Frozen Depths is a roguelike written by Glowie. It has a cold world theme, but I didn't have time to notice the effect of cold since I died in the first level. I think the coldness is a gameplay clock, but I'm not sure.
A distinctive feature is the large number of floor traps. This I always thought was bad design, because you usually can't avoid traps unless you search after every step. Searching while moving is so annoying that I never do that. Floor traps make you wonder how the native inhabitans of the level ever survive. Do they all know where the traps are?
In my main project Kaduria game objects are trapped, so when you handle something you can be sure that it's your fault if you didn't check for traps. There are floor traps also but I plan to create them on specific levels that are trapped for a reason so you know there are traps. Or if traps are found elsewhere they are in obvious places (guarding something etc.) I believe that only the player's wrong actions should lead to death and there should be less random accidents that has nothing to do with how good you are as player.