
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
Game is a mess and the dev has basically stopped updating it saying they are working on something and it will take as long as it takes. Do not give money to this entitled dev who doesn't want to keep people who paid to support them updated.
This game falls into the category of needlessly complex, especially the delineation between the levels of tech 1-4. It's like a less fun Kenshi, though not without its own enjoyment. The goodside is that generally, it performs decently well and the villagers are great when you micromanage them correctly, but if not, you will suffer and they will die like ants. I wish I could enjoys it more, but I also wants a start with all tech unlocked so I can get onto doing something more fun. The tech and innovation is only core mechanic of gameplay that affects your village's survival, and unlike Kenshi, it's just that. It can get really repetitive and rage-inducing when your villagers aren't doing as they should. Assigning priorities for game action is also a huge drain and makes me hates a lot of the system, especially when they can easily streamline the process. Instead of telling specific gatherers to gather specific thing, why can't they just auto-assign themselves? And then I can micro it afterward. There are also very easy exploits in mid-game where you can entrench pathings to be so deep the AI enemy spawn can't get to you, or limit their access. That ... is insane. I honestly prefers the grid system some other games have over this. Given time, I can see this game gets a lot better, but as it is, it is still EA.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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
Зашёл в игру, посмотрел на графику и модели - и ослеп на один глаз, как Один. Начал бегать по миру, попробовал попользоваться интерфейсами - и ослеп на второй глаз, как Два. В полной темноте кое-как нащупал альт-ф4. Зрение постепенно возвращается, уже могу различать силуэты. Пишу через друга.
At first I thought, ok just Valheim with modern graphics, but no, this is a colony simulation game where you also spawn and handle villagers and arrange tasks and micromanage tasks and set up logistics, outposts, defences and so on. I was pleasantly surprised and I am looking forward to where this game will go in the future.
This is generally speaking a good game. I can't give it a neutral review and due to critical nature of its flaws that lands on negative particularly since these issues date back many months before now according to posts online. Base management with npc crafting items on a recurring basis requires limits that are controlled in a smart way or excessive time consumption. This game chose the excessive time consumption route in how it is implemented. Example using tool crafting so bots can perform their job: 1. assign bot to workshop and set task to craft 2 axes. 2. bot crafts 2 axes and stops because 2 axes are in storage in workshop 3. normal bots are too stupid to pull from workshop storage which means you need a warehouse that collects these tools for them to grab them 4. warehouse worker collects tools to tool rack (tool rack defaults to allow full capacity to be filled by 1 tool) 5. workshop bot now has 0 tools in workshop which means craft 2 more tools 6. warehouse worker sees more tools and grabs them. 7. repeat steps 4 to 6 until tool rack is full and bot has made task 1 in list 10 times instead of moving onto next item that is also important. 8. realize your storage is screwed up because you didnt set quantities on the tool rack so you set them on the tool rack. 9. add new tool racks only to realize all of them have independent quantities from each other which means all of them must be set independently (save and load of settings does exist), but volume of tools is significant and scanning entire list is a nightmare and error prone. Important note on this is that every single storage object in warehouse has independent storage amounts that must be specified or you will find them full of 1 item and missing other critical items. There is no base wide method to set minimums or maximums for any item in the base or game. Normal simulation games support a global min/max and a localized min/max for independent storage facilities. This is just the issue that you will trip over immediately when managing this system because you will add tools or forget to do it once and find out you made tons of stuff and if you are lucky then you caught it before your tool rack was full axes while your hunters were complaining about no knives due to no space while knives sit on the tool storage of the workshop unused. The other fun part to these per container restrictions they have created is that they just outright do not work sometimes for reasons that are not the most clear. Leather scraps as an example seem to pile up to an insane degree and when all containers get full then bots will just elect to cram them into containers that are set to none on priority for collecting that item into it and 0 for quantity of that item. If you read up to this point then you may think okay I can deal with that, but its more cumbersome than I thought then I have another one that will infuriate you when you see it happen in real time. Warehouse workers will take the crafting inputs from workshop to store them in warehouse, which means when your workshop bot moves items to workshop or you yourself do that to craft an item then the warehouse bot will move behind you and take them out of input and move them back to warehouse. The solution that the dev landed on for this appears to have been a blacklist/whitelist system for the warehouse, which if you have played any game with 100+ bots at some points that should be your clue that this is not the correct answer for a defective system as it adds extra work for no reason on what should be an obvious thing that should not happen. Icing on the cake for much of this is that most wood products are comically huge and consume excessive amounts of space in all scenarios since they do not stack and occupy either large inventory slots or compete for space with your tools, which will eat half of the same inventory space these wood parts consume IE sticks make arrows with 3 sticks to 10 arrow ratio, but you will only have space for ~11 sticks in your pockets after holding your tools then the arrows stack at a pathetic 20 which also goes into the same inventory slot as these sticks which do not stack. When you store these in the workshop to make a bunch then the bot on the warehouse will come take them to make sure you cannot craft them. Even if you do all of that perfectly and manage this how the developers seemed to envision it then your woodcutting bots are going to leave significant piles of sticks and bark on floor (remember how those don't stack) and plague the lands with a plethora of decaying tree parts that warehouse bots and your woodcutters left while being too busy robbing your workshop of sticks you were in menu about to use to craft. Message to the dev's: Please go play a game like dwarf fortress or numerous others and do a deep dive on the CRITICAL storage management issues that affect numerous areas of this game so that managing them is not a mix of broken and tedious. When these screw ups with things like tools happen there is not even a discard method for items so you have to throw them on ground, which creates a crazy amount of floor loot and take a wild guess at what a massive pile of random trash on ground does to games? It eventually makes them crash at a certain point.
