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The Idea Tree is where you can unlock upgrades to your City and Districts in Frostpunk 2. Read on to discover how to unlock the Idea Tree, see the list of all ideas, and learn what are Radical Ideas and what the Idea Tree is!
List of Contents
After finishing the Prologue in Story Mode, you will gain access to building the Research Institute early on in Chapter 1. Building this on an Expanded Housing District will unlock the Idea Tree, which would be found on the bottom-right portion of the screen. You can also access the Idea Tree by pressing R once unlocked.
How to Build Research Institute
All Idea Types | ||
---|---|---|
Heating | Resources | Frostland |
City | Society | Hubs |
Title | Branch | Research Costs | Effects |
---|---|---|---|
Dust Coal Mine | Coal Mines |
・10 Weeks ・50 Heatstamps |
・Disease is slightly increased |
Blasting Coal Mine | Coal Mines |
・10 Weeks ・50 Heatstamps |
・Squalor is increased |
Asbestos Lining | Housing Insulation |
・10 Weeks ・50 Heatstamps |
・Base Heat demand of Housing Districts is decreased |
Advanced Shaft Coal Mine | Advanced Shaft Coal Mine |
・9 Weeks ・100 Heatstamps |
・N/A |
Advanced Blasting Coal Mine | Advanced Blasting Coal Mine |
・9 Weeks ・100 Heatstamps |
・Squalor is significantly increased |
Heat Dispatcher | Heat Dispatcher |
・9 / 12 Weeks ・100 Heatstamps |
・N/A |
Actuated Heat Dispatcher | Heat Dispatcher |
・9 / 12 Weeks ・100 Heatstamps |
・Squalor is slightly increased |
Carrion Coal Liquefactor | Coal Liquefactors |
・9 / 12 Weeks ・100 Heatstamps |
・Disease is slightly increased |
Pressurised Coal Liquefactor | Coal Liquefactors |
・9 / 12 Weeks ・100 Heatstamps |
・Squalor is slightly increased |
Deep Melting Drill | Melting Deep Deposits | ・TBA |
・Production Efficiency is extremely increased ・Unlocks access to Deep Deposits. which are virtually unlimited |
Generator: Oil Pumps | Generator Upgrade I | ・TBA |
・The Generator can run exclusively on Oil but with increased efficiency ・Oil burnt in the generator will produce some Squalor |
Generator: Surplus Injectors | Generator Upgrade II | ・TBA |
・Unlocks the 'Heat Surplus' Generator Ability, which burns all excess fuel to increase output of all Districts up to 15% |
Generator: Hyperdrive Regulator | Generator Upgrade III |
・13 Weeks ・200 Heatstamps |
・Oil yields more Heat ・Overdrive is safer and more efficient |
Hydraulic Pumpjack | Pumpjacks |
・9 Weeks ・100 Heatstamps |
・Disease is slightly increased |
Fracturing Pumpjack | Pumpjacks |
・10 Weeks ・100 Heatstamps |
・Squalor is slightly increased |
Settlement Furnace | Settlement Heating | ・TBA |
・Unlocks upgrading outposts to permanent settlements, which can provide unlimited resources |
Generator: Adaptive Injectors | Generator Upgrade II | ・TBA |
・Unlocks the 'Intake Optimisation' Generator Bonus, which increases the Heat yield of the selected fuel type |
Generator: Symbiotic Regulators | Generator Upgrade III | ・TBA |
・Oil, Steam, and Coal yield more Heat |
Coal Liquefactor | Coal Liquefactors |
・12 Weeks ・100 Heatstamps |
・Disease is slightly increased |
Crop Selection | Food Energy Efficiency |
・12 Weeks ・100 Heatstamps |
・Base Heat demand of Food Districts is significantly decreased |
Shaft Coal Mine | Coal Mines |
・7 Weeks ・50 Heatstamps |
・N/A |
Unfiltered Geothermal Plant | Geothermal Plants |
・12 Weeks ・100 Heatstamps |
・Disease is marginally increased |
Geothermal Plant | Geothermal Plants | ・TBA | ・N/A |
Pumpjack | Pumpjacks |
・12 Weeks ・100 Heatstamps |
・Squalor is slightly increased |
Deep Geothermal Plant | Advanced Geothermal Plants |
・18 Weeks ・200 Heatstamps |
・Disease is slightly increased |
Pumping Geothermal Plant | Advanced Geothermal Plants |
・18 Weeks ・200 Heatstamps |
・N/A |
Ideas marked with a red asterisk (*) are Radical Ideas.
