Enemies and threats
Revenants are Frostrail's primary hostile faction, hunting players through settlements, ruins and the underground, and attacking the train itself during defence encounters. Ammunition is scarce, so fighting for space rather than kills is the safer pattern.

Frostrail's enemies are Revenants — the dead of a frozen empire, twisted by the Void, and they are the reason the game describes combat as something to take seriously rather than seek out. They hunt you through settlements, they can attack the train, and the studio has spent 2026 making them feel physical: better hit feedback, more blood, new variations, improved AI behaviour.
What a Revenant is
In the game's fiction, the Emperor's pact with the Void killed the land and did not let everyone lie still. The ruins are "haunted by relentless revenants and eldritch horrors", and the Penitent Gardeners exist partly to put them down — "granting mercy to the lost and striking down the wicked".
In play, Revenants are the primary hostile faction, and the official screenshots give a clear read on their design language: tall, antlered or crowned silhouettes, bone-pale against snow, often carrying something heavy. They are the reason the store copy treats a fight as a decision rather than a feature — in a game where ammunition is described as a luxury, every encounter is a budget question.
How they change the loop
| Behaviour | Consequence for you |
|---|---|
| They hunt you in settlements | Looting becomes a timed activity, not a shopping trip |
| They can reach the train | Your base is not a safe zone — hence wall reinforcement and weapon stations |
| They appear in the depths | Underground loot runs are fights, not walks |
| They come in variations | The Spring update added new enemy types, so a route you learned can surprise you |
The train-defence change from the Spring update is the important one: defence encounters are now integrated into obstacle-clearing, meaning the moment you are stuck clearing a blocked line is the moment the train is most exposed. That single design decision turns the safest object in the game into a liability at exactly the wrong time.
Fighting them
Frostrail's combat is close-range by design. What that means against Revenants specifically:
- Ammunition is the constraint, not accuracy. The store copy calls ammo a luxury in as many words. Fighting everything you see is how you run dry before the basement.
- Melee is a real option, with a real cost. Melee costs stamina, stamina gates your escape, and the demo's rebalancing changed how much you have. Do not start a melee fight you cannot finish.
- Walls do not stop them. The official screenshots include a shot punching through wooden planking. Cover in these settlements is concealment, not protection.
- Retreat uphill of the fight, not into a dead end. Basements are where the loot is and where the exits are fewest.
Other threats
Revenants are the headline, but the demo also punishes you with the environment:
- Blizzards — blinding, slowing, suffocating. The weather is an enemy with no counterplay except shelter.
- The cold itself — warmth drain is the most common cause of a failed run.
- Darkness underground — the lighting overhaul exists because the depths are genuinely unreadable without care, and something is always in the part you cannot see.
- The train's own exposure — if nobody is aboard when a defence encounter starts, the engine is the thing at risk.
Enemy AI, honestly
The studio's own development notes are unusually candid here. After the first limited playtest in November 2025 they wrote that "enemy AI still needs work in the 3D environment", and enemy behaviour has been a stated area of work since. The 2026 updates add variations and combat feel, and the demo is noticeably better than the earliest footage — but this is an Early Access game, and enemy behaviour is the thing to expect to change most between now and 1.0.
If an encounter feels broken rather than hard, that is worth reporting: the demo has a dedicated bug-report forum and an in-game report button, and AI behaviour is exactly the kind of thing that gets fixed between a Next Fest demo and Early Access.
Related pages
- Combat and the gameplay loop — how fighting fits into a run.
- Survival systems — the cold that kills more players than Revenants do.
- The train — walls, weapon stations and defence encounters.
- Map and locations — where they are waiting.


