Frostpunk A New Home guide: objectives, deadlines and preparation
Follow A New Home through objective-panel landmarks. Check required research, staffing, stocks and deadlines by situation. Story details and specific progression are collapsed.
Edition: Original Frostpunk PC Steam base game (app 323190), A New Home on standard Medium. Frostpunk 2, Frostpunk 1886, Endless, other scenarios and DLC-specific rules are outside scope.
Verification scope: Public sources checked on 2026-10-04, including official Patch 1.6.2 (2022-10-11) and Achievements & Localization Quality Hotfix (2025-10-20). Announced 2026 features for 1886 are excluded. In-game behavior and the distributed build number are untested.
Sources checked: 2026-10-04
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Start from the current objective rather than the date
This covers A New Home on Medium in the original PC game. Progression triggers and scouting order change later timing, so no scene is fixed to a guaranteed day.
- Read the objective name, unmet requirements and any deadline.
- Note population, illness, unemployment, Raw Food, rations, coal balance and the next temperature change.
- Open the collapsed entry for a scene you have already seen. Later scene names and choices are inside too.
- If restarting, check difficulty. Do not import Survivor's save and pause restrictions into normal-mode instructions.
Coverage focuses on major progression and resolving blocks, not every event branch, exploration site, universal survival or guaranteed achievements.
Shared checks before progressing
When an objective landmark appears, inspect these three items on other screens too.
Wide tables scroll horizontally.
| What to check | Display to inspect first | Preparation |
|---|---|---|
| Can the city support more arrivals? | Vacant homes, medical beds and food balance | Build and staff housing and healthcare before increasing population. |
| Will resources still be available tomorrow? | Remaining starting piles and trees in Sawmill range | Prepare sustained production research, buildings, roads and staff first. |
| Will the next cold spell stop facilities? | Forecast, cooking and medical temperatures, coal consumption | Check power, insulation and heating schedules. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Distinguish Raw Food from rations, and existing buildings from working facilities.
Answer 3 (spoilers)
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From arrival to food and exploration facilities
Initial objectives check coal, meals and preparations for leaving the city. This does not prohibit building other facilities before the objective changes.
Wide tables scroll horizontally.
| Progress landmark | Required condition | Preparation and action | Next check | Deadline or difficulty differences |
|---|---|---|---|---|
| Fight the Cold | Display asking for 200 stored coal and Generator activation | Staff Coal Piles or Gathering Posts. Consider necessary heating before reaching 200. | Did coal enter stocks and the Generator start? | Prioritize the conditions stated in the objective panel. |
| Secure Food | Raw Food supply and Cookhouse processing | Build a Hunters' Hut or other source and a Cookhouse, staffing them separately. | Raw Food arrival → increasing rations | Do not apply a Medium schedule to hunger progression on Hard or above. |
| People From Our Convoy | Workshop, Beacon and rescue | Research Beacon → build it → form scouts with 40 Wood and five workers. | Can you select the scouts and assign a destination on the world map? | Research, building and team costs are separate. |
| Reach the Lost Expedition | Scouts arrive at the destination. | Explore it and read the rescue options. If escorting, return the scouts to the city too. | Survivors' arrival, increased population and illness | Do not assume a fixed death toll for unescorted survivors. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Creating scouts does not add staff to city healthcare or coal supply. Check whether removing five workers made their former workplace run a deficit.
Answer 4 (spoilers)
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Create spare city capacity before seeking other settlements
Exploration brings resources and people but can also trigger the next story stage. Return attention to the city regularly rather than advancing only the outside clock.
- Watch starting resources and establish sustained Sawmill, Steelworks and coal production. Do not cover ongoing deficits solely through scouting rewards.
- Return discovered resources to city stocks. If a Steam Core is needed for construction, returning may be preferable to another detour.
- Check homes and healthcare before bringing people back. Sick arrivals cannot all be counted as productive immediately.
- Investigating Winterhome starts a social crisis. A visitor on day 15 can trigger it even without that investigation; stopping exploration does not create unlimited time.
Investigating Winterhome early brings later progression forward. Exact minutes on day 15 and a guaranteed storm date are omitted. Follow the current save's objectives and forecast.
Answer 5 (spoilers)
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Track the Londoners deadline
After news of Winterhome, Hope falls sharply and you choose Order or Faith under Purpose. Simultaneous adoption or free switching is not assumed.
Wide tables scroll horizontally.
| Progress landmark | Required condition | Preparation and action | Next check | Deadline or difficulty differences |
|---|---|---|---|---|
| Purpose choice | Choose one of the two paths. | Check its initial law and required building. | Law cooldown and construction promise | Do not import laws already signed at the start of other scenarios. |
| Order asks for Watchtowers. | Objective to build and staff two | Choose housing coverage and reserve available workers. | Completion requires staffing as well as building count. | Use the remaining time shown in the objective panel. |
| Faith asks for Houses of Prayer. | Objective to build two | Cover residential groups and inspect available abilities after completion. | Homes in range and objective completion | Ability cooldown and next-law cooldown are separate. |
| The number of Londoners rises. | Check low Hope and unresolved living problems. | Restore housing, heating, meals and healthcare, and use available Hope measures. | Changes in supporter count and Hope/Discontent breakdowns | The departure period is described as 15 days, not counted from the run's start. |
| Little time remains before departure. | Building promises and ability reuse conditions | Fulfill outstanding promises and read the losses or restrictions of each option. | Departing people and remaining workforce | Keeping everyone is not guaranteed. An optimal dialogue sequence is outside scope. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Neither law path must be followed to its end. Later laws can have irreversible effects; necessary facilities and abilities may provide room to respond without signing everything.
Answer 6 (spoilers)
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Move from rescuing arrivals to final preparations
After the social crisis, more survivors arrive. After handling a group, update food and heating balance for the increased population.