All Idea Types | ||
---|---|---|
Heating | Resources | Frostland |
City | Society | Hubs |
Title | Branch | Research Costs | Effects |
---|---|---|---|
Weather-Adjusted Shifts | Worker Shifts |
・9 Weeks ・50 Heatstamps |
・Production Efficiency is slightly decreased ・Disease is slightly decreased ・Heat Demand in Districts other than Housing is decreased |
Machine-Centric Shifts | Worker Shifts |
・9 Weeks ・50 Heatstamps |
・Workforce requirement is decreased ・Squalor is marginally increased |
Biowaste Hothouse | Hothouses |
・10 Weeks ・50 Heatstamps |
・Disease is slightly increased ・Unlocks the 'Excessive Fertilisation' District Ability, which increases Food output and Disease |
Chemical Hothouse | Hothouses |
・10 Weeks ・50 Heatstamps |
・Squalor is slightly increased ・Unlocks the 'Excessive Fertilisation' District Ability, which increases Food output and Disease |
Moss-Filtration Tower | Filtration Towers |
・10 Weeks ・50 Heatstamps |
・Squalor is significantly decreased ・Unlocks the 'Rapid Filtration' District Ability, which decreases Squalor, but will result in injuries |
Ventilation Tower | Filtration Towers |
・10 Weeks ・50 Heatstamps |
・Squalor is decreased ・Unlocks the 'Rapid Filtration' District Ability, which decreases Squalor, but will result in injuries |
Salvaging Factory | Factories |
・10 Weeks ・50 Heatstamps |
・Disease is slightly increased |
Mechanical Factory | Factories |
・10 Weeks ・50 Heatstamps |
・Squalor is slightly increased |
Untreated Sawmill | Sawmills |
・10 Weeks ・50 Heatstamps |
・Disease is slightly increased |
Mechanised Swamill | Sawmills |
・10 Weeks ・50 Heatstamps |
・Squalor is slightly increased |
Remoulded Prefabs Factory | Prefabs Factories |
・9 Weeks ・100 Heatstamps |
・Disease is slightly increased |
Standardised Prefabs Factory | Prefabs Factories |
・9 Weeks ・100 Heatstamps |
・Squalor is slightly increased |
Waste Repurposing Facility | Waste Management Facilities |
・11 Weeks ・100 Heatstamps |
・Squalor is extremely decreased |
Waste Incineration Facility | Waste Management Facilities |
・11 Weeks ・100 Heatstamps |
・Squalor is greatly decreased ・Disease is slightly increased |
Recast Composites Factory | Composites Factories |
・9 Weeks ・100 Heatstamps |
・Disease is increased |
Synthetic Composites Factory | Composites Factories |
・9 Weeks ・100 Heatstamps |
・Squalor is significantly increased |
Advanced Biowaste Hothouse | Advanced Hothouses |
・9 Weeks ・100 Heatstamps |
・Disease is increased ・Unlocks the 'Excessive Fertilisation' District Ability, which increases Food output and Disease |
Advanced Chemical Hothouse | Advanced Hothouses |
・9 Weeks ・100 Heatstamps |
・Squalor is increased |
* Automated Workforce Factory | Automated Workforce |
・9 Weeks ・100 Heatstamps |
・Squalor is significantly increased |
Heat Recycling | Waste Heat Conversion |
・4 Weeks ・50 Heatstamps |
・Heat Demand in Housing Districts is decreased |
Heat Overclocking | Waste Heat Conversion |
・4 Weeks ・50 Heatstamps |
・Production Efficiency is increased |
* Machine Attendants | New Work Model | ・TBA |
・Workforce requirement is significantly decreased |
Advanced Untreated Sawmill | Advanced Sawmills |
・9 Weeks ・100 Heatstamps |
・Disease is slightly increased |
Advanced Mechanised Sawmill | Advanced Sawmills |
・10 Weeks ・100 Heatstamps |
・Squalor is slightly increased |
Charcoal Regeneration Plant | Charcoal Plants |
・9 Weeks ・100 Heatstamps |
・Disease is slightly increased |
Pyrolytic Charcoal Plant | Charcoal Plants |
・9 Weeks ・100 Heatstamps |
