
Lead your Viking clan onto unknown shores and carve out a future for your people in the fjords of Frozenheim. Gather resources, expand, and watch your settlement grow to a bustling town that will withstand the harshness of winter and wrath of other clans.
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): 0.57/day in the week to Sep 9 → 0.57/day in the week after.
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Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | $5.99−70% | 3.9Kreviews | 69% | — | $642.7K |
| $5.99−70% | 31ratings | 70% | — | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 83 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[hr][/hr]https://steamcommunity.com/sharedfiles/filedetails/?id=3774102062[b]💿 [Название]:[/b] Frozenheim [b]📅 [Дата релиза]:[/b] 16 июня 2022 [b]🏢 [Студия]:[/b] Paranoid Interactive [b]⚙️ [Движок]:[/b] Unreal Engine 4 [b]⌛️ [Время прохождения]:[/b] ~15–25 часов [b]🎭 [Жанр]:[/b] RTS / Градостроительная стратегия [b]📖 [Сэттинг]:[/b] Скандинавия, мифологическая эпоха викингов [b]🌌 [Франшиза]:[/b] Оригинальная игра [b]👤 [Протагонист]:[/b] Горм, Каирве, Сигрид, Диррун, Торстейн [b]🦹 [Антагонист]:[/b] Враждебные ярлы, кланы-соперники и надвигающийся Рагнарёк [b]👍 [Что понравилось]:[/b] Отлично переданный скандинавский вайб, интересная кампания вокруг веток Иггдрасиля с финишем в Рагнарёке, хорошее разнообразие в 17 миссиях и красивый визуал. [b]👎 [Что НЕ понравилось]:[/b] Местами туповатый ИИ юнитов с кривым патофиндингом и довольно простая боевая система, под конец чуть утомляющие квесты. [b]💭 [Личное впечатление]:[/b] Меня честно говоря немного удивило то, что это не просто медитативный градостроительный симулятор, а прямо-таки стратежка со своей большой глобальной кампанией. Это была очень приятная неожиданность, хех. Сюжет подается как отдельная сага о каждом из героев и их кланов: Горме, волхве Каирве из Клана Ворона, Сигрид из Клана Волка, Дирруне из Клана Оленя и Торстейне из Клана Медведя. Сама структура выстроена действительно круто и сюжетки персонажей завязаны на поисках и защите веток Иггдрасиля периодически пересекаются между собой, а в итоге соединяются в единый эпичный финал с Рагнарёком. Недурно для инди-проекта так-то, скандинавский вайб и собственную самостоятельную мифологию передали очень достойно. Геймплейно игра балансирует между обустройством деревни, сбором ресурсов, переживанием лютой зимы и формированием отрядов. Порадовало, что каждая из 17 миссий отличается по условиям, там например где-то дают отстроиться с нуля и наладить экономику, где-то заставляют выживать с ограниченными ресурсами, а где-то упор идет на оборону базы или тактические вылазки. В итоге получилась очень приятная инди-стратежка как по мне. Да, боевка тут без особых изысков, но за счет сюжетного переплетения саг и приятной атмосферы играется весьма бодро. https://steamcommunity.com/sharedfiles/filedetails/?id=3733320366[hr][/hr]
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Reviews, worldwide (the counter carries no country): 0.29/day in the week to Jul 30 → 1.86/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish, French, German, Spanish - Spain, Russian, Turkish, Italian, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 83 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is fun and interesting. However the resource management needs some work. You run out of wood(s) very fast and it stops you in your tracks. All form of resources should have even the slightest version of unlimited resources available to prevent things like this. So in a small way also includes stone. Combat is fun, graphically looks good. Sea battles are a hit and miss. I can't recomend the current version thought before the mentioned points have been addressed.
This game has not seen an update since July of 2025 over a year ago. Do not buy half built game.
