocked the menu, DX12 stutters, frame rates dropping in settlements and areas full of buildings, frame rates that fell over a session ("my frame rate kept decreasing and I started getting stutters"), and inconsistent performance on the Steam Deck.

Crashes and performance are the main complaint in 14 of the 41 negative reviews. Several players found workarounds, such as launching with DX11, turning off motion blur, or lowering view distance after a developer reply said that setting "is the one that eats up the performance". 8% of reviews, all positive, push back against the negative ones, arguing that the crashes come down to individual PCs.

Co-opMedium

Reactions to co-op split almost evenly: 7% of reviews describe enjoying it with friends or a partner ("My wife and I enjoy playing co-op and exploring the world and dividing tasks"), while 8% report co-op problems. The problems fall into three groups:

  • Connecting: friends who could not see or join each other's sessions ("we have been fighting over 4 hours to figuring out why we couldn't join each others world"), disconnects, and a requirement to finish the tutorial before joining that the game does not explain.
  • Design: "only the host gets a dog, and regardless of who does the quest, it progresses for everyone." Shared loot bothers some groups because it makes players compete for early quest materials.
  • Co-op-only bugs: a main-quest blueprint chest that fails to spawn in multiplayer, and a dog that does not sync between players.

One player refunded almost at once after finding that loot is shared and that the dog appeared for them but not for their friend.

Story, quests and voice actingMedium

Players who enjoy the story single out the guided early missions that introduce each system: "The more I progress through the quests, the more interesting the narrative and the revelations along the way become." Players also value having both a Story Mode and a harsher Survival mode. Critics find the writing and especially the voice acting weak ("Story is meh so far and the voice acting is awful"), the opening too hand-holding, and the main story short: one player who finished it said "the story was rather short" with little gunplay and no boss fights. Some players report NPC lines missing their voice audio, and one questioned whether the voices were AI-generated.

How harsh the survival isLow

Players disagree about difficulty. Some survival veterans want more: one reviewer asked "Do they do a good job making the cold a threat? Honestly not so yet", and others ask for harsher storms, scarcer animals, thirst, and clothing trade-offs. One player put it as "My biggest hope is that the developers lean harder into the survival elements rather than gradually removing the friction that makes the experience interesting in the first place." Others like the balance as it is and value the relaxed Story Mode. The pockets of extreme cold also divide opinion: some find them a good risk-for-loot mechanic, while others call them arbitrary, like the player who found "certain pois are super cold for just no goddamn reason at all".

What frustrates players
Bugs, jank and a beta-like feelHigh

Bugs come up in positive reviews as well as negative ones, and positive reviewers usually wave them through as normal for early access. Reports include clunky animations, hit detection when chopping and mining ("Mining and cutting trees is hit or miss... literally"), pickup prompts that do not appear, the camera zooming or getting stuck, collected resources vanishing, sound effects missing or out of sync, and UI elements that stay on screen. In negative reviews the same list adds up to a game that "feels more like a beta than an Early Access release", and one detailed review says quality drops sharply once you reach the first settlement and start exploring.

Animal and enemy AI, and enemy spawnsMedium

10% of reviews complain about AI or spawning. Deer, boars and moose walk up to the player instead of fleeing, get stuck in snow and trees, or ignore you: "Everything just runs around haplessly, not even attacking you." Some positive reviewers joke about it ("seem to have an IQ lower than their body temperature"). The complaints about human enemies are more serious: they appear out of nowhere at points of interest, "the frequent spawning of hostile NPCs directly behind you, often equipped with firearms," which players call unfair while they are still using a bow.

Movement, climbing and getting stuckMedium

10% of reviews raise traversal. Players describe movement as stiff and awkward, ledge grabs are unreliable ("Climbing is often quite hard, grabbing ledges is intermittent"), and characters and the dog get stuck on rocks, in snow drifts and inside buildings. Players also report sliding or falling after a climb and dying from short slides. The free-form climbing is part of the problem: the terrain looks climbable everywhere, but "then you get rag dolled into the wall or floor and cant move without the unstuck button." One player fell into the copper ravine and "couldn't find a way back up because the walls were too steep to climb." A few players rely on the Unstuck option, and some ask for it to work better.