・Squalor is slightly increased |
Silica Foundry | Foundries |
・9 Weeks ・100 Heatstamps |
・Disease is increased |
Blast Foundry | Foundries |
・9 Weeks ・100 Heatstamps |
・Squalor is slightly increased |
Refurbishing Goods Factory | Goods Factories |
・9 Weeks ・100 Heatstamps |
・Disease is slightly increased |
Calibrated Goods Factory | Goods Factories |
・10 Weeks ・100 Heatstamps |
・Squalor is slightly increased |
Advanced Foundry | Advanced Foundries |
・18 Weeks ・200 Heatstamps |
・N/A |
Advanced Blast Foundry | Advanced Foundries |
・18 Weeks ・200 Heatstamps |
・Squalor is increased |
Goods Factory | Goods Factories |
・12 Weeks ・100 Heatstamps |
・N/A |
Prefabs Factory | Prefabs Factories |
・12 Weeks ・100 Heatstamps |
・N/A |
Composites Factory | Composites Factories |
・12 Weeks ・100 Heatstamps |
・N/A |
Waste Collection Facility | Waste Management Facilities |
・15 Weeks ・100 Heatstamps |
・Squalor is significantly decreased |
Line Factory | Factories |
・7 Weeks ・50 Heatstamps |
・N/A |
Foundry | Foundries |
・7 Weeks ・50 Heatstamps |
・N/A |
Filtration Tower | Filtration Towers |
・7 Weeks ・50 Heatstamps |
・Squalor is decreased |
Sawmill | Sawmill |
・7 Weeks ・50 Heatstamps |
・N/A |
Charcoal Plant | Charcoal Plants |
・12 Weeks ・100 Heatstamps |
・N/A |
Advanced Sawmill | Advanced Sawmills |
・12 Weeks ・100 Heatstamps |
・N/A |
Drum Hothouse | Hothouses | ・TBA | ・N/A |
Advanced Drum Hothouse | Advanced Hothouses |
・12 Weeks ・100 Heatstamps |
・N/A |
* Apex Workers | New Work Model | ・TBA |
・Production Efficiency is significantly increased ・Heat Demand is decreased per All Districts and Buildings |
Ideas marked with a red asterisk (*) are Radical Ideas.
All Idea Types | ||
---|---|---|
Heating | Resources | Frostland |
City | Society | Hubs |
Title | Branch | Research Costs | Effects |
---|---|---|---|
Vanguard Logistics Bay | Logistics Bays |
・10 Weeks ・50 Heatstamps |
・N/A |
Automated Logistics Bay | Logistics Bays |
・10 Weeks ・50 Heatstamps |
・N/A |
Gleaning Harvester Hangar | Harvester Hangars |
・10 Weeks ・50 Heatstamps |
・20% Harvesting Efficiency |
Harvester Hangar | Harvester Hangars |
・10 Weeks ・50 Heatstamps |
・10% Harvesting Efficiency |
Skyways | Skyways |
・10 Weeks ・50 Heatstamps |
・Unlocks Skyway connections, which can be built in the frostland to allow the transport of more resources from colonies and outposts |
Survivalists' Headquarters | Scouts' Headquarters |
・10 Weeks ・50 Heatstamps |
・Exploration Time is decreased ・Territory Threat Level is decreased |
Scouts' Headquarters | Scouts' Headquarters |
・10 Weeks ・50 Heatstamps |
・Exploration Time is slightly decreased ・Territory Threat Level is decreased |
Pathfinder Scouts | Scout Training |
・4 Weeks ・50 Heatstamps |
・Territory Threat Level is decreased |
Mechanised Scouts | Scout Training |
・4 Weeks ・50 Heatstamps |
・Exploration Time is decreased |
Attended Freight Dock | Freight Docks |
・13 Weeks ・100 Heatstamps |
・Resource Production in Outposts connected by Skyways is significantly increased |
Automated Freight Dock | Freight Docks |
・13 Weeks ・100 Heatstamps |
・Resource Production in Outposts connected by Skyways is significantly increased |
Frontier Footholds | Outpost Operation |
・6 Weeks ・50 Heatstamps |
・Outpost Upkeep is decreased |
Extraction Strongholds | Outpost Operation |
・6 Weeks ・50 Heatstamps |
・Production Efficiency in Outposts is increased |
Logistics Bay | Logistics Bays |
・7 Weeks ・50 Heatstamps |
・N/A |
Ideas marked with a red asterisk (*) are Radical Ideas.
