All Game Items

Frostpunk - All Game Items Guide



This guide covers every tangible item in Frostpunk, from raw resources to advanced machinery. Frostpunk has no traditional weapons or armor, but features a deep system of materials, consumables, currencies, and key equipment that define your city's survival. Items are grouped logically by category.

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1. Core Resources (Currencies & Raw Materials)



These are the basic building blocks of your economy. They appear in your resource stockpile at the top of the screen.

ItemDescriptionHow to ObtainWhen UsefulSynergies/Upgrades
CoalPrimary fuel for the Generator. Also used in some buildings (e.g., Coal Thumpers).Coal Mines, Thumpers, Gatherers (from coal piles), Dock (snow), occasional events.Constantly needed to keep Generator running and heat homes. - Essential from Day 1.Coal Mine upgrades (e.g., Steam Coal Mine), faster gathering from Automatons. Generator Efficiency upgrade reduces consumption.
WoodUsed for nearly all early buildings, roads, and some upgrades.Sawmill, Gathering Posts (from wood piles), Forest Depletion, Dock (snow), scouting events.Early game construction, research upgrades, building repairs. - Critical for first shelter and gathering posts.Sawmill upgrades, Wood Drill Tech (increases yield).
SteelUsed for advanced buildings, Automatons, generator upgrades.Steelworks, Scout finds, events, Depot (import via Automaton).Mid-to-late game construction, Automaton assembly, high-tier research.Steelworks upgrades, Coal-to-Steel conversion via Charcoal Kiln? Not directly, but Steel is a bottleneck.
Raw FoodUnprocessed food from hunting, hothouses, or explore.Hunter's Huts, Hothouses, Scout finds, initial stockpile.Converted to Food Rations at Cookhouse. - Store as buffer against hunger.Raw Food yield increased by Hunter Gear tech and laws (e.g., Soup).
Food RationsEdible meals for citizens. Consumed daily. What keeps hope up.Cookhouse (from Raw Food), some events (e.g., trading), gifts from settlements.Daily survival. - Need ~1 ration per 10 people per day (varies by difficulty).Laws like Soup (stretch rations) or Sawdust (less food, discontent). Leftover rations used for Extra Rations to heal gravely ill.
Steam CoresRare, high-tech component. Required for Automatons, advanced buildings (e.g., Steam Coal Mine, Infirmary).Scout finds (random events, relic sites – especially in The Last Autumn), dismantling Automatons (unused? rare).Mid-to-late game when automating tasks. - Critical for Automaton construction.Each Automaton costs 1 Core. Factories can be upgraded to Automaton production.
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2. Advanced Materials & Processed Goods



These are crafted or refined from core resources, often required for advanced tech.

ItemDescriptionHow to ObtainWhen UsefulNotes
Wooden PartsNot in base game. Only in DLC? Actually, not present.--Ignore.
Steel PartsNot in base game.--Ignore.
Rings / RelicsOnly in The Last Autumn DLC. Act as collectibles that provide minor boosts (e.g., hope, resources) when turned in.Scout explores ruins, random events.Entire DLC.Turn them in at the Dreadnought for permanent boosts.
AmmunitionNot in base game (no combat).--No item.
Medicinal ItemsNot a standard resource. Health care is handled by Medical Posts/Infirmaries and laws.--No item.
FoodAlready covered.---
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3. Consumables & Special Items



Items that are used up or provide one-time effects.

ItemDescriptionHow to ObtainWhen UsefulSynergies
Food Rations (already listed) – consumed daily. Also used for Extra Rations decision in medical context: spending 1 ration per gravely ill citizen gives a chance to save.
Automaton Parts (if an Automaton is destroyed, might salvage cores? Not officially).
Laws are not items but have long-term effects.
Scout Equipment (upgrade item? Actually, Scouting Teams can get gear: like Sleds, Improved Scouts – these are tech upgrades, not items.).
Real consumables: None beyond food. However, DLCs add:
  • The Last Autumn: Wooden Parts, Steel Parts, Engine Parts – used to construct the Generator. Each is a distinct resource with its own production chain. |


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4. Key Equipment (Machinery & Structures)



Not inventory items, but crucial pieces of "equipment" your city owns.

ItemDescriptionHow to ObtainWhen UsefulUpgrades
GeneratorYour main heat source. Must be built (campaign) or repaired (A New Home).Story progression.Always in use. - Can be upgraded: Power (more heat for same coal), Range (heats farther), Overdrive (temp boost, risk of damage).Generator Efficiency tech, Overdrive Coupling, etc.
AutomatonAutonomous worker that never tires, but slow. Requires 1 Steam Core and 50 Steel? (cost varies).Factory (build) or find idle ones in frostland.Late-game workforce replacement or when discontent is high.Automaton upgrades: faster, stronger, can work in -150°C (requires heaters? Actually no).
HothouseProduces raw food.Built from Tech Tree.Alternative to Hunter's Huts when workforce is available indoors.Requires Coal to heat; upgrades increase yield.
InfirmaryAdvanced medical building, heals all illnesses, includes gravely ill. Requires 1 Steam Core.Tech Tree.Critical for saving gravely ill when overcrowding.None directly, but Automatons can staff it? No.
Coal Mine / ThumperCoal gathering buildings.Tech Tree.Early: Thumper; Mid: Coal Mine.Upgrades increase output and reduce workers.
Watchtower / Guard StationSafety and law enforcement.Build menu.High discontent or crime.Faith: Houses of Healing, etc.
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5. Collectibles & Special Items (DLC and Events)



ItemDLCDescriptionHow to ObtainUse
RelicsThe Last AutumnAncient artifacts found in ruins.Scout exploration.Turn in at Dreadnought for permanent bonuses (e.g., hope, coal).
Blueprint FragmentsThe Last AutumnPieces of generator blueprints.Scout finds.Combine to unlock new buildings.
Victory ScrapOn The EdgeTrade currency.Receive from ships.Purchase supplies from settlement.
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6. Currencies Beyond Resources



CurrencyTypeUse
HeatNot a currency but a mechanic; effectively your most precious resource.-
Discontent & HopeSocial meters. They are not items but are spent and earned through decisions. No item exists.-
Steam Cores (listed above) – also an item often considered currency for trade events.--
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Summary of Item Hierarchies



1. Early game: Wood and Coal are most critical. Raw food and steel secondary.
2. Mid game: Steel demand rises; Steam Cores become limiting.
3. Late game: Automatons, advanced buildings, and high-tier laws shape your supply chain.

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Important Synergies & Tips



  • Coal + Automaton: Automatons can work 24/7 in coal mines, greatly boosting fuel.

  • Raw Food + Cookhouse: Convert at 2:1 (2 raw food = 1 ration) but with Soup law, 1 raw food = 1.5 rations? Actually Soup gives +50% output.

  • Steam Core + Factory: Build Automatons; each costs 1 Core + 50 Steel.

  • Wood + Sawmill: Efficient early gathering but depletes forests; later use Wood Drill tech.

  • Food Rations + Medical: Extra Rations decision costs 1 ration per gravely ill, gives high chance of survival but uses reserves.


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Note: Frostpunk lacks traditional RPG items. This guide covers all interactive, stockpile-based items and key equipment that affect gameplay. For comprehensive building and law lists, see respective guides.