КОНЧЕННЫЕ ТУЗЕМЦЫ!!! Разговаривают, только когда срут. В целом хороший выживач с интересными механиками. Все. Плюсы на этом закончились. Что касается градостроя - он гипер кринжовый. Все как-то сделано через пень-колоду. Необходима более гибкая настройка поведения поселенцев, иначе они исполняют лютый бред. Кто-то хвалил постройку... Не знаю, как по мне она очень посредственная и так же неудобная. Ставишь здание площадью НУ МАКСИМУМ 4 квадрата - нужно очистить оказывается кваратов 16 0_0 Из-за этого ставить постройки местами не получается. Ресурсы ограничены и это прям чувствуется на часу 60 игры. Ну и отдельным абзацем про наполненность игры... Она нулевая практически. Призываешь чурбанов, чтобы призвать больше чурбанов, по сути. Они не помогают ломать спины врагам и не украшают твои одинокие вечера, спрашивается, на*уя они вообще тогда нужны? Чисто крыски, бегающие в колесах. До интересного продукта игре еще как до китая...
This game takes a different approach, love it. Slow progression survival with vikings-rpg-sim vibes and lots of complex micromanagement + mechanics. Every stick, stone, debris or drop stays persistent in the game, even after loading. Didn´t know what to think of this game at first based on videos, now it exceeds expectations. Coop works great + frequent patches !
Простая , но атмосферненькая игра. Правда весь контент пока (для меня) заключается в том, чтобы отстроить адекватную базу с помощью не совсем адекватных НПС, попутно отмахиваясь от мобов, которые с определенной периодичностью нападают на ваше поселение. По карте разбросаны кладбища, логова и спавны всякой нечисти, все мобы достаточно просто бьются (только возле дерева было неприятно). Есть терраформинг, но как бы его нет... На моем примере: моё поселение рядом с озером, которое располагается равноудаленно от шахты с железом и побережьем, но беда в том, что на берегу (по прямой от базы), слишком много крупных камней, которые нельзя ни разломать, ни выровнять. Соответственно гавань уже не ставится. А хорошее место, ровное и без камней достаточно далеко от основной базы, что очень не удобно. Как уже упоминалось НПС очень беспомощные, всё делают медленно (то количество ресрусов, что они добывают в 6-м, можно натаскать в соло и быстрее). Постоянно бегают за тобой и просят, просят, просят.. Инструменты, доски , бревна... Хотя для создания и добычи есть другие рабочие, но почему то они либо не успевают выполнить поставленные задачи, либо не видят имеющиеся предметы (пример: шахтеры постоянно просят факелы, хотя на складе их валяется штук 5). Но в целом игра увлекает. Несколько вечеров можно выделить. Т.к. игра в раннем доступе, думаю будет постепенно добавляться что-то новенькое
Phenomenal game; the formula is absolutely sound. The early game during settlement establishment is very well polished and developers are consistently adding more content for expanding horizons later in the game. By the time they are done with it, this will be a must have for anyone who likes settlement building games.
The game is a really nice colony sim. The fact that you’re no different from the NPCs you get, makes you feel more like just another person, which I love. The game does have some minor issues when it comes to resource management. There’s no real ability to improve NPCs gather speed or carry capacity. The game has sleds and carts but the NPCs just ignore them. This then leads to hundreds of items, especially sticks, pilling up around the base and NPCS taking over a minute to get one log. Given the quantities of these items you need, paired with the fact that only woodcutters or warehouse workers will even bother to carry stuff, not even builders bother to collect items when idle, some simple mid game buildings can take multiple in game days to finish, despite you being able to do it manually in a few minutes. The game basically becomes a babysitting simulator from the mid game. Furthermore the combat is really inconsistent, attacks you once dodge now randomly hit, enemies on slightly higher elevation can’t be hit. Enemies attacks often seem to trigger damage before the animations, dodging feels almost pointless in some cases and blocking damages your shields so much they break in barely a few hits. The bosses have spammable one shot kill attacks that your NPCs will happily walk into and have almost no delay, leaving you almost constantly dodging and not fighting. If they manage to make the combat more methodical and less, walk forwards and spam attacks, it might make up for the inconsistent attack and dodge timings. All I want is to send my NPCs into combat with me and have a clean slow fight, not some ARPG hack and slash. NPCs, both player and hostile controlled should attack less and be a little more evasive, at least not just run until enemy in range, spam attack, it's boring and doesn't really work in games with dodge mechanics I was really enjoying the game until the actual boss fights and item issues, I don’t think it’s far off but I’m basically done with it for now. I can’t waste 10+ minutes fighting something that kills my NPCs that I spent months gearing and training in a few seconds and I don’t want to cheese the AI with terrain / buildings if I can help it
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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