
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!
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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 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.
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
The Viking survival game i always wanted. Please consider to make toggle first person available in vanilla game. I tried the mod, It works pretty well as an alt perspective.
10/10 Fantastic game. Don't be afraid to restart your run, there's always something you can do better or improve on!
This is a game that has so much potential, it just needs to be implemented a bit better. While it is still in early access, I feel like the devs are focused on creating new issues rather than fixing old ones. I absolutely look forward to future updates with the hope that these things get fixed/addressed, but as it stands currently. I cannot recommend this game in the state that it is in, and the bulk of the issues have to do with either time spent or AI. 1) Time spent: For games like these and just games in general, the beginning is supposed to take awhile, and over time they speed up and/or get automated to varying degrees. ASKA does this by means of villagers and assigning them jobs, However, you must gather 5 of a specific semi-limited resource (Jotun Blood) that for whatever reason is the only resource that the AI villagers cannot specifically mine/farm the nodes of. They can pick it up and deposit it in the village IF it drops off of a monster corpse, but they do not have the ability to collect it otherwise. Even so, The villager summoning process cannot be automated by villagers or other means. So you will manually have to pick up 5 jotun blood, run to the altar, place in 5 jotun blood and select which villager to summon and then at the start wait 5-10 Real Life minutes for the villager to appear. Which would be fine if you only needed 10-20 villagers... but as your village grows youll need 10+ for expeditions, 10+ for tools, 30+ for farms, 30+ for resource collection and so on. AND the timer for each summon/cooldown gets longer at various breakpoints. Our main village has 160 villagers and each summon takes 35 minutes and again this cannot be automated and you can only summon 1 villager at a time, even after upgrading the altar several times to maximum. Cutting down trees and Mining Rocks causes durability HP damage which each requires an individual click and it uses your stamina, Cutting down trees and then cutting them into usable pieces takes roughly 30-40 clicks across about 90 seconds PER TREE. Don't worry you only need to cut down like 1000 trees which is mainly an AI problem. 2) The AI System: Let's start with markers... Your gatherers, woodcutters, stonecutters and hunters will ONLY gather their associated materials if they are within the radius area of either their workplace or where you manually put down a marker that you have to build (your builders WILL eventually automatically come and build it, if its within their workable area as well) If there is not a marker down to designate an area for them, they will stand around and complain that they have nowhere to do anything in and follow you around reminding you that they have nothing to do. They wont default to being a builder or anything else. Why can't they just expand outwards from their workstation in a very large radius? Also if the path to a marker leads them through a monster camp, they will run right through it, every! single! time!! and then freak out and get upset with you that they got attacked, they will NEVER learn to run around it. The AI somehow isnt able to figure out certain basic functions like "cut down trees to get logs and long sticks" They will occasionally do so, but most of the time in our village we have 15 or so woodcutters and 20+ builders following us around saying "We cant find any logs" despite all of them holding 2 handed Iron Axes (to cut down any type of tree) and being surrounded by trees inside the blanket spiderweb of resource gathering markers. There are also resources like compost that you will just not be able to produce enough of (or you get them so late in the game that its too frustrating to get to that point, or by the time you get there, there isnt really a need for them because you are basically done with the game with nothing left to do) For things like compost, which your farms need 1 per plot every few days, 48 per farm. and the only ways to get it is either when one of your villagers needs to take a dump (every few days) or when food spoils.... but between needing to feed your villagers, the smolkrs, creating bait, healing the sick and creating offerings... the latter really doesnt happen too often. SOOOO your farmers will spend more than half of their work days following you around asking for compost that you dont have. Your fishermen will follow you around looking for bait because half of the time, despite having a knife in their inventory, they will not break down the fish they catch for A) the cooks to use, B) for the warehouse to store or C) for them to make into bait, which also leads to the fisherman's hut to fill up on fish on its very limited storage, and then they will follow you around telling you that their storage is full. TL;DR: The AI is terrible, and expect them to follow you around creating lag as 75% of your workforce clips into one another to tell you the same notifications OVER AND OVER AND OVER AND OVER AND OVER AGAIN because they also cannot communicate with one another... 