Frozen Ship Captain's Log

GUIDE · SURVIVAL & MANAGEMENT

Frozen Ship Crew Management

Twenty people, one ship, a planet trying to kill you. You don't fight the cold with your own hands alone — you fight it by putting the right survivor in the right job and keeping them sane. Here's the whole system.

Roles and morale below are based on the Early Access build's described systems. Exact numbers may be tuned in updates — we'll confirm specifics after the Aug 7 launch.

The Core Idea: Assign, Don't Micromanage

Your crew of 20 is managed by assignment. Send people to work inside the ship (kitchen, boiler, workshop, infirmary, research) or to gather resources outside. The art is balancing homesteaders who keep the city running against scavengers who bring home the means to keep doing it. Rough opening split: ~60% home, ~40% out, shifting toward more gatherers once warmth/food are stable.

Every Role, and What It Actually Does

RolePurposePriority
Boiler / HeatingKeeps the ship livable vs the ~600 wood/day burnCritical from hour 1
KitchenCooks meals at a fixed rate for 20 crew (3/day each)Critical from hour 1
Housing / RestCuts fatigue; assign tired crew hereHigh, early
WorkshopCrafts gear & repairs from scavenged materialsMedium, after basics
InfirmaryTreats illness/injury; morale firewallHigh once sickness appears
ScavengerVentures out for wood, cloth, scrap, food (mind curfew)High, daylight only
GuardDefends the ship from predators/hostilesSituational
ResearcherUnlocks tech that compounds survival oddsLuxury, stable colonies

The Seven Jobs (Post-Launch Confirmed)

After launch the crew is organized into seven explicit roles. Heating and food come first — staff them before anything else.

JobWhat it doesPriority
KitchenCooks the 3 meals/day for all 20 crewCritical from hour 1
Wood gatheringFeeds the boiler's ~600 wood/day burnCritical from hour 1
Food foragingBrings in food to keep the kitchen suppliedCritical from hour 1
Scrap collectionSalvages scrap for crafting and tradeCan lag early
FabricProduces cloth for clothing and warmthCan lag early
ConstructionBuilds and expands ship structuresOnly after stable
HospitalTreats the sick and injured (see morale below)High once illness appears
Staffing rule: Heat and food first. Push wood gathering until your daily surplus exceeds the boiler's burn, then add enough kitchen hands to feed 20 crew. Let scrap and fabric trail behind, and only commit to construction once the colony is stable.

The Four Morale States You Must Track

Frozen Ship models your crew as people, not pawns. Each state has a cause and a counter. Two of them are expedition-enders you must respect: illness cascades, and faith is a soft meter that quietly ends an otherwise stable run.

StateWhat causes itHow to fight it
IllnessCold, injury, contagionInfirmary + rest breaks; isolate the sick. A sick crewmember still eats but produces nothing and occupies a hospital bed — left unchecked it cascades to others and can collapse the colony.
FatigueOverwork, chained scavenge runsRotate shifts; send tired crew to housing
FearLosses, predators, failed runsKeep wins coming; contain losses
FaithBelief in the missionStable food + safe returns; avoid needless deaths. Faith is a soft indicator — it can silently hit zero and end an expedition that looked stable, so protect it before crisis, not during.

A Staffing Plan by Phase

Opening (Days 1–3)

Stabilizing (Days 4–10)

Scaling (Week 2+)

Practical Tips

Frequently Asked Questions

How many scavengers should I run early?

Around 4–5 out of 20, paired with 2 boiler + 2 kitchen + 1 housing. You want a wood/food surplus before growing the gather team.

What happens if a crewmember dies?

Losses spike Fear across the crew and remove a worker from an already-tight roster. With only 20 people, every death is felt — protect faith and avoid needless risks.

Should I specialize or cross-train?

Generalize early (warm bodies on every job), specialize once the colony is stable. Specialization boosts efficiency but creates single points of failure.

Can I control crew directly in the field?

No — you assign roles and they execute. Management is about assignment, rotation, and morale, not real-time control.