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A New Home
Frostpunk

A New Home

Your essential Frostpunk 'A New Home' walkthrough. Learn day-by-day strategies for survival, resource management, and law choices to overcome the Frostland's challenges.

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A New Home

Your essential Frostpunk 'A New Home' walkthrough. Learn day-by-day strategies for survival, resource management, and law choices to overcome the Frostland's challenges.

Welcome to our Frostpunk A New Home Scenario Walkthrough!

Day 1

As soon as you start, open the Book of Laws and sign either Emergency Shift or Child Labour. Both are good choices, but for the purposes of this guide, we'll be using Child Labour - Safe Jobs. It's time to assign workers to the resources scattered around. Because we're in desperate need of Wood and Steel, we won't be gathering Coal for today. Don't worry, we can live without the generator, at least when it's only -20° C. We will be preparing for the decrease in temperature. Assign everyone to collect Wood and Steel, but leave at least 5 Engineers who will be building a Workshop. Make sure to build the workshop just above the Stockpiles. The first circle will be reserved for tents, like so:

Frostpunk Workshop Placement

As soon as it's built, assign Engineers to it and start researching Faster Gathering under the 'Resources' tab. TIP: You can build an extra Workshop to receive a 30% research speed bonus, but you'll have to assign 5 more Engineers to the second workshop. After this, wait until the workday is done and you'll be prompted a few times. First, people will ask you to build tents. You should have more than 80 Wood, which allows you to build tents for everyone, if you do more than 80 Wood, agree to provide shelter for everyone and start building the tents, when you're done, Hope will rise. After that, you'll be prompted to turn on the generator, but don't worry, we'll do that later.

Once all tents have been built, look for a good spot to build a Medical Post and Gathering Post. Always try to build important buildings together, this will make it easier to warm them up with Steam Hubs later. With that in mind, build a Medical Post close to the Workshops.

Frostpunk Medical Post Placement

You might not have any ill people, yet, but believe me, people _will_ get sick, and this game is all about preparing if you're just reacting, the game will be much harder. Now, it's time to look for a good spot for a Gathering Post. A good spot for a Gathering Post is one with 2 or more resources in range. When you're placing a Gathering Post, you will see a white circle around it, this tells you how far it reaches and resources within range will be highlighted green.

We don't have any Coal, yet, so we will be prioritising Coal for our first Gathering Post. Around 3 AM, you will be able to sign another law. If you signed Child Labour, make sure you sign the Emergency Shift law. Emergency Shifts are dangerous because it's very likely someone will die during an emergency shift, but what we actually want is the law unlocked by emergency shift, Extended Shifts. Extended shifts are much safer and give us an extra 4 hours of work per day.

Day 2

A note about Gathering Posts is that when you deplete the resources within its range, the gathering post will be essentially useless. Because of this, make sure only the gathering post is collecting resources from those in range. Send the rest of your workers somewhere and leave a few available to build. We want to build three things today: another Gathering Post, a Cookhouse and a Hunter's Hut.

We're gonna start using a lot more Coal soon, so it's preferable that your second gathering post is gathering coal as well. Around 10 AM, depending on how many Workshops you built, Faster Gathering will be researched. The next technology can be either the Beacon or Steam Hub. Both will be needed as soon as possible, which one you choose will depend on how close you are to the temperature drop and how much coal you're gathering, if you don't have a decent income of coal per day, then perhaps you want to try the Beacon first, as it's likely you won't be using a Steam Hub just yet.

Once you've started researching the next technology, make sure to build the Hunter's Hut. Hunter's Huts don't need to be warm so make sure to place them out of the way and away from the generator. In my case, one of the Gathering Posts was relatively far from the generator and so I built the Hunter's Hut next to it in order to avoid spending a lot of Wood creating roads to the Hunter's Hut.

Frostpunk Hunter's Hut Placement

DIFFICULTY NOTE

If you're playing Hard or Extreme difficulty, you might want to build the Cookhouse first because people will get hungry faster.

If you have two Workshops, the Beacon/Steam Hub will be researched before the workday is over. Choose the remaining one and remember to build the Beacon away from everything as it doesn't need warmth. Assign people to the Hunter's Hut when the workday is over, we're gonna start cooking the next day. You will be able to sign a new law during the night, make sure you choose Extended Shift. Activate Extended Shifts on all your Workshops and everything else that might be a priority for you.