All Idea Types | ||
---|---|---|
Heating | Resources | Frostland |
City | Society | Hubs |
Title | Branch | Research Costs | Effects |
---|---|---|---|
All Do Maintenance | Maintenance Duty |
・10 Weeks ・50 Heatstamps |
・Materials Demand is significantly descreased |
Unproductive Do Maintenance | Maintenance Duty |
・10 Weeks ・50 Heatstamps |
・Materials Demand is slightly descreased ・Production Efficiency is slightly increased |
Efficiency Bonuses | Work Compensation |
・9 Weeks ・50 Heatstamps |
・Production Efficiency is slightly increased |
Dense Housing Block | Housing Block |
・10 Weeks ・50 Heatstamps |
・Disease is slightly increased |
Housing Block | Housing Block |
・10 Weeks ・50 Heatstamps |
・N/A |
Equal Pay | Work Compensation |
・4 Weeks ・50 Heatstamps |
・Trust rises slightly ・Heatstamps Upkeep per capita is slightly decreased |
Mandatory Unions | Labour Organisation |
・4 Weeks ・50 Heatstamps |
・Production Efficiency is slightly decreased ・Trust rises slightly |
Labour Oversight | Labour Organisation |
・4 Weeks ・50 Heatstamps |
・Production Efficiency is increased |
City-Run Alcohol Shops | Alcohol |
・4 Weeks ・50 Heatstamps |
・Heatstamps Income per capita is significantly increased |
Privatised Alcohol Production | Alcohol |
・4 Weeks ・50 Heatstamps |
・Trust rises slightly |
Subsidised Housing Block | Housing Block |
・5 Weeks ・50 Heatstamps |
・N/A |
Workers' Village | Workers' Housing |
・9 Weeks ・100 Heatstamps |
・Production Efficiency is slightly increased |
Workers' Dormitory | Workers' Housing |
・9 Weeks ・100 Heatstamps |
・Disease is slightly increased ・Production Efficiency is slightly increased |
Mandatory Crowding | Housing Distribution |
・4 Weeks ・50 Heatstamps |
・Shelter provided by Housing is increased ・Tension is marginally increased |
Merit-Based Housing | Housing Distribution |
・4 Weeks ・50 Heatstamps |
・Shelter provided by Housing is increased ・Heatstamps Income per capita is slightly increased |
* Opioids Manufactory | Drugs Manufactory |
・16 / 19 Weeks ・200 Heatstamps |
・Disease is marginally increased ・Trust rises slightly |
* Pleasure Commons | Leisure |
・13 / 18 Weeks ・100 Heatstamps |
・Tension is slightly decreased ・Trust rises slightly |
* Food Hoarding Inspectorate | Famine Prevention |
・7 Weeks ・50 Heatstamps |
・Hunger is decreased ・Unlocks the 'Food Sweep' District Ability, which provides a large stockpile of Food but will result in injuries |
* Stimulants Manufactory | Drugs Manufactory |
・16 / 19 Weeks ・200 Heatstamps |
・Disease is marginally increased ・Production Efficiency is increased |
* Pleasure Club | Leisure |
・12 / 18 Weeks ・100 Heatstamps |
・Tension is slightly decreased ・Trust falls marginally |
* Abolished Management | Workplace Control |
・9 Weeks ・50 Heatstamps |
・Tension is significantly decreased |
* Labour Camp | Poverty Eradication |
・27 Weeks ・200 Heatstamps |
・Tension is increased ・Crime is significantly decreased ・Unlocks the 'Hard Labour' District Ability, which greatly increases the efficiency of the Labour Camp |
* Empowered Management | Workplace Control |
・9 Weeks ・50 Heatstamps |
・Production Efficiency is significantly increased |
Ideas marked with a red asterisk (*) are Radical Ideas.
