
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
I do like this game. But after a few restart it get tiresome to start from scratch. A few mods exists that makes life easier. Apperently Devs do not like it. Me, I'm getting tired on the grind marathon, that the mods eased up and let me enjoy the game. So Devs says play like we say the boring way or buzz off. Me I'am more if you do not wanna make the game enjoyable to play over and over, then you buzz off.
I installed Aska thinking, “Nice, I’ll play for an hour and relax.” I have no idea what day it is now. This game is basically a Viking-flavoured time machine. You start off chopping a tree, then suddenly you’ve founded a functioning village, assigned jobs, solved a food crisis, and emotionally invested in a guy who refuses to cook meat before eating it. (Mate. Please.) The village system is where it really shines. Your people aren’t just background props—they’re helpful, chaotic, occasionally baffling little gremlins. One minute you’re proud of how efficient everything is, the next you’re wondering why someone thought eating raw ingredients was a solid life choice. It’s like managing a group project… except you actually care how it turns out. Progression hits that sweet spot too. It’s grindy enough to feel earned, but not “stare at a rock for 6 hours” grindy. Every upgrade feels like a proper win. When your village finally runs smoothly, you’ll sit back like a proud parent thinking, “I did that”… before immediately spotting three new problems. Also: the vibe. Weirdly cosy for a survival game. There’s something very satisfying about building your little Viking setup while the world quietly tries to kill you. Is it perfect? Nah. There are a few rough edges. But honestly, the jank just adds to the charm right now. It’s the good kind of chaos. Final verdict: 👍 Came for a chill survival game 👍 Stayed because my villagers can’t be trusted unsupervised 🏆 Lost track of time, responsibilities, and possibly my grip on reality Highly recommend. Just… maybe set a timer. Or don’t. I didn’t.
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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
ASKA is a decent colony simulator, but it falls short as a VIKING colony simulator. You can spend hours, even days, planning your village and making adjustments until it works properly. But once you do, there's not much more to do in terms of combat, quests, or even lore. Even though it's a procedurally generated world, the map feels boring to explore. Aside from different trees, lakes, and enemy camps, there's almost no variation in the map. The island is always the same size and shape, with not much interesting stuff to find. And sailing out of the island through expeditions is even worse. That's where the game turns into a sailing simulator, where you fight against the wind, and you could sail 10 minutes on a straight line and still find nothing. The islands are spread so far, some of them offering the same resources you find on the main land, and most of them are a copy of each other, both in size and shape. The only different biomes are the Marsh and Desert island, with two unique islands that have a boss, one corresponding for each biome (good luck finding them). The game has no clear direction, and as an early access game, it's light years away of being a complete, polished game. And I didn't even mention the bugs. With every update, the AI gets broken somehow and causes a lot of bugs, which can be frustrating.
I can not recommend Aska. The game had so much potential, but the devs have no idea how to design fun gameplay loops. It's been like that for years too now. New features are added, instead of improving or fixing older ones. The game thus has a lot of features, all of which - and i mean [b]every[/b] single feature - are tedious and annoying, or even require tons of manual involvement and micro management to work throughout most of the game. Default settings, for example, feel like they are actively designed to ruin your run. And i don't claim that lightly. Some 'features' seem to only exist to make your life harder as well - which would be fine, if improving upon those issues was part of the games progression.. but that is not the case. Most things will permanently remain tedious and clunky. The resulting experience is, to summarize it in one term: frustrating. It's not helped by the fact that it feels artificially dragged out. The game does not value your time whatsoever. It's also extremely grindy, but in a bad way. Generally speaking, we enjoy grindy games. Grinding towards a goal, or to solve previous problems for good, can feel amazing. In Aska, however, grinding is just mundane chores and tasks that never end. It feels extremely unrewarding and is actively hindered by, for example, the amount of goods you can transport. Which never gets meaningfully better. Carts are a bandaid and not enough for lategame quantities - especially considering villagers don't use them to save time when transporting bulks of items, which would be neat. The idea of the game is to build a self-sufficient viking village. But that's not realistically possible. NPCs are extremely incompetent. Defaults are set to actively sabotage you in every way imaginable. Managing it all is a huge, inefficient, and annoying hassle. The user experience of navigating the UIs is terrible too. Nothing 'just works' - especially not without first messing with some menu. There is a complete lack of conveniences and just common-sense features. You can resummon villagers that die - and to respawn