Day 3

Build the Cookhouse and assemble children to work on it as soon as you can and assemble a Scouts team on your Beacon. Your next technology can depend on the terrain you have. If you're running low on Woodcrates, you can research the Sawmill or Coal Thumper if you're running low on Coal Piles, you get the idea. If you're fine with everything, for now, you can research the Heaters technology.

At this point, you will have to decide where to send your scouts. _Ideally_, you will find survivors or Steam Cores where you go, this should be your goal when scouting. Our [Scout Locations](https://www.neoseeker.com/frostpunk/Scout_Locations "Scout Locations") guide will tell where to find Survivors, Steam Cores, sites' rewards and discoveries.

Don't forget to keep researching the resources technologies, specially Sawmill and Steelworks. Soon, you're gonna run out of resources and you better be ready. Halfway through the day, you'll be able to sign a new law, you can get Soup if you're struggling with food or Radical Treatment if your medical posts are starting to get overcrowded.

Now is when we turn on the generator. Technically, we could wait until the next day and save even more Coal, but because the temperature will drop, people will be even more likely to get ill and people seem to get ill very often at night, so when the workday is over, turn on the generator in order to try and prevent more people getting sick before the temperature drops.

Your Scouts will reach the Lost Expedition in the middle of the night. If you choose to send the survivors to your city, 2 workers will die. I don't know about you, but as a personal challenge, I always aim for a no deaths run, if you're okay with those 2 workers dying, leave them and continue exploring, otherwise, escort the survivors to the city.

You're gonna get some more Engineers from the Lost Expedition, so it's a good idea to build another Medical Post during the night and be prepared for more people getting sick. You will also need to build 4 more tents. If you had the Lost Expedition, you'll discover the Gloomy Cave, send your Scouts there to find more survivors. Alternatively, you can send your scouts to the Sturdy Shelter first for a Steam Core.

Remember those buildings you grouped together? Now it's time to build a Steam Hub and make sure all of them are within range, when the temperature drops, the Cookhouse and Medical Post will be inoperable unless they're within range of the Steam Hub or you turn on the Heaters. And if your Gathering Posts are in remote locations, which is likely, you will have to turn on the heaters. From now on, you will be using a lot of Coal and you should make sure you have all the technologies in the Resources tab researched. You will need all of them, but particularly Coal Thumpers.

Day 4

Besides all the extra resources you'll need, you're gonna need more food now that you have more people. Build another Hunter's Hut next to the first one, but make sure you have enough resources to keep researching whatever resources technology you don't have. Your next law should be Radical Treatment or Child Labour - All Jobs/Apprentices.

Your job today is to build a Sawmill and Steelworks ASAP, and if you're running low on Raw Food, another Hunter's Hut, if you can afford it, if not, don't worry about it, you can build it later. Save before your scouts arrive at the Gloomy Cave because there will be an event where your scouts can die. When they get there, you'll have to choose whether to leave the bears alone, but the survivors in the Gloomy Cave will die, but if you risk your scouts, there's a chance the scouts will die. All in all, even if your scouts die, it's worth it to save the survivors.

Now is time to decide how you're gonna expand your tents. At first, once you've filled the first circle with tents, the rest won't receive the +1 to temperature from the generator, so you'll have to use a Steam Hub to keep those tents warm, this is how I placed mine:

Frostpunk Steam Hub Tents

As you can see, the Steam Hub is warming up the two tents outside the generator's area of effect and it has space for more. During the night, you'll be able to sign another law. I think the main options are Extra Rations for the Ill and Overcrowing. With the former, you'll be able to use 10 Food Rations to speed up the recovery of the patients in the current Medical Post/Infirmary and the only downside is that you have to actually use food. Overcrowding is very good as well, but using the extra capacity will cause Discontent. The choice is yours, but Overcrowding might be better for beginners. For the purposes of this guide, I'll be choosing Extra Rations, which is better in my opinion because it doesn't cause discontent and I know I can plan to have enough food for everyone.

Day 5

This is where things start to get a little more grey, but one thing is for sure, you will start using more resources. To start, make sure

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