Wide tables scroll horizontally.
| Progress landmark | Required condition | Preparation and action | Next check | Deadline or difficulty differences |
|---|---|---|---|---|
| Refugees | Admission choice and number of arrivals | Prepare homes, rations and working healthcare, then reassign after arrival. | Sick or gravely ill people, spare beds and food consumption | Do not replace arrival counts with a universal fixed building count. |
| What looms ahead | Newly specified research | Research Beacon: Stereoscopic Lens. | Do final preparation objectives appear? | Check tiers and costs in your own technology tree. |
| Food | One week's Food Rations for the city's population | Use the displayed requirement and expand Raw Food → cooking → ration storage. | Gap between current rations and target | Raw Food stocks alone do not complete a ration target. |
| Cold | Complete the specified research. | Check Overdrive Couplings and Generator Power Upgrade III. Review medical and housing insulation too. | Completed research and actual Generator settings | No individual technology guarantees citywide survival. |
| Survivors | Late rescue destinations | Check objectives at Snow Burrows, Ice Crevasse and Deep Hollow, allowing for round-trip travel. | Can rescue and return finish before the deadline? | Inspect time before the storm before assigning a new destination. |
| Outposts | Return and disband all scout and outpost teams. | Use the procedure below to return, then disband each team. | World map and facility team lists | Heading toward the city alone does not mean completion. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Arrivals, rations spent on law abilities and patient counts vary, so there is no universal coal or ration target here. Daily consumption continues after an objective is met.
Answer 7 (spoilers)
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Bring scouts and outpost teams home completely
Returning and disbanding a team are separate actions. Check return travel time before adding another expedition.
- Select scouts on the world map and send them to the city. Wait for teams carrying resources or survivors to arrive too.
- Disband arrived scouts from the Beacon team list. Check for remaining teams.
- For outpost teams, select their site on the world map, use Dismantle Outpost, then return them. Regular deliveries stop, so review the city's resource balance.
- After return, disband the outpost team through the Outpost Depot. Do not demolish the city building first and remove the control point.
- Check that the recall objective completes. Do not overlook teams still traveling.
Dismantling an outpost differs from demolishing the city's Outpost Depot. Use current positions, travel time and storm location rather than a fixed final departure date.
Answer 8 (spoilers)
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During the storm, separate production shutdown from medical shutdown
The storm stops hunting and Hothouse Raw Food production. Adding heat does not restore normal food production in this situation.
Wide tables scroll horizontally.
| What is happening | Display to inspect | Action | Exception or caution |
|---|---|---|---|
| Hunting and Hothouses stop. | Storm-related shutdown reason | Use stored rations and move spare workers where needed. | A Cookhouse can process remaining Raw Food if temperature and other conditions allow. |
| Healthcare stops. | Facility temperature, Heater, heat zone and engineers | First restore operating temperature, then admit patients to usable beds. | More beds do not make a frozen facility treat patients. |
| A Coal Mine crisis reduces output. | Actual coal production after the event choice | Recalculate stock duration. Reassign staff if another source is ready. | Abandoning lower levels reduces output. Do not keep using the old production figure. |
| A forecast or warning shows more cooling. | Housing and healthcare temperatures; Generator stress | Choose the required power and manage Overdrive duration. | Do not plan around leaving stress at 100% or relying on a rescue event. |
| Preparation objectives are complete. | Is survival the remaining goal, or another unmet objective? | Recheck coal, rations and healthcare before advancing time. | Completing preparations differs from finishing the scenario. Ending evaluation and achievements are outside this table. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Trying to keep every citizen and facility at the same temperature can obscure essential allocations. Check facilities whose shutdown would cause cascading problems first.
Answer 9 (spoilers)
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Where to return when progression stalls
Choose the unmet onscreen requirement and identify whether unlocking, construction, staffing or activation is missing.
Wide tables scroll horizontally.
| Cause of the block | Missing condition | Facility or research to revisit | Exception |
|---|---|---|---|
| A Beacon exists, but no team can be created. | Wood and unemployed workers for the team | Beacon team creation panel and assigned workers | Basic A New Home team: 40 Wood and five workers |
| Resources found outside cannot fund construction. | The scouts have not delivered them. | World-map team and return destination | Do not count carried supplies as usable city stocks. |
| Required research is missing. | Story stage, research tier and prerequisites | Current objective and Workshop technology tree | Check Stereoscopic Lens after its relevant objective appears. |
| Food preparations do not progress. | Ration processing or storage is insufficient. | Cookhouse and Resource Depot set to rations | Distinguish Raw Food and Food Rations icons. |
| Recall remains incomplete after everyone returns. | Teams have not been disbanded. | Beacon and Outpost Depot team lists | Demolishing the building is not a substitute. |
| A Hope-related building has no effect. | Staffing or covered homes are insufficient. | Facilities and promises on the selected Purpose path | Open the relevant answer in the laws and facilities guide. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
If only the date or screen progression differs, compare difficulty and current scene. Do not rush irreversible choices merely to match a source's fixed schedule.
Frequently asked questions
Can I continue if my dates differ from an example?
Date alone does not establish failure. Compare objective name, remaining time, unmet conditions and forecast. Triggering each stage at a different time also changes later progression.
Can I do nothing until the next objective appears?
Food and coal are still consumed while waiting. Inspect research, staff, depleted resources and spare medical beds, and secure materials for the next buildings.
A researched building is complete, but the objective remains
Check whether the task requires construction, staffing, ability use or stored resources. A completed building may still be idle because of roads, staff or temperature.
Can I check just the detailed late-game actions?
Open answer 4 onward here. Preparation, recall, shutdown situations and remaining progression blocks are separate. Specific scene names and conditions are inside the disclosures.