All Idea Types | ||
---|---|---|
Heating | Resources | Frostland |
City | Society | Hubs |
Title | Branch | Research Costs | Effects |
---|---|---|---|
Surveillance Watchtower | Watchtowers |
・10 Weeks ・50 Heatstamps |
・Crime is slightly decreased ・Unlocks 'Random Searches' District Ability, which decreases Crime but causes Tension to rise |
Watchtower | Watchtowers |
・10 Weeks ・50 Heatstamps |
・Crime is slightly decreased ・Unlocks 'Random Searches' District Ability, which decreases Crime but causes Tension to rise |
Liberated Youth | Youth |
・9 Weeks ・50 Heatstamps |
・Trust rises slightly ・Unlocks 'Youth Employment Programme' City Ability, which bolsters the City's Workforce but decreases Heatstamps Income |
Teaching Hospital | Hospitals |
・10 Weeks ・50 Heatstamps |
・Disease is slightly decreased ・Research Speed is slightly increased ・Will regularly cure a significant number of Sick Absentees ・Unlocks 'Preliminary Triage' District Ability, which decreases Disease but will result in deaths |
Hospital | Hospitals |
・10 Weeks ・50 Heatstamps |
・Disease is slightly decreased ・Will regularly cure a significant number of Sick Absentees ・Unlocks 'Preliminary Triage' District Ability, which decreases Disease but will result in deaths |
Dutiful Youth | Percentage of Active Workers is increased |
・9 Weeks ・50 Heatstamps |
・Crime is slightly decreased ・Unlocks the 'Youth Volunteer Duty' City Ability, which bolsters the City's Workforce, but decreases Trust |
Communal Parenthood | Parenthood |
・4 Weeks ・50 Heatstamps |
・Percentage of Active Workers is significantly increased ・Population Growth is marginally decreased |
Dedicated Motherhood | Parenthood |
・4 Weeks ・50 Heatstamps |
・Population Growth is increased ・Percentage of Active Workers is slightly decreased |
* Birthing Programme | Procreation |
・4 / 10 Weeks ・50 Heatstamps |
・Population Growth is marginally increased ・Disease is significantly increased |
Relationship Rotation | Relationships |
・4 Weeks ・50 Heatstamps |
・Population Growth is significantly increased |
Mandatory Marriage | Relationships |
・4 Weeks ・50 Heatstamps |
・Population Growth is increased |
Recovery Hospital | Hospitals |
・5 Weeks ・50 Heatstamps |
・Disease is slightly increased ・Population Growth is slightly increased ・Will regularly cure a significant number of sick Absentees ・Unlocks the 'Preliminary Triage' District Ability, which decreases Disease but will result in deaths. |
Experimental Treatment | Treatment |
・4 Weeks ・50 Heatstamps |
・Research Speed is marginally increased ・Disease is marginally decreased ・Unlocks the 'Conduct Medical Trial' Ability in Districts with Hospitals, which reduces Disease at the cost of potential casualties. |
Conservative Treatment | Treatment |
・4 Weeks ・50 Heatstamps |
・Disease is decreased |
Pharmaceutical Testing Laboratory | Pharmaceuticals |
・13 Weeks ・200 Heatstamps |
・Disease is significantly decreased ・Research Speed is slightly increased ・Unlocks the 'Boost Research' District Ability, which increases Research Speed, but reduces the Laboratory's effect on Disease |
Pharmaceutical Laboratory | Pharmaceuticals |
・13 Weeks ・200 Heatstamps |
・Disease is significantly decreased |
Patrol Watchtower | Watchtowers |
・5 Weeks ・50 Heatstamps |
・Crime is slightly decreased ・Unlocks the 'Random Searches' District Ability, which decreases Crime but causes Tension to rise |
Thought-Correction Prison | Prison |
・9 Weeks ・100 Heatstamps |
・Crime is slightly decreased ・Trust falls slightly ・Unlocks the 'Mobilise Prison Wardens' District Ability, which provides additional Guard Squads, but reduces the Prison's effect on Crime |
Punitive Prison | Prison |
・9 Weeks ・100 Heatstamps |
・Tension is slightly increased ・Crime is greatly decreased ・Unlocks the 'Conscript Inmates' Disctrict Ability, which provides additional Guard Squads, but reduces the Prison's effect on Crime |
Isolation Prison | Prison |
・9 Weeks ・100 Heatstamps |