3) AI Communication For a reason I cannot fathom. The devs forgot to make sure that everything not on Human Players was not put into a systemwide database where each node can read the entire system and access what that node is capable of using and instead opted for some broken piece of junk where each node is its own standalone system with no regard for anything else where the NPCs and Workstations are all individual nodes. Say you didnt scour the map until you found an iron mine and built your village right next to it. You will need to place a warehouse next to the mine and another in your main village and create a market with a trade route and a road/path to travel between it. This will allow your Miners to go to the cave and mine ore and put it in the bins, the mine warehouse to gather it in the warehouse, the market merchant to travel to the mine warehouse and transport the ore back to the main warehouse so it can be used by the bloomery to make useable metal. Except when the ore makes it to the main village, the miner warehouse worker will run to the main village warehouse and pull all the ore out and take it back to the miner warehouse, and then the main village warehouse worker AND the market worker will run to take it back and this stupid cycle continues. Say you need to make axes for your woodcutters and you want to keep 10 on hand in the warehouse so it doesnt clog the limited space in your workshops. This same thing happens where they end up transporting back and forth and you end up with 0 resources, 0 of the other 50 tools you need and 93 axes and now that everyones inventories are full of axes AND the warehouses are full of axes, NOW and ONLY NOW will they start making fishing poles because that is next on the list. But wait! You can blacklist and whitelist people from individual tasks to avoid this!!! TL;DR: Why in the hell would you not make it so the whole of the Villager AI cant see that for instance. The Workshop needs to make a total of 15 axes for our 12 woodcutters and 3 foresters + an additional 7 to keep on hand, 5 for the warehouse and 2 for the workshop? AND be able to read NPC inventories so that the workshop can see that SVENBJORGEN is currently transporting 6 axes in his inventory which makes brings the current total to 22? The Devs don't want to address these issues as they have been around for 2 years at this point. They would rather add more content into the game and new buildings with new compounding problems rather than fix the big glaring issues that people that have created mods for the game managed to fix in a few weeks. Instead of paving the road with concrete they add more layers of gravel. I still hope that by the time the full release comes out, ASKA will be an amazing game and I look forward to playing it!
First off, I didn't expressly dislike the game, it actually has enough to be kind of interesting. But the entire time I didn't feel like I was having fun. I was trying to press on towards surviving my first winter and I'm about there, but just out of steam. No matter how much effort I ever spent on my village, no matter how built up it became, I never stopped doing the extremely basic and menial tasks I started doing at the beginning. No payoff for my efforts, never a break to do anything interesting, in fact is there anything interesting when there's no payoff in building up your colony in a colony sim?
Унылая игра, выглядит как будто бы не доделанная, хотя ей уже 2 года. Способы строительства не удобные, интерфейс убогий, бёвка кривая
