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Get a Closer Look at Permafrost 2025s Anticipated Survival Game Through Insights From Pawel Bragoszewski of Space Rocket Games

Posted on January 7, 2025June 13, 2025 By Ronny Fiksdahl

Welcome to a closer look at the frozen world of Permafrost.

Just another survival game? Let’s find out.

Permafrost drops us into a frozen world where the rules of survival have been rewritten. Set in the ruins of 2035, this new survival game from Space Rocket Games, with publishing support from Toplitz Productions, isn’t just about braving the cold—it’s about adapting, building, and finding purpose in a world that’s long since collapsed.

In this exclusive Permafrost interview, we speak with Paweł Brągoszewski to uncover what’s really driving the game’s vision. From co-op mechanics to environmental design and long-term development plans, we’re not just listing features—we’re talking about the creative decisions that make Permafrost stand out in a crowded genre.

So, is it just another survival game? Or something more?
Grab your gear—we’re heading straight into the heart of the storm.


Could you give us an insight into the team working on ‘Permafrost’? Who are the key members, and what roles do they play in bringing the game to life?

“The team behind Permafrost is about 16 people, sometimes more, as from time to time we grab a person or two from other teams to do sound design, additional graphics, and some more testing, etc. Key members of our team are Miko, our lead game designer; Witek, lead Unreal programmer; Tomek, lead technical artist; and Eryk, lead level designer.”

Gameplay Trailer:

Concept and Inspiration

What inspired the setting of a perpetual winter for ‘Permafrost’? How did this idea evolve into the survival game it is today?

“We had a number of different ideas about the direction we wanted to take Permafrost, and some of them survived the early creative process. We knew we wanted a post-apocalyptic setting of some sort but with a unique twist, and also not chasing the same familiar post-apocalyptic routes like a nuclear war, which had been repeated so many times before. For Permafrost, we chose a climate-related apocalypse. We toyed with the idea of a flooded apocalypse with sunken elements the player could explore, but a frozen landscape was more interesting to us. Permafrost doesn’t have roaming zombies, so it is built with the realistic notion of having to survive a real-world event, to survive in a permanent winter environment.”

Companion Roles

Are there plans to introduce other types of pets or companions in the game besides the dog? If so, what roles might these additional companions play in assisting players’ survival efforts?

“Everyone loved the dog in the demo, and it was clear that players wanted to know more about how the ‘companion’ role would play out. Obviously, when you play co-op, you’re already working as a team, as companions to share resources and survive, but for single-player, we want the dog to be a useful companion to the player, more than just an animated animal you can feed and pet. I don’t want to give too many spoilers about the dog features right now, but we’re looking at ways the dog can carry resources or act as an early warning system to natural predators to give you those vital seconds to react. We will have different dog breeds, but we’ll reveal those in 2025.”

Multiplayer Dynamics

Having played ‘Permafrost’ solo, I’m curious about how the game’s dynamics change in multiplayer mode. What unique challenges and strategies emerge when playing cooperatively with others?

“We haven’t really designed features that are for the co-op mode only. However, some tactics are only valid in co-op mode, for example, hunting in a group when some players flush animals out, scare them in a particular direction, and then other players hidden in other places can take the prey down. It works great for hunting deer in the game. There are several tactics like that, working by dividing tasks among players.”

Enemies and Wildlife

Can you discuss the variety of enemies and wildlife that players will encounter in ‘Permafrost’? How do these adversaries challenge the player, and are there any unique interactions or behaviors that enhance the survival experience?

Four players exploring a snowy co-op world in Permafrost, preparing for survival together
Play Permafrost with your friends
Survivor overlooking a frozen cityscape in Permafrost, with a distant shattered moon above the skyline

“Aside from human enemies, we’ll have natural predators that are relevant to the landscape, such as wolves and bears. Since wolves are pack animals, the player will be dealing with more than just one attacker. Since factions also pose a threat and ammunition is scarce, adding in natural predators will mean players need to think carefully about which weapons and resources they use to defend themselves or hunt with.”

Game Setting

Is the world in ‘Permafrost’ based on a real-world location, or is it entirely fictional? If it is inspired by a real place, what influenced the decision to choose that location for the game’s setting?

“The Permafrost world is a fictional location; however, we looked at several real-world locations to get some inspiration. The closest thing would probably be Vancouver, Canada, located between the mountains and the sea, just like the city in Permafrost. Our main goal when designing the world was to make it as interesting as possible and to mix natural environments with urban areas. Also, we wanted to have some verticality in the world, to avoid a frozen flat landscape.”

Building and Crafting

Could you explain the limits and possibilities within the building and crafting system of ‘Permafrost’? What can players achieve when creating their own shelter or ‘shack utopia’?

“In the demo, we saw how one player built an incredibly large tower, taller than the city skyscrapers we have in the game; it was massive, an incredible bit of engineering which was all possible through the free building aspect we have in the game, since we set no real limits to it in the demo, partially to test if players would exploit the feature. For the release version, it’s highly likely we will need to limit the height of the buildings you can make, but generally, you’re only really limited by available resources and your imagination. Working as a team in co-op to build shelters is also a keen strategy.”

Development Journey

Can you walk us through the development journey of ‘Permafrost’? What were some pivotal moments or decisions that significantly shaped the game?

