Preparing the interactive tool. Please wait; the guide and worked examples remain available below.
Start with the district band, not a city-wide heat total
11 bit studios says Patch 1.3 reworked heat around locality: districts have local heat levels, and the Generator UI lets the Steward distribute heat through Heat Allocation. The developer's announcement names the bands Freezing, Very Cold, Cold, Chilly, Livable and Warm. It also says the Heatmap View exposes district temperature, insulation, heat sources and proximity bonuses. That makes the overlay the first useful diagnostic surface when one district is suffering while another appears fine.
Use the game's labels as observations, not as numbers to reverse-engineer. The announcement does not publish a universal conversion from generator fuel to district temperature, a guaranteed distance for every proximity bonus, or a fixed heat requirement that applies across maps. Start by recording the affected district, visible band, weather and selected allocation.
- Pause or slow the simulation so you can inspect the same district without confusing the before/after state.
- Open the Heatmap View and write down the district's displayed temperature band and the current weather/event context.
- Open the Generator UI and confirm the Heat Allocation assigned to that district. Note whether it is receiving the level you intended.
- Inspect insulation, local heat sources and the displayed proximity bonus in the overlay. Record the actual game indicators; do not infer a bonus from visual closeness alone.
- Compare with one nearby district of the same type or similar exposure. Note which overlay layer differs before changing anything.
- Change one factor—allocation, source operation or layout—then re-check the same district under the same weather if possible. If weather changes, mark the comparison as confounded.
| What the overlay shows | First check | Do not assume |
|---|---|---|
| Cold/Very Cold/Freezing band | This district's own allocation, then insulation and local-source layers | That another district's surplus reaches this one automatically |
| Allocation appears present but band stays low | Whether the visible insulation, source or proximity layer differs from a warmer comparison district | That the generator's city-wide output guarantees a local result |
| Band changes after a layout/source change | Repeat the same district reading and note weather at both times | That the change caused the difference if weather also changed |
| No clear cause in the layers | Capture installed build, scenario, district, allocation and full overlay for a reproducible report | A made-up heat formula or a universal district distance |
References: 11 bit studios: Free Major Content Update (Patch 1.3)
Use the local checklist tool
The checker below turns your own visible readings into a next-check order. It does not calculate heat consumption or access the save. A Cold-or-worse band moves the district to the front of the audit; the remaining answers identify which official heatmap layer you have not yet verified.
If an overlay layer is unclear, leave it as unknown and inspect the in-game view rather than guessing. A checklist result is not a prediction that illness, injury or deaths will stop; verify the district's actual status after the change.
References: 11 bit studios: Free Major Content Update (Patch 1.3)
Worked diagnostic example
Illustrative case, not a GamerWin playthrough: District A reads Cold during a weather event; District B reads Livable. If both share a nearby layout but only A shows lower insulation or a different allocation, that is a more actionable lead than increasing the whole city's output. Record the two districts and all four overlay clues, change one suspected factor and compare again. If the weather changes between readings, repeat the observation before concluding that the change fixed the district.
The point is to keep a falsifiable note: district and band, weather, allocation, insulation, heat source, proximity indicator, one change, and resulting band. Do not report the illustrative values as a measured city result.
District / scenario / installed build:
Before: band / weather / allocation / insulation / source / proximity:
One change made:
After: band / weather / allocation / insulation / source / proximity:
Observed consequence in district:References: 11 bit studios: Free Major Content Update (Patch 1.3) · 11 bit studios: Hotfix 1.6.1
Version and mode limits
The detailed heat changes cited here arrived in the developer's Patch 1.3 announcement dated May 8, 2025. The later official 1.6.1 hotfix page gives release context but is not a statement that the heat rules were unchanged across every update, DLC, console build or scenario. This guide does not certify the current installed version. When a label differs, trust the game's own Generator and Heatmap screens and note the platform/build in a correction.
References: 11 bit studios: Free Major Content Update (Patch 1.3) · 11 bit studios: Hotfix 1.6.1
Before you play
- I read the affected district's own Heatmap band.
- I checked Generator Heat Allocation for that district rather than relying on a global total.
- I separately checked insulation, heat sources and proximity bonuses.
- I changed one factor and recorded whether the weather also changed.
Frequently asked questions
Does more generator output automatically fix every cold district?
Not necessarily. Patch 1.3 describes local district heat levels and an allocation panel; inspect the affected district and its overlay layers before changing city-wide production.
Is the checker a heat-demand calculator?
No. It organizes your own visible bands and checks. It does not model generator consumption, district formulas, weather or save data.
Which heat bands does the developer name?
The Patch 1.3 announcement lists Freezing, Very Cold, Cold, Chilly, Livable and Warm. Check your installed game's wording if it differs.
Sources & revision notes
Editorial revision: November 5, 2026; not a gameplay test date. The reference notes identify source limits and version differences.
- 11 bit studios: Free Major Content Update (Patch 1.3) (Official)
Developer announcement dated May 8, 2025. It documents localized district heat, the Generator UI, Heatmap View, insulation, heat sources, proximity bonuses and the named heat bands. This is the source for the interface workflow, not evidence that every current DLC/scenario uses identical balance.
- 11 bit studios: Hotfix 1.6.1 (Official)
Developer hotfix announcement surfaced in the official Steam news feed and consulted November 5, 2026. It provides later release context; it does not announce another heat-system redesign or certify the player's installed platform build.
November 5, 2026: added a district-first troubleshooting sequence and browser-local checklist based on 11 bit studios' heat-system update notes. The example is explicitly illustrative; no Frostpunk 2 city was played or benchmarked.
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