・Crime is significantly decreased ・Unlocks the 'Mobilise Prison Wardens' District Ability, which provides additonal Guard Squads, but reduces the Prison's effect on Crime. |
* Human Experimentation | Crime Reparations |
・4 Weeks ・50 Heatstamps |
・Research Speed is significantly increased ・Crime is decreased |
* Sterilisation | Crime Elimination |
・4 Weeks ・50 Heatstamps |
・Population is significantly decreased ・Crime is significantly decreased |
* Lunatic Asylum | Asylum | ・TBA |
・Trust rises |
* Guard Immunity | Guard Immunity | ・TBA |
・Crime is decreased |
* Mandatory Procreation | Procreation |
・10 Weeks ・50 Heatstamps |
・Population Growth is significantly increased ・Heatstamps Income per capita is slightly decreased |
* Incubation House | Incubation |
・25 Weeks ・400 Heatstamps |
・Population is increased ・Unlocks the 'Incentivise Foetus Donations' District Ability, which greatly increases natural growth at the cost of Heatstamps |
* Public Executions | Crime Elimination |
・6 Weeks ・50 Heatstamps |
・Crime is slightly decreased ・Unlocks the 'Execute Prisoners' Ability in Districts with Prisons, which drecreases Crime |
* Frostland Deportation | Crime Reparations | ・TBA |
・Outpost Upkeep is slightly decreased ・Crime is significantly decreased |
* Panaceum Factory | Panaceum Factory |
・25 Weeks ・400 Heatstamps |
・N/A |
Ideas marked with a red asterisk (*) are Radical Ideas.
All Idea Types | ||
---|---|---|
Heating | Resources | Frostland |
City | Society | Hubs |
Title | Branch | Research Costs | Effects |
---|---|---|---|
Rail Hub | Rail Hub |
・10 Weeks ・100 Heatstamps |
・Proximity: Efficiency in neighbouring Extraction, Industrial or Food Districts is increased |
Communication Hub | Communication Hub |
・10 Weeks ・100 Heatstamps |
・Proximity: Trust in neighbouring Housing Districts is increased |
Surveillance Hub | Surveillance Hub |
・10 Weeks ・100 Heatstamps |
・Proximity: Crime in neighbouring Housing Districts is decreased |
Emergency Medical Hub | Emergency Medical Hub |
・10 Weeks ・100 Heatstamps |
・Proximity: Disease in neighbouring Housing Districts is decreased |
Air Transport Hub | Air Transport Hub |
・10 Weeks ・100 Heatstamps |
・Proximity: Workforce Requirement in neighbouring Districts is decreased |
Maintenance Hub | Maintenance Hub |
・10 Weeks ・100 Heatstamps |
・Proximity: Materials Demand in neighbouring Districts is decreased |
Fighting Hub | Fighting Hub |
・10 Weeks ・100 Heatstamps |
・Proximity: Tension in neighbouring Housing Districts is decreased |
Ideas marked with a red asterisk (*) are Radical Ideas.
When your level is high on a specific City Direction, certain Ideas will emerge based on that Zeitgeist. These will form Radical Ideas, which can be found on the Idea Tree as red-colored Ideas instead of the usual yellow. Fulfilling Radical Ideas will increase the City Direction level and the Relation of the Faction that the Idea is under.
Additionally, some Radical Ideas will boast the most expensive research costs out of the entire Idea Tree.
All Factions will present different Ideas in order to improve the City, within various categories such as Heating, Resources, Frostland, City, Society, and Hubs. Each Idea has different requirements in order to be implemented, with all of them costing a certain amount of weeks and Heatstamps. Implementing an Idea marked with a Zeitgeist will move the City Direction towards that Zeitgeist. In turn, it can also affect the Relations of Factions.
Majority of Buildings are locked behind the Idea Tree, many of which provide helpful upgrades and features to the City and its Districts. Do take note that constructing some of the Buildings will affect the Relations of Factions and the City Direction.
Frostpunk 2 Wiki Contents | |
---|---|
Story Walkthrough | Tips and Tricks |
Factions | Laws |
Resources | Buildings |
Districts | Hubs |
Idea Tree | News and Updates |
How to Unlock the Idea Tree and All Ideas
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