“We started quite a long time ago with a general idea for the frozen world and a very short, like 10 minutes long, playable prototype. It featured most of the current main Permafrost features and even a few things that seemed interesting at the time, but finally didn’t make it to the game (don’t worry, they weren’t that cool as we imagined at first). Then we worked hard on creating the world, we wanted it to be packed with areas to explore, both natural and urban environments.”

Player Feedback and Iteration

“How has player feedback from the demo influenced the development of the final game? Are there specific features or changes implemented as a result of community input?” The demo was great at gaining player feedback; over 10,000 players responded to the survey at the end of the demo, and it was great at highlighting things such as how the UI could be improved for things like inventory management, among other things we’re working on, and of course, the save feature! Overall, it was great for us to be able to prioritize quality of life aspects that meant a lot to players, and they are our focus.

Environmental Storytelling

How do you use the environment in ‘Permafrost’ to advance the storyline or develop the game’s world? Could you share examples of environmental storytelling in the game?

“One of our ideas is to direct the player using cold zones. Some of these zones are extremely cold and cannot be safely explored without very good clothing. There are many cold zones in the Permafrost world, and most of them have something worth exploring. However, some of them encourage players to return with better equipment or better skills. Other design approaches to environmental storytelling include the availability of resources. Natural-based resources, like wood or stone, are available right from the start of the game and are pretty much enough to craft things necessary for survival. However, urban or industrial areas, which are colder and more dangerous, also promise new kinds of resources, the remains of advanced technology-based civilization. So the player is encouraged to explore more dangerous places just to get these advanced resources. There are some exceptions to this rule, just not to make things too obvious.”

Technology and Innovations

What technological innovations or creative solutions have you employed in the development of ‘Permafrost’? How do these enhance the player experience?

“The game is developed with Unreal 5, and we try to get the most from the engine, which is a lot. We did substantial work to make sure the large world of Permafrost runs smoothly without any loading screens, just as the open world should behave. It was quite a challenge, especially in co-op mode, where players can interact with areas in distant parts of the world.”

Game Design Challenges

What are some of the most challenging aspects of designing a survival game like ‘Permafrost’? How do you balance realism with gameplay fun?

“I think you pretty much said it; it’s finding that crucial balance between realism and making the gameplay fun, that’s perhaps a challenge all developers encounter. Obviously, we need to have some creative license to be able to ‘bend’ some of the rules to realism, but that’s only for the sake of keeping the gameplay fun and engaging. It’s essential we can deliver that balance. The realism of the weather, the freezing temperatures, and how that could affect your abilities as a character is one thing.”

Demo Gameplay in Super Ultrawide:

Future Vision and Support

Looking beyond the launch, what is the long-term vision for ‘Permafrost’? Are there plans for ongoing support, updates, or expansions?

“We have quite a lot of ideas and already designed features that we want to add at later stages of the production and after the game release. These include craftable objects, new sets of building parts, and new types of clothing. Also, we already have some cool features like vehicles, designed, prototyped, and waiting for their turn.”

Community and Marketing

How are you planning to engage with the community and market ‘Permafrost’ post-launch? What strategies do you have in place to maintain player interest and grow the game’s audience?

“We’re currently working on those plans; we want to be transparent and share a lot of the development process with the players, and the plan is to reveal more insights into the game across both single-player and co-op features and bring them close to what we’re doing. Further devlogs, Steam news updates, and features will keep players updated on all the things we’re working on.”

Surprises from Next Fest

Were there any surprises or unexpected feedback from players during Next Fest that have influenced the game’s development? Can you share examples?

“We were nicely surprised by how viral the demo went; content creators really resonated with it and really enjoyed playing it, which for us underlined the potential that now exists for us. We know that the missing ‘save feature’ on the demo was an issue that was raised many times, and a limited number of language versions may have disappointed some players, but these were decisions made on the demo, not on the full game. It’s important for us to listen to the players and the points they’ve raised in the survey to make the game they like playing and want to play.”

Additional Insights

Is there anything else you’d like to share with our readers about ‘Permafrost’, upcoming projects, or any other messages you want to convey to the gaming community?

“Permafrost is still in development; we appreciate the patience from the community to allow us to create the game that we are happy to show. It will be fun: a big open world, tons of activities, many areas for exploration both in single and co-op mode. Join our game community on Discord, play the demo, and we will keep you updated!”


As we wrap up this look into the frozen world of Permafrost, one thing’s clear: the passion driving this project runs deep. Paweł Brągoszewski and the team at Space Rocket Games aren’t just building another survival game—they’re creating something with real heart and purpose.

Permafrost has all the makings of a future favorite for survival fans. The setting is brutal, the mechanics are layered, and the vision behind it feels refreshingly ambitious. If they keep pushing in the direction we’ve seen so far, this could be one of 2025’s must-play titles.

Thanks for joining me on this journey into the cold. Keep your eyes on Permafrost, and on Fix Gaming Channel—we’ll be following its progress every step of the way. Whether you’re planning to face the freeze solo or with friends, this world has a lot more to show us.


Written By Ronny Fiksdahl – Founder & Editor-in-Chief, Fix Gaming Channel

More Interviews You Might Like:

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Unraveling the Horrors of Timore Narhelma – Interview with Vidas Salavejus

Developers, Interviews Tags:Co-op Games, Developer Interview, early access games, game development, Indie Games, Open World Survival, PC Gaming, Permafrost, Post-Apocalyptic Games, Space Rocket Games, Steam Next Fest, survival games, Toplitz Productions, Unreal Engine 5

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