
DEAD IN VINLAND is a survival/management game, mixed with RPG and adventure elements, about a Viking family trying their best to survive on a mysterious island.
Modeled estimate, not a reported figure. How we estimate →
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): 0.86/day in the week to Sep 11 → 0.43/day in the week after.
About









Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.95−75% | 1.8Kreviews | 77% | — | $404.4K |
| $1.99−90% | 166ratings | 76% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 65 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very unique game! The character interactions are the highlight of the game. A lot of reviews talk about bad RNG, but the game is a lot more forgiving then it seems. The RNG is totally fine and makes Dead in Vinland very interesting Not for everyone, but I found it incredible!
Why is so much in the game random. And why are some things happening without me having a decision. My family is sitting in front of a live fire but they are eating raw fish and getting sick because of it... They start talking to each other and losing relationship score and getting depressed while I have zero intervention. I am just watching things fall apart. How is this gameplay?
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 27 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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, French, German, Simplified Chinese, Italian, Polish, Russian, Spanish - Latin America
Hours played at review time, across 65 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I actually like Death in Vinland quite a bit… which makes it even more frustrating to say this: the game is kind of held together by duct tape, hope, and a mild contempt for the player. I finished it on easy vacation mode (the only difficulty I could survive), and even there I ran into a fundamental design problem: random events that are not just unpredictable, but occasionally run the game off a cliff. You can end up in situations where you need a specific item to progress… and the game has already quietly removed any possible way for you to obtain it. That’s not difficulty, that’s the game forgetting it has a main quest. And then there’s the real highlight: the woman with the giant sword who apparently crash-landed from Krypton. She is, for all practical purposes, indestructible. In about 50 hours of play, I managed to defeat her exactly once, and I’m still not entirely sure how that happened. This, on easy mode... with multiple saves. Meanwhile, the actual final boss felt like a warm-up act compared to her. It’s absurd in the worst possible way: I like hard games, but this isn’t challenging, it’s inconsistent design wearing difficulty as a disguise. Between progression-breaking RNG and one completely unbalanced “optional” enemy that feels like a dev accidentally left God mode enabled, these two issues are enough for me to stop recommending the game, despite everything else it does well.
I survived 24 days, soon I ran out of food (had to give 30 anyways), and everybody died of depression or injury. Not sure what order I should have built my buildings but I couldn't get enough stone (so couldn't research fas enough)...anyways I'm in Hel now and wondering if I should suffer another play through.
This game is a real challenge when it comes to surviving on the island, and that challenge is what makes it so engaging. The randomness of whether something succeeds or fails in the forest adds even more tension and difficulty. The relationships between the characters, who likes whom and who doesn’t, are also an interesting part of the gameplay. A big plus for the DLCs as well, especially the one with the dog 🐶.
Too RNG dependent. Makes your decisions feel meaningless if a coinflip can overwrite any strategic choice you made.
I guess its not for everyonr but it definitely is for me. I don't care much for survival management usually but enjoyed it hrre. What engaged me throughout was the conversations though. Unfortunately one DLC added so many of them that the convrrsations outlive the gameplay by many weeks. That should have been solved by having more conversations each night. How could the devs not see? I recommend anyway because I liked the game so much but it was a big problem in the last third.
Good survival management game, close to Thea & Expeditions series. It gives you a lot of choice in a way you want to do things, also contains many interesting custom-written, not generic, characters who interact not only with the player but with other companions you recruit too. I recommend playing on Survival + True Viking (Ironman) difficulty always - only this way can you feel joy in games like this. I don't get people who are savescumming survival games, what is the fun in that?
——记录:捆绑包 “Build your own Equinox Bundle ” (10),35.20元,2025/12/17入。 ——生存管理 + 回合制战斗 + 慢节奏叙事 RPG,生存压力极大,要管控饥饿、疲劳、伤病、抑郁、外伤五种状态,很容易全家崩盘。 ——男主埃里克是维京领主的私生子,原本拥有继承权,被同父异母兄长构陷、剥夺爵位,当众蒙受冤屈;他愤而刺杀构陷自己的贵族,遭到整个部落民众暴动追杀。 埃里克作为一家之主,隐忍内敛,背负复仇与流亡罪孽带着妻子莫伊拉(威尔士贵族出身,体格强悍、战力担当,性格强势果决)、莫伊拉的妹妹布洛德韦德(精通草药、占卜、北欧巫术,懂岛屿古老神话)、小女儿卡莉,一家人仓皇乘船逃亡,半路遭遇猛烈风暴,船只失事,全员漂流到一座名为文兰的偏僻孤岛,被迫在这里求生。 岛上盘踞着野蛮维京头目斩颅者・比约恩,以武力霸占全岛资源。开局没多久,比约恩亲自带人洗劫主角营地,暴打一家人,定下每周进贡物资的规矩,手下税吏定期上门索要食物、矿石、皮毛。(贡品交不足、反抗、私藏资源,都会招致报复:劫掠营地、伤人、杀人,仇恨值拉满直接游戏失败)开荒种地、打猎采集、搭建营地、治疗伤病抑郁、维系全员身心健康,一边凑贡品保命,一边悄悄攒实力、探索全岛秘密、招纳各路流亡幸存者入伙,伺机推翻比约恩。 追杀埃里克的刺客也悄悄登岛,伺机暗杀男主,支线可抉择处决、原谅这名杀手 岛中心有一座活火山,地底蕴藏大量火晶能量,火山处于不稳定临界喷发状态;比约恩只顾掠夺资源,完全无视火山危机,持续开采地底能量只会加速火山爆发、毁灭全岛。火山失控不仅会毁掉所有人,也和华纳神族、奥丁派系的古老神力博弈挂钩,这座岛本身就是神力冲突的容器。 岛上存在原住民贝奥图克部落少女莎娜,知晓岛屿古老秘闻;还有蓝皮肤女神、北欧诸神相关祭祀谜题、预言、神秘金珠-山铜珠收集支线。 ——主线双结局(决战前手动存档) 结局 1:毁灭结局(坏结局,不处理火山杀比约恩)击败恶霸比约恩,除掉岛上暴政,看似解放岛屿;但地底火山能量早已失衡,无人遏制。 短短数年之后火山剧烈喷发,岩浆吞噬整片文兰岛,所有定居者、男主埃里克和家人与幸存者尽数葬身灾难,文明彻底归零,对应游戏名《死在文兰》的悲剧内核。 结局2:救赎圆满结局(真结局,先维稳火山再击杀比约恩)解开远古祭祀谜题,用山铜仪式压制火山、永久解除喷发危机。之后集结人手正面击溃比约恩,终结他的暴力统治。文兰岛彻底摆脱毁灭命运,男主埃里克带领家人与幸存者建立安稳定居点,维京流亡者、原住民达成和解,大家在岛上长久安稳生活;埃里克放下旧日仇恨,一家人真正获得避风港,是游戏唯一正向收尾。26/06/11
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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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