Mixed Feelings – Interesting Idea, Frustrating Campaign in Short go and play Northgard instead. I only played the campaign, so I can't comment on the PvP or clan-vs-clan gameplay. The campaign itself is heavily scripted, leaving very little room for player agency. Most scenarios are completely linear, and even when the game presents what looks like a meaningful choice, the outcome doesn't seem to change. The missions often feel like you're following a predefined script rather than influencing the story. Combat is where the game disappointed me the most. Units take far too long to recruit, move very slowly, and heroes constantly run ahead of the rest of your army. Because movement is so sluggish, I rarely found tactical positioning worthwhile. If you speed the game up to compensate, you lose too much control over your army. Unit abilities also feel poorly implemented. Some require manual targeting, but targeting is unreliable and the targeting flag often doesn't seem to work properly. Having to manually activate abilities for every unit or every charge during large battles is tedious. These abilities should have an automatic behavior or optional auto-cast system. The UI creates almost as much friction as the enemy. Commands are frequently ignored if you'veclicked to move just underneth icon for newly placed building or for example after moving with WASD assigning orders do not work, movement and attack orders often don't register. It constantly feels like you're fighting the interface instead of playing the game. Many repetitive management tasks could be streamlined as well—for example, allowing players to apply worker assignments or production settings to all buildings of the same type (such as by holding Shift, similar to how other modern RTS and city-building games handle batch commands). Small quality-of-life improvements like these would greatly reduce unnecessary micromanagement and let players focus on strategy instead of wrestling with the UI. Catapults are another disappointment. They're range effective against buildings and towers if you can protect them, but they're nearly useless for crowd control, making them far less versatile than expected. Transporting them with ships is another nightmare and can't even use them as romans did to sink enemy ships that uses spam tactics and can easy sink your ships in bording you repetative if need be. Ships are another weak point. They're expensive, very situational, and awkward to use. You can't control an empty ship, meaning you always need to send someone back just to transport more units. Disembarking is also confusing, since ships remain tied to their original embarkation point instead of allowing straightforward landing commands. Hero progression also feels underdeveloped. During the campaign you rarely get to meaningfully explore leveling or abilities. Many missions immediately fail if your hero dies, which discourages experimentation. By the time the campaign ended, I still had little understanding of how impactful hero progression was supposed to be. The story didn't keep me engaged either. Missions generally boil down to either "build up and destroy everything" (which I actually preferred) or surviving increasingly contrived scenarios. Some situations simply feel forced, like suddenly having your own villages revolt and burn while you're under strict time pressure with limited troops and instant failure if your hero dies. [spoiler] Finally, regarding the campaign's story, it appears that even when you try to pursue a peaceful resolution between Eric and Thorsten, the ending remains the same. If that's indeed intended, it's another example of how little player choice actually matters. Little to non player agency. [/spoiler] There's also far too much repetitive micromanagement. Every time you upgrade buildings, you have to manually revisit each production building and tower to reassign workers or adjust settings again. A simple quality-of-life feature, like holding Shift to apply the same worker assignment or rule to every building of the same type, would have saved an enormous amount of unnecessary clicking.
Boring and ai is not great. Developer asked for me to elaborate. Honestly, I want to like it, the premise was good. But the ai either loafs around and waits to die or completely outpaces the player. I couldnt find an inbetween. Either i have to go searching for the other clans or they come in with upgraded troops with seige gear before ive even produced a few wimpy units to fight back with. I tried having ai team mates and selected "group team together" but it groups the ais together on the other side of the map and i get trashed. Also, theres no point in ships because all the land is connected and the ai wont use ships. I would definitely recommend this game if the ai was able to balance better. The setting is pretty, the game has a very "age of empires" feel yet still unique in its own way.
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eh, idk why but from all the RTS ive played, this one just feel weird, i dont like the art style or the combat. Ive played northgard, ancestors legacy and ive liked those way more. this one is just eh.
Game plays like Temu Age of Empires: Viking Flavor. The cut scenes are nice and the story lines are ok. Wish there was a difficulty adjustment. Without it, there's not much replayability. Playing the Campaign now, but I bought it to play with friends. Haven't tried out the multiplayer yet.
sometimes a bit slow, with a few bugs , and could use some improvements but all in all its a good game nice ambiance
Balancing is all over the place. Missions swing wildly between too easy and artificially brutal, with forced high difficulty that leaves no room to actually strategize. Or even playable for a wide audience! Clans feel a simply copy paste. Heroes have quite some over powering abilites. Resource gathering—especially wood—creates an awful bottleneck. Trees are stripped instantly, and the slow regrowth rate completely halts game pacing. Frozenheim has a lot of potential, but the frustrating balancing, slow economy, and lack of clan identity make it feel largely untested. Nor something id recommend.
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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