yourself, you will kill a villager. Granted that you can resummon the same villager, one may assume they still remember where they were housed, what their schedule was, and where they worked. But that's not the case. You can't even look up [b]where[/b] they worked yourself. So if a few villagers die in your first winter invasion, or leave due to bad conditions, and you resummon them, you got to guess your way through how they each were configured. Manually. For every single last one of them. Every single time. You generally need [b]tons[/b] of villagers for any little thing (and need to configure all of them). It is hard to explain how bad all of this is without examples, but while the entire game serves as one big example of what not to do, i can't be bothered to write another max length character steam review either. That said i'll try my best to get the idea across, so you can make the informed decision not to buy Aska. We've been thinking that "just 10 more villagers or so" will solve any issues. But it never stops, because of how little each individual one villager can do. Take security as an example. One NPC can do a lot in combat (given the right gear) - but getting them to actually fight is a whole other story. You would assume that fighters, fighting being their only purpose in life, would just run to where the village is attacked. That is not the case. They will only fight, if they [b]personally[/b] notice an issue. It's not your job to make sure that any attack on the city is.. well.. noticed by the right people, i guess? For one, you can make your fighters patrol. Which, of course, means they can't train during that time - so it's one or the other. Given that people also need free time and sleep, and can't be at all locations at the same time, this skyrockets the amount of people you need for defense [b]immensely[/b]. Guard towers can help with this. If they notice an attack, they blow a horn and notify all villagers [b]in that area[/b]. 'Area' being the key here. There is no way to notify the entire village. So fighters training in or patroling the south of the village will happily continue to do so, even while the north of the town is in high alert, with walls being destroyed, and the horn being blown.. until they are [b]personally[/b] inconvenienced by it, or notice an enemy. Villagers alerted by the horn also could not be bothered to go and notify the militia, or do anything else that helps. Not to mention: like anything else, guard towers obviously need people in them as well. One per guard tower - technically two, if you want 100% uptime, due to sleep. And suddenly, despite needing maybe 2 well-equipped fighters to handle [b]any[/b] common attack on your village, you can expect to invest 10-20 people into making sure 2 make it. Why? All of that is overhead, simply because of bad design. If a guard tower that heard another guard tower blow their horn also blew theirs, this problem would not exist. If alerted villagers went and alerted the combatants, this issue would not exist. Heck, have combatants be omniscient and notice an attack on the village automatically. Realism? It's a game - but if that was the key argument here, how comes villagers can be omniscient about item stocks and where to find them? Same logic. Anyways - it's like that for everything. A huge mess that feels like it was not fully thought through, pushed live, and then left to rot for players to deal with. Eventually we had a village with over 100 villagers. It was semi self-sufficient and somewhat able to deal with enemies without taking major damage.. but it did not feel great either. Felt like we needed "10 more villagers," i guess. The issue with adding more and more villagers is that the game does not run particularly well either. On our hardware (i7 7700k), we've spent the latter half of our playthrough running at 20-35 FPS or so. And that's tens of hours we are talking about here, since everything takes forever to do. Some of the performance issues were the villagers themselves, some of them just (yet again) bad design choices. The worst offenders being woodcutters. They will annihilate entire forests just to get the resin your shamans need to keep your buffs running. But since you don't need the wood, there will be patches with [b]thousands[/b] of items (logs, sticks, fire wood, bark, ..) just lying on the ground, tanking FPS and getting worser by the month. So eventually you start to optimize for FPS and disallow your woodcutters from collecting resin. But now your shamans will quickly run through all your resin, meaning you need a substitute. Since their fires can't simply run on coal or fire wood, for reasons (duh), the only alternative is fish oil. Which requires multiple fishers and additional cooks just to get the required amounts of. Another 8 or so people to supply your 4 shamans. That's 12 people involved in [b]just[/b] keeping the buffs running. You get the idea. TL;DR: The game has anything from fun, over efficiency to game performance crippled by arbitrary design choices. Many of which could easily be fixed, but which does not seem to be a priority, or within the capabilities, of the dev. There is tons of problems without good solutions, and a bunch of attempted solutions for things that really shouldn't have been problems in the first place. Everything inbetween in either tedious, inefficient or otherwise unfun to apply or utilize. Stay away. Play a well designed game, instead of this patchwork.
This game is a very accurate simulation of being the mayor of a village full of retarded vikings.
