
A new Viking age dawns with you at its helm. Forge a thriving colony from nothing in this mythic open-world survival sim. Earn the gods' favor and survive in a land ruled by ancient terrors and unforgiving seasons. Rally unique villagers, expand your settlement and defend your tribe - solo or co-op!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 5.43/day in the week to Sep 12 → 5.6/day in the week after.
About
In ASKA, build and sustain a powerful Viking tribe where you and your villagers work, craft, hunt, and fight together. Command intelligent NPC villagers, guiding them through the challenges of survival in a harsh and dangerous world. Play solo or with up to three friends and forge your legend.
Design and construct every aspect of your village - from homes and workshops to altars and fortifications. Each structure serves a purpose, contributing to the functionality and defence of your thriving community.
Construct and live within your village. Build, work, and fight alongside your tribe, witnessing & managing your villagers’ daily schedules. Villagers require food, water, & rest as well as having their individual needs and strengths based on their perks. Witness their individual stories unfold as they contribute to the settlement's growth and resilience. You’re not just building a base; you’re nurturing a living community.
Assign roles and train villagers in various skills, whether in battle or their chosen vocation. Developing skilled blacksmiths will benefit the tribe with tools and weapons, while proficient hunters will be able to explore further into the world gathering additional resources to feed them more effectively. Strategic planning will enhance your tribe's efficiency and preparedness for external threats.
A wise leader prepares for battle even in peaceful times. In these mystical lands, you must be prepared for the challenges of the Blood Moon, and as winter sets in be ready to face the freeze and prevent your tribe from succumbing to the cold, harsh environment. Seek out dark forces scattered throughout the lands and build powerful runestones to improve your tribe and village. Will you be ready?
Solo or co-op gameplay - Live out your Viking dream alone or with up to three friends.
Comprehensive village management - Command villagers, assign jobs, and build your tribe from the ground up, expand your settlement, hunt for resources, and, most importantly, survive against ancient threats and the darkest winters.
Exploration and discovery - Venture into procedurally generated worlds filled with secrets, hidden caves, ancient landmarks, dangerous threats and valuable resources.
Seasonal survival - Experience a realistic and dynamic weather system, with survival priorities shifting in turn with the seasons.
Mythical combat - Fight a variety of legendary creatures in exciting skill-based combat.
Endless customization options - Personalize buildings with functional furniture, dyes and various decorative items to make it your own.
Updates
Engagement
Reviews
Themes across 999 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Aska is honestly the best way I’ve found to describe “Medieval Dynasty on steroids with a chill Viking vibe.” At first, I thought this was going to be another survival game where you punch trees, build a shack, and call it a day. Nope. This game somehow manages to be cozy, relaxing, dangerous, and addictive all at once. The core loop is ridiculously satisfying: gather resources, build your settlement, assign jobs to villagers, craft tools, cook food, and slowly watch your Viking village grow into something that actually feels alive. Before you know it, your one villager turns into a functioning little society. But what really makes Aska stand out is how it balances the chill vibe with moments of real tension. One minute you're peacefully gathering wood in the forest listening to the ambient sounds thinking, “Yeah… this is relaxing.” The next minute the game hits you with a Blood Moon warning, and suddenly you’re panic-building defenses like: “Okay, everybody grab a spear. We ride at dawn.” The village defense aspect is surprisingly fun. It’s not just decorative building — walls, guards, weapon prep, and village planning actually matter. Watching your villagers defend the place you spent hours building makes the settlement feel meaningful instead of just cosmetic. Then there’s the exploration, which genuinely surprised me. The caves are awesome. Instead of the world just being pretty scenery, there’s an actual feeling of adventure. Going out looking for resources, discovering caves, hunting for materials, and pushing further from your village gives the game that survival-adventure feeling that keeps pulling you back in. It feels rewarding to venture out and come back with supplies your settlement actually needs. And the atmosphere? This game absolutely nails it. It has this peaceful Viking coziness that somehow works even while preparing for raids and trying to stop your villagers from starving because apparently nobody can find the rope station you literally built. The villager system is addictive too. Managing jobs, making sure food is stocked, assigning gatherers, hunters, crafters, and guards scratches that management itch without feeling overwhelming. Is it perfect? No. There’s some early access jank, villagers occasionally share one collective brain cell, and you’ll definitely yell: “WHY ARE YOU OUT OF FIREWOOD? I MADE THREE WOODCUTTERS.” But honestly? That somehow becomes part of the charm. Pros: ✔ Medieval Dynasty vibes turned up to 11 ✔ Chill but immersive Viking atmosphere ✔ Blood Moon/raid system adds tension ✔ Village defense actually matters ✔ Fun cave exploration and resource hunting ✔ Watching your settlement grow feels rewarding ✔ Addictive “one more day” gameplay loop Cons: ✘ Villager AI occasionally becomes a comedy show ✘ Some early access rough edges ✘ You will lose hours without realizing it Final Verdict: If Medieval Dynasty, a Viking survival sim, and a cozy settlement builder had a baby, Aska would be the result. It’s the kind of game where you log on to gather sticks for ten minutes and somehow end up fortifying your village for a Blood Moon at 2 AM while planning an expedition into caves. 10/10 — Medieval Dynasty on steroids, but Vikings.
