
Frostbank
Blue-white snow, two huts, and your first lesson in stopping.
Find the next stopper before you push.

A little push. A long way home.
A sliding puzzle about getting every kid into a hut. Sounds simple. Then you find out the brakes are your friends.
A route-and-stop puzzle game. One push sends a kid sliding until something stops them. The trick is arranging that something.
Meet the four hills ↓01 / On the ice
There's no steering halfway through a slide. Look at the whole hill before you give that first push.
The way home is a small puzzle of big consequences. Push a kid in one direction and they keep going until a stopper catches them. A rock. A snowbank. A snowman. Or another kid, parked in just the right place.
Switch between the sledders to build a route, one stop at a time. Every empty hut catches a kid. Fill them all to clear the puzzle.
Sometimes getting home means sliding back out again.

Look for the next stop, not just the hut. A push keeps going until the hill, or another kid, gets in the way.
Find the stopper first. The hut comes second.

Three kids, three huts, everyone home. Once a kid is inside, they become a stopper for the others. Switch to that kid and slide back out when someone needs a helping hand.
A full hut is a roadblock. Slide that kid back out when it's in your way.
Rocks · snowmen · snowbanks · other kids · empty huts. A full hut is a kid-sized roadblock.
Real screenshots from the game, enlarged without smoothing.
02 / Hands on the hill
Playing in the browser? Arrows slide · Tab switch · Z rewind · X choose · Enter pause. On a phone, the buttons appear on screen. In your own emulator, the keys are whatever you set.
The D-pad starts a slide. Rocks, snowmen, snowbanks and other kids stop you. You can't steer halfway through.
Empty huts catch kids. Fill every hut to clear the puzzle. A kid inside blocks others, and can slide out again to help.
Thin ice opens into a hole after a kid slides off it. That route may be gone on the next pass.
Heading for a hole? Press B during the warning to cancel. If you wait, the sled keeps going.
B rewinds a slide, even a fall. Try another stop or switch the order. You don't have to start over.
Getting everyone home clears the puzzle. Beat par for a star. That one unnecessary slide is suddenly going to bother you.
03 / The long way home
Fifteen puzzles on each hill. The snow changes color. The route still needs untangling.

Blue-white snow, two huts, and your first lesson in stopping.
Find the next stopper before you push.

A third kid means another brake, and another person to get home.
A parked kid is a brake. Park one on purpose.

Watch the ice. Crossing a tile can change the next kid's route.
Thin ice opens into a hole once a kid slides off it. Plan the crossing.

Pink snow at the summit. Three sledders, a snowman and thin ice to weave through.
Kids and the snowman are brakes. Use all of them.
Real screenshots · the first board on each hill.
The hill in motion
Watch a route unfold, a hole open, and a rewind bring a sled back. Real gameplay, with the game's original Game Boy audio.
One push. Wait for the stop. Then work out what the next kid needs.
The snow is ready
Play it right here in your browser, or take the ROM to your own emulator or handheld. Then find everyone a hut.
In the browser, progress saves on this device.
ZIP · 21 KB · ROM, instructions and credits.
From ZIP to first slide
This version: November 11, 2026. Runs in Game Boy Color emulators with battery saves.
Use an emulator with battery-save support. Close the game normally through the emulator so it writes your save. Keep that save when you update the ROM.
A blocked push now gives the active kid a brief nudge, without adding a move.
ROM SHA-256b07437309bf3cbaae2741255e573a1dc330fde4795f50c2d5f6db6993578c5e3
Got stuck? Found a strange slide?
Tell us which hill, which puzzle, and what happened.
After the feature / From the build journal
First, a grey board. Then four hills. Then one small rule change that made the whole thing easier to understand. Here are the turning points.
The plan named four hills of fifteen puzzles each. Before there was snow or a scarf, a grey study sheet pinned down the shapes: kid, snowman, rock, hut, hole and thin ice.
Push, switch, stop, get home, watch the cracks, rewind. The game grew around those six ideas.

The first toy was too short. A longer puzzle, Twin Cracks, became the test: could sliding, thin ice and rewind hold up together?
It could. The board stayed, but moved later in the game. A first lesson shouldn't ask you to untangle the whole mountain.

All sixty boards went in, then the original winter art: distinct hats for the kids, snowbank edges and a warning before a slide into a hole. Coach Pip followed with five practice boards, and nine layouts were retuned.
The game could teach its own first push.
Originally, a hut didn't stop a sled. The November 8 build changed that. An empty hut catches a kid; the kid inside blocks others and can slide out again.
Landing dots made the next stop visible, and the routes were rebuilt around the new rule. A little change to the destination changed the journey.


Press into an obstruction and the active kid gives a brief nudge. No move spent. Legal slides, switching, rewind and pause stay ready.
Selected milestones from the Sled Hill build journal, followed by the update included in this download.
Read the full build journal →