GAME DETAIL
Midwinter Fan Remaster
Find allies. Recruit. Resist. Conquer. Nearly 30 years before Breath of the Wild perfected open world, there was Midwinter. Mike Singleton's 1989 landmark, faithfully remastered — 160,000 square miles of frozen island, 32 survivors with 32 personalities, and an invading army to resist and destroy.
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Steamの詳しい説明を読む
FIND. RECRUIT. RESIST. CONQUER.
The island of Midwinter has fallen. You are what's left. Made with the blessing of the IP owner, on behalf of Mike Singleton's family.
An invading army holds the settlements, the factories and the heat mines. Against them: one officer, a silent radio, and a vast landscape of ice and snow.
This is where the open world came from.
Nearly 30 years before Breath of the Wild and 15 years before Far Cry, there was Midwinter.
In 1989 Mike Singleton handed players 160,000 square miles of freely roamable solid-3D terrain, a sniper rifle, vehicles scattered across the island for the taking, and no instructions on how to save the world — it was a new genre all its own. Midwinter was a strategy game, a stealth game, a first-person shooter and an open-world sandbox before most of those words existed. The lineage of the modern open world runs straight through Singleton's work to DMA Design's Grand Theft Auto and everything after it.
If you play open-world games, this is the ancestor. And nothing since has done quite what it does — find, recruit and then play as any of 32 individuals, switching between them as the war moves across the island.
32 characters. 32 personalities.
Every survivor on this island is a real person, not a unit. They have their own skills, their own morale, their own friendships and grudges — and their own reasons to say yes or no when you come asking. Find them. Recruit them. Then command them directly, switching between them at will as the war spreads across the map. Who you recruit changes what you're capable of.
A whole island — hyper-realistic terrain. For 1989, anyway.
The original modelled an entire arctic mountainous landmass at a scale nothing else of its era attempted, and it's all still here: ridges, valleys, trees, frozen lakes and passes that matter. The terrain is the strategy. A ridge line is cover. A downhill run is speed (or danger). The open ground is where good people die.
Cross it your way — and there's always a ride.
Ski it. Drive it in a snow buggy. Launch off a peak in a hang glider and ride the air for miles. Take the cable cars up steep mountains. Vehicles are housed at Resistance garages scattered across the whole island in effectively unlimited supply — abandon one, take another, keep moving. Every method has its own speed, its own risk and its own cost in energy and time.
Advanced sniper mode — advanced for 1989, at least. Hold your breath.
Get to a bunker, get the rifle up, and take the shot properly. Range, zoom, a compass on the horizon, radar, rounds you can count — and a breath meter you hold steady before you squeeze. A patient sniper is worth more than a squad out here.
Sabotage over firefights.
You will not win this by shooting your way through. Pick your target — synthesis plant, factory, warehouse; this is what the enemy needs to move and conquer — wire the charges, set the timer, and be somewhere else when it goes. Dynamite is finite. Cut the supply lines and starve an army that outguns you, until the odds finally turn.
Play it in 1989 or in 2026 — your choice, any time.
One switch flips the entire game between the authentic original pixel art and a fully modern art pass. Same world, same systems, two eras. Pair it with the Authentic learning curve for the original's famously merciless "the game explains nothing" design — or turn tutorials on and let it teach you. Or, go full OG and read the manual!
Arctic Survival School — learn the mountain before it kills you.
A full training academy on its own slice of the island: skiing, defense, driving and dogfighting, hang gliding, navigation, resistance, survival, and a final graduation run. Twenty scored drills, each in a contained practice area where nothing you do touches your saved game, ranked bronze, silver or gold. Take it if you want to arrive competent. Skip it if you'd rather the island taught you the hard way. And when you need to look something up mid-campaign, the Frostopedia is right there.
Faithful, not frozen in amber.
Rebuilt in Unreal Engine 5 with modern controls, lighting and performance — while keeping the systems, the scale and the cold that made the 1989 classic unlike anything else.
Midwinter Fan Remaster is made with the blessing of the IP owner, on behalf of Mike Singleton's family.
スクリーンショット
評価・レビュー
全体レビュー レビュー不足または未評価 好評率 100.00% / 3件 取得:2026年9月19日 08:09
ATTENTION
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プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売後注目度の基礎指標 発売済みタイトルのため、現在プレイヤー数・ピーク値・Steamフォロワー数を組み合わせて勢いを観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 0人 | 最終観測:2026年9月11日 00:59(18日経過) |
| 24時間ピーク | データ蓄積中 | 履歴あり・更新待ち・直近7日 0件 |
| Steamフォロワー数 | 14人 | 最終観測:2026年9月8日 00:41(21日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 履歴あり・更新待ち・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
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発売直後 発売から30日以内
更新あり 直近14日以内にSteamストア更新
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