Был большой интерес к игре, но она просто выбесила. Слишком много усложнений, которые тратят твое время в пустую. Что в другой игре за пару кликов - в этой всё через 3 колена. Больший минус, что нельзя перенастроить мир. Стандартный (как велит разраб сбалансированный) нифига не легкий, день короткий, нужно удлинять, сезоны хз, но для удобства тоже можно продлить. Просто хочется хотя бы чуть упростить мир, но нельзя, а дни и часы в игре жалко тратить заново. Катастрофически не хватает всяких кнопок для удобства с кликами и перебросами. В настройках так и не нашли как можно массово перебрасывать или выбрасывать (переведенная надпись "длинный пресс выбросить" не дала понимания). Всё точечно и по одному. Любые другие настройки для удобства геймплея так же бы не помешали. В этой игре умирать запрещено, жителя тратить жалко, перерождение забирает уровни навыков. Что за гениальная идея с выброшенным инвентарем, который ты не можешь нормально подобрать, потому что на тебя всё ещё нападают - не знаю. Взять конкретное боевое орудие нельзя, всё сплошником навалено, а что-то улетело на 3 метра. И пока ты пытаешься забрать своё (с гениальной анимацией подбора КАЖДОГО предмета), твой житель может хоп и прибрать себе твоё) Ой как забавно то. А потом неизвестно как его найти, потому что нет отдельного окошка, чтобы зайти в инвентарь жителей удаленно. Поиграли с сестрой 50+дней и после первого вторжения нам всё снесли, всё поломали. Описание рога: затрубите чтобы жители пошли воевать. Трублю в рог и слева надпись: жители не будут биться минуту пасиб :) Мастерская сломалась так, что её не починить. Чинила, ничего не произошло, перезашла, появилась середина, 2 другие постройки так и лежат. Что с ними делать - непонятно. Баг или фича, но уже наплевать. Чинить в этой игре, значит, тратить столько же ресов, как при постройке, издевательство. Много жалоб на нпс и я напишу, что они не могут просто взять и сами взять то, что нужно. А что не нужно прихабарят. То скрафтишь СЕБЕ одежду, она тут же магическим образом уходила к жителю, то крафтишь ИМ орудие, кладешь в мастерскую (да с галочкой что можно брать), а они жалуются и жалуются, что нет инструмента. То стоишь крафтишь что-то - оно непонятно куда исчезает, а ресы потратились. Положила плотникам спец нож, кто-то взял, пошла искать двоих - в инвентаре нет, сестра не брала, проверила спящих - тоже нет. Мистика. Угля наплавишь жопой жуй, они не могут сами его взять, надо ручками тащить. Короче, душнина. Много, кто пишет игра проработана, что у них всё легко и просто. Без понятия о чем они. Раз уж взяли идею валхейма, то хотя бы доведите до ума. А то скрестили на абум, сами не понимая зачем и почему. Во всяком случае, удаче этой маленькой команде.
ASKA feels unnecessarily grindy and painfully slow. The pacing drags, and the gameplay loop never really evolves in a way that keeps things engaging. Unfortunately, nothing about it managed to hold my interest for long.
just get valhiem
PREMESSA FONDAMENTALE: chi scrive ha 56 anni nel 2026, videogiocatore appassionato, titoli di riferimento tutti i Civilization, Railroad Tycoon, Valheim, tutti gli Anno, Bellwright, tutti i Souls, Sea of Thieves, Mount & Blade, Mordheim, Windrose ed altri. Per chi non ama le recensioni lunghe, questa è una versione estremamente sintetica: Aska è un Valheim che veniva picchiato dai genitori sin da piccolo, ma soprattutto ha molto in comune con quel gioiello sottovalutato che è Bellwright. Quanto tempo ci vuole per capire che un gioco è un capolavoro? Per Aska ve lo dico subito: ci ho messo tre minuti. E’ quanto basta per vedere la profondità del gioco, la complessità della gestione di tutti gli aspetti, la grafica che rende perfettamente l’idea di precario, difficile, arduo. Aska è innanzi tutto un survival puro. Fame, sete e temperatura esterna sono i primi fattori che immediatamente individuerete. Ma non abbiamo ancora parlato della cosa più importante. Aska vi vuole morti. Aska è cattivo, cerca in tutti i modi possibili di sterminarvi, farvi crepare, cancellarvi dalla faccia del mondo. Dovete pianificare attentamente TUTTO, ed il livello di problematicità del gioco fa in modo che la collaborazione con i vostri compagni del villaggio non solo sia fondamentale, ma addirittura generi dei veri e proprio legami affettivi. Il primo inverno è veramente TOSTO, una donna del villaggio si è ammalata, ed in seguito è morta di freddo. Ho salvato la partita e sono tornato al menu principale, mi sentivo veramente una schifezza. Ma ecco che a questo punto della recensione arriva il “momento bimbominkia”, del tizio che deve entrare nei commenti e dire che lui Aska lo ha completato in 4 minuti, bendato, mentre i rapinatori lo prendevano a calci. Voglio dire una cosa a questo soggetto (a parte NON leggere le mie recensioni): mi ricordi quelle persone che – quando dicevo che era stato difficile smettere di fumare – mi dicevano che loro erano sulla Napoli – Roma in macchina, ed hanno smesso di fumare semplicemente gettando dal finestrino il pacchetto di sigarette, perché sono uomini duri. Due aspetti: innanzi tutto, verso Caianello, se state attenti potete vedere una montagna di pacchetti di MABBORO lanciati da questi idioti. In secondo luogo, la storia è una cavolata, come è una cavolata che per qualcuno Aska possa essere facile. Il gioco devo giocarlo di fretta, come piace a me, perché mezza giornata non la puoi perdere, LA PAGHI. Se ti piacciono i survival con un bel po’ di gestionale, e vuoi una sfida SERIA, prendi questo gioco.
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.
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