Combat balanceLow

A smaller group finds combat slow and lopsided. Ragged human enemies soak up far more damage than wildlife ("Why does a MASSIVE MOOSE die from two headshots, while some homeless-looking guy dressed in rags can tank TEN?"), the early bow feels weak ("expect to be shooting other humans like 15 times"), and enemy archers fire faster than the player can. A few players say combat is fine because the game is built around exploration, and guns reportedly make fights easy once you have them.

Missing comforts: storage crafting, key binds and controllerLow

Players ask for a list of quality-of-life changes: crafting straight from nearby storage ("PLEASE let me craft from my storage boxes"), bigger containers, sorting and deposit options, rebindable hotbar keys, and a rebindable "Deconstruct" action (one player could not play because their middle mouse button was not recognised and the action could not be moved). Controller players report a clumsy selection bar and menus, no sprint toggle, awkward wall rotation when building, and sluggish dialogue input on a Steam controller.

Quest blockers and lost progressLow

Fewer players hit these, but they stop a save from moving forward. Reported blockers include the "High Frequency" quest not progressing after the transmission ("i listen to it however it doesn't progress the story or quest"), a side-quest line cutting off before it completes, an unreachable quest reward, and a key system that can consume a key on the wrong container and lock you out. One player lost map progress on every reload: "every region,marker, fast travel everything is gone". Another warns that items left crafting in benches are lost if you quit mid-craft. Most of these reports come from players several hours in.

Unclear progression and material huntingLow

Some players say the quests ask for materials without saying where to find them ("yk how long ive been trying to find copper?"), and one wished "the quest would have stated quantity". Others ran into tool tiers that do not work as the tooltip says, upgraded iron tools that still cannot open certain chests, and an XP grind of hunting and climbing tasks to unlock basic stations. One player found the opposite problem, reaching late-game loot almost immediately: "For a mere 5 wood you can make your way into the military base above the bone cave 10 minutes into the game."

Thin content for players who finishLow

The few players who say they reached the end of the main story ran out of things to do: "Honestly, I expected the game to have more content." They mention unreachable map landmarks after the story, few side quests, and limited building sets.

3. The player conversation

The reviews are largely supportive in tone. 24% mention early access by name, usually to explain why they forgive the bugs, and positive reviewers often frame a purchase as backing a promising project ("Let them cook!"). 12% mention having played the demo, playtest or beta, and most of those returning players recommend the launch build, though a couple felt it ran worse than the free playtest.

Negative reviewers who stopped within the first hour mostly name crashes, frame rate or VRAM errors. A few could not connect to friends or gave up on the controls and early jank, and one wanted a harsher, more realistic survival game. Complaints about quest blockers, tool tiers, progression and running out of content mostly come from players several hours in. Sentiment barely moved across the three launch days: 87% positive on launch day, 83% the next day and 82% on the third.

4. What the developers could do

  1. Fix crashes and frame-rate drops in towns and built-up areas. Crashes, VRAM errors and low frame rates are the main complaint in about a third of the negative reviews, while other players run the game well, which suggests the problems depend on certain setups and certain locations.
  2. Make co-op reliable and give every player a dog. Groups could not find or join sessions, and the host-only dog plus shared loot and quest progress led one player to refund almost at once.
  3. Rework animal and enemy AI and where enemies spawn. Wildlife that walks up to be shot and gunmen who appear right behind the player come up in positive and negative reviews alike.
  4. Smooth out movement, climbing and unsticking. Unreliable ledge grabs, getting stuck in snow and rocks, and deadly short slides frustrate even players who otherwise recommend the game.
  5. Clear quest blockers and stop progress loss. The High Frequency quest, the co-op blueprint chest, map markers wiped on reload and keys consumed on the wrong container hit players several hours in, once they have progress to lose.
  6. Tell players where materials are and what tools they need. Hunting for copper with no hint, quests that do not state quantities, and tool tiers that contradict their tooltips stall progression.
  7. Rebalance human enemy health and early bow damage. Ragged human enemies soak up shots while wildlife drops quickly, and the early bow feels weak against people.
  8. Add crafting from nearby storage, full key rebinding and better controller support. Players have to carry every material on them to craft, controller menus feel clumsy, and one player could not play at all because an action could not be rebound.

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