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Reviews, worldwide (the counter carries no country): 2.86/day in the week to Jul 23 → 2.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Romanian, French, Italian, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +1 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game until you do an expedition... It's the most annoying and frustrating thing I've ever had to go through in a game. The wind only blows in one direction (roughly 45 degree arc) and I wasn't able to get any type of oars to deploy. If you set the auto-sail to on then they are ALWAYS at full mast regardless of wind direction so you essentially end up going backwards. I spent an hour of real life time trying to get a short distance. This has killed the game for me, so much time and resources spent for the worst experience yet (for me anyway). The problem is they force you into using expeditions in order to unlock more content. So I won't be going through that again, I'll find another game to play, there are tons of other games out there.
The fact that the shared progression setting for a persistent world is not on by default and all progress is wiped is a disincentive for me to keep playing this game considering how much time and effort it takes into building already compared to other survival crafter games. This game's attempt at approximating realism through tedium does not add to any fun. Not to mention but the UI is absolutely terrible. There are so many survival crafting games out there with an intuitive UI that this game lacks (example: item deconstruction/ingredient processing being separate than where you go for building anything such as tools/materials, in this game thatch->fiber) makes for a cluttered experience on top of an already slow game when crafting/processing materials could be achieved in a streamlined/unified building menu or a specific processing node. The game's commands also don't map out great to controller.
Aska is an interesting mix - I kept restarting to build a smoother more organized town. Refocused priorities. Played more, built less. It was fun, in the beginning. The only problem it needs to solve before 1.0 is the midgame. At some point it grinds to what feels like a hault - everyone is working, fed, has somewhere to sleep but anytime you want to upgrade or build anything new and relevant it is an absolute slog. I found myself quitting time and time again at around day 34+. To me, the midgame needs an escape into late-game. One last tier of resource for buildings to go after while the output of villagers who are skilling up is doubling, something to that nature. I can't spend 7 days in game waiting for 50 woodbeams for the transition to midgame on cause even around the clock carpentry just won't get you there. I'm sure EVENTUALLY you can get another workshop running with another carpenter but by then your dozen of real hours in and you just won't feel like it. Fix the mid game, and you've got a gem. Its still a fun and good game and I'm sure for the chore lovers, it's amazing - the goal is become organized, self sufficient, raid proof, and venture off the island for top tier endgame content but good god getting there even for me with all my hours played just might not happen. It's just not fun enough to build the mini raid base and buildings to get offland cause it's such an absolute chore to get there. This is simple guys - tweak the numbers/mechanics and you're set - a few less chops, maybe 50% chance of 2x output at level 25+ and it scales, IDK but please do something.
This game is awesome and i still play it. I will change my review asap, if this game changes major problems. Major Problem 1: The core mechanic of the game, “The Villager,” has an AI with bugs or at least missing QoL concepts. It’s very messy to get the villagers to defend the village on their own, since they neither trigger alarms nor respond to them in many cases. It doesn’t matter if the warriors live right next to the watchtowers and have defendmarkers there. they just freeze and watch everything get destroyed. Make assigned warriors more reactive to attacks. And make non warriors do panicstuff like runing back and alert the warriors just a delayed form of alarm. I want to be able to leave the village and ignore bloodmoon events without spending multiple seasons setting up the defenseperimeters down to the atom. Major Problem 2: Mines/Iron, the most important resource, may spawn at the edge of the map or not at all (rare chance), depending on RNG, which may ruin the game. You realize this after many hours of play unless you scout the seed for mines. But how could you know this as a beginner. Minor Problem: Savegames of your current village are limited to one Slot and the Morning of the current day. Make it optional to go more back in time like 1 year, 1 Season.
Very engaging and fun, developers listen to the community and play their game on livestream.
I want to love this game! Unfortunately, everything in this game is worse than pulling your own teeth The game needs to be streamlined a bit and the mechanics need to be reworked Way to time consuming to do the most basic tasks
как на этой игре может быть 75% положительных отзывов, если банально в игру даже зайти нельзя-сразу выкидывает. А если даже ты умудряешься с 4 раза зайти на сервер, все равно через 10 секунд выкинет
For the love of god when you give this game proper mod support. Use the steam workshop.
ASKA shines in the mid-game. Starting out is difficult and can feel like you're running back and forth between a group of trees and rocks. But the dopamine kicks in at the mid-game, when you're feeling strong enough to take on some of the bosses, you're withstanding invasions well enough, and you're trying to figure out how to manage your outposts. Then micromanagement sets in and you can feel like you're a hamster in a wheel again. It's a decent game, but if you're driven by trying to make things run seamlessly, you're going to have some frustrations. Some improvements I'd like to see: 1. When assigning priorities for certain buildings like the workshop, have the system check the whole outpost/settlement before actioning that request, rather than just checking locally. 2. Add a higher level of priority systems for warehouses, and allow the workers to work at multiple warehouse sites at once. E.g. one worker assigned to three sites and they pick which site to deliver the item to based on the priority system, rather than just the warehouse they're assigned to. 3. Allow marketplace workers to deliver goods until that site is full, and then return to their route rather than stand around with their thumb up their butt. 4. Allow workers to be assigned to multiple sites and activities and enable priorities for those activities. Every winter, switching some workers from gatherers to some other role was just annoying after 50+ settlers. So, if we could customise the role for each person and give them a priority to work on depending on what I want the balance to be ('gather until 500 wild eggs -> warehouse until firewood storage full -> builder with lighting torches as the highest priority') would add another layer of customisation and allow things to run more smoothly. 5. Please stop having the workers drop iron knife blades in the workshop doorway, I keep having to pick them up every few days and now we just have 50+ iron knife blades. 6. Wolf-drawn carts? 7. Enable two slots per ritual site, so I can have one doing the ritual in the day, one at night.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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