
Build settlements, explore the Nine Realms, collect artifacts and upgrade your deck to reach the top of Yggdrasil in this post-Ragnarok roguelike city-builder! Can you survive the end of the world?
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 24 → 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.
About






Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I don't have anything to say that's objectively bad... it's fine I guess. The artwork is great, the story is...fine. The gameplay really overstays its welcome, there really wasn't anything to incentivize me to change my strategy after figuring out what everything did. There are different powerups, different hero characters, different levels, different house types, but somehow none of these really changed how I played the game. Once I figured out what all the buildings did and what the resources were then each run, *each level*, basically played out the same way.
This is a really tough one to rate. An extremely fun concept and fantastic atmosphere with glacial metaprogression, and mildly clunky building controls while playing loops that become a massive hindrance when upgrading your base. It's a lot of fun playing loops, moving from island to island and carefully planning out an approach while simultaneously building my deck. The building controls are a little clunky, it's quite irritating fiddling with building placement to squeeze them into the best position. But runs are fairly dynamic and your deck and buffs can have a decent impact on how you play. Unfortunately outside of loops unlocks trickle in at an agonizing pace. Seeing the same cards over and over again is disappointing especially when it seems like there's a lot locked behind currencies that collect very slowly. This is extra frustrating due to runs taking well over an hour - finishing a run and unlocking maybe one or two tree upgrades is demoralizing. The building controls are just plain atrocious in the home base. Buildings are buried in a massive unsearchable hand of cards you have to mouse over one by one. You can't move placed buildings so if you need to relocate a group (proximity requirements force you to move them around a lot) you have to send them back to your hand as cards then find them again one by one. Building unlocks come just as slow as tree unlocks, but their impact is disappointing. +2% card rarity, +1 per loop of a resource you'll be spending hundreds of, etc. At the rate they're unlocking, I wonder if their impact will be significant after even 50 loops played. Even worse, they unlock via card packs so you have very little control over what you get. And the absolute cherry on top is that the packs that give you the resources you badly need (iron, trees - prereqs for many buildings) have a 50% chance to give you [b]useless cosmetic items[/b] instead. Atrocious home base mechanics aside, I really like the main gameplay. Runs feel dynamic and it oozes Norse mythological atmosphere. In the end I think this is an okay game that could be good with slightly better building controls and great with better metaprogression. Unfortunately nothing's likely to change with the game last being updated in the month of its release, over a year and a half ago. Tentatively recommended, but you should try the demo to see if the core gameplay will carry the day since the metaprogression will rarely do anything impactful.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bon deckbuilding
It' a game that has a decent start and momentum to it, but hortly after turns into a mundane grinding session. The RNG and roguelike elements aren't enough to spice things up or pose a real challenge. You've completed one loop - you've seen everything the game has to offer, and there begins a seemingly endless, absolutelt pointless slog. It's bizzare, in a way, just how nothing about the game leaves a strong enough impression. The soundtrack is unremarkable, art direction is generic and writing feels both immature and bland. You don't really even need some kind of plot to hold the game together, yet the game insisted upon it, and to what end, I'm not sure of, because the plot has no relevancy to the gameplay whatsoever. Nothing about it felt like a 'scandic epoch city builder' game to me, even though aesthetically, the devs tried to mash all the viking buttons while staying inclusive and sunshine-daisies friendly. So much so nothing stands out. While I can't outright say I've regretted playing it, but there's nothing interesting the game has to offer, so I can't recommend it.
"Roots of Yggdrasil" is a game from which I couldn't figure out what it is at first play. And my first impression didn't a bit (!) reflect the game I experienced when trying it for the first time. Lucky I did! Because it is a fresh, innovative approach to deckbuilding/city construction puzzle with nice details that keep you playing. In the game, you travel from island to island, building and exploring, adventuring, and overcoming threats (not combat - if you like to move your armies around, you are definitely at the wrong game). All that happens with cards, that allow you to place buildings of so many kind at a tight space - and indeed, the correct place to build something, is one of the main tasks you have to learn in "Yggdrasil". All that comes with great graphics that allow you that kind of zoom to explore, like, how a sturdy housing looks, and so on. I want to add an important detail, and that is "accessability" - me, needing a more big-sized UI and clearly to read contrasts, had a great time being able to read all texts even on the cards (which is rare in case of deckbuilders). Highly liked the experience!
3/5
Nice game but placing the buildings really sucks, it would have been much better if there were hexagons where you can place it
Beautiful, good theme, deep strategy and keeps you coming back for more.
https://youtu.be/yXeOcurw_O0 Free placement of structures is a tad bit fiddly at times but the systems and balance for this run based city builder are as snappy as they are rewarding.
City builder with deckbuilding. There is not much that sells the idea why it is good to play this, so it became pretty boring really fast.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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