I really want to like this game, it has the potential to go far with some of the ideas it has but I can't finish a solo playthrough currently without changing the settings, and even then I have done this so many times I just don't have the time and will in the day to finish a game. I feel much of what I feel has been mentioned in other reviews but my main struggle is game balance. Balance feels massively off in my opinion, I see some people say everything is fine and others not so much. What I mean by this is the raw amount of ropes and sticks required for everything, rope I can just about manage but sticks are awful unless you are next to a beach for driftwood. The problem is then you are usually a fair distance from the 3 iron mines, which would be alright if the only decent first tools weren't locked off to iron and the wooden ones weren't so pitiful in terms of combat and durability. In my multiple games I have had hostile spawners right next to the iron mines which I assume is intentional, but then why throw so many Bloodnights at players who are already struggling for resources or manpower due to depleting Jotun blood or the constant stick grind. I even reduced raids to easy in the settings to find that it literally changed nothing about the time between and intensity which I don't know if that's a bug or oversight. Much of what I just mentioned is also a struggle because to automate you need an increasing amount of workers to even begin to get off the ground and you have to expand far too much in order to get to that stage and somehow survive constant raids in wood tier before iron. So there just never seems like a decent way to do anything in this game. I would be tempted to turn off raids and enemies until I was ready but alas that isn't an option and honestly it wouldn't be as fun as an actual balanced challenge. I don't have an army of people to play with nor do I want to meta game my way to success by exploiting every little game fault. Honestly I feel once a better balance can be achieved between resources, villagers and threat this game will be on a great path, or if balance isn't on the cards then at least provide players with more options to modify their game to be enjoyable to their way of wanting to play. E.G. Resource Multipliers/Respawn options, Raid Threat Level that works from the get go or simply as intended if it is broken currently, perhaps even scaling with number of assigned defenders or gear tier of the player and villagers. This is a weird one for me but... please update the character models at some point in EA, some of them unfortunately look kind of hunchback, at this point my girlfriend shouts "WHAT IS THAT!?" when we see certain ones because they look kinda rough in a hunchback kind of way >_< I will happily and readily change my review if a majority of these things, in particular the balance is fixed at some point, I am aware this is Early Access and subject to change so if and when it does I will review this again.
In my 30 hours of play, i just couldnt continue due to 2 reasons. 1. colony management feels very restrictive. It feels that i still have to do most of the work even though i have 20 villagers. 2. The combat feels clunky. Even though these points have made me quit, i do think that this game has quite a lot of potential. I dont recommend the game right now but maybe in the future with a couple of updates.
Игра вызывает стокгольмский синдром. Долго лежала в желаемом и купив я понял что вероятно зря. Привлекло: Выживач, деревня ботов симулирующих жизнь, приемлемая картинка, сеттинг, но этого оказалось не достаточно. Так что перейдем сразу к тому чем игра душит. Движок игры и пиксельхантинг лута в траве через ведьмачье чутье, иначе все мелкое просто не увидеть. Допуски к складам и прочему даются конкретному боту, и если по началу это не проблема, то когда вы набиваете 30+ дурачков начинаются сложности особенно если кто то умер. Я бы предложил разрабам давать доступ через здания, тогда например доступ к складу с едой можно выдать только чуваку который работает сейчас на кухне и если туда назначить е бота он автоматом получит доступ. Так же запрет на конкретные ресурсы из мастерских, потому что боты просто забирают их обратно на склад. В целом логика поведения у ботов не всегда очевидна. Боевка - унылая, врагов мало, большинство босов проще затыкать. Никакого вальфхейма тут нет. Раз в год открывается портал и на вас нападает небольшая толпа мобов (штук 30-40), в целом вы можете их убить в соло. Раз в неделю открывается портал поменьше (10-12). По сути вам надо сделать оборону построек обнеся их заборчиком, установив вышки где будут дежурить круглосуточно ваши боты и дудеть в рог чтоб собрать ополчение на защиту халуп. Строительства как такового нет, у вас есть готовые постройки вы ставите пребилд, уныло таскаете в него ресурсы в несколько заходов и бьете молоточком пару раз. Все строения выглядят как шалаши для бомжей. Так же надо настроить производство инструментов и одежды для ваших бомжей и делать это придется методом тыка потому что все ломается с разной скоростью. Еще можно натренировать бойцов как ближников так и лучников, но если они не будут работать именно как охрана то будут убегать от береговой бабайки сверкая пятками, полностью игнорирую уровень владения оружием и его наличие в инвентаре. И все это вы делаете чтоб наконец то "начать путешествие" построив пристань и сделав корабль куда вам надо будет принести ресурсы 25 раз. После загрузив ресурсы а лучше добавить еще, взять 8 дурачков и поплыть бороздить моря в поисках новых приключений. И тут вы достаточно быстро поймете что эта морковка которой вас манила игра давно стухла. Почти сразу ваши "викинги" выпьют всю воду что вы взяли с собой. Так что вы очень захотите любой остров чтоб пополнить запасы. Но вы не можете ничего строить на других островах, даже банальный сборщик дождевой воды. Плыть вы будете долго, потому что весел в игре про викингов не придумали, а кораблик даже с попутным ветром не шибко быстрый. А против ветра плыть просто мучение. И за все эти испытания вы получите: Куриц в свой курятник трех босов с бесполезным лутом. Ресурсы и разрешение на призыв големов в поселении (големы размером с обычного чубрика и сдохнут через 2 года) и потерянное время которое можно было потратить на более интересную игру.
loads of bugs in multiplayer npc just standing doing nothing. gear vanishing. Got a few lads to play and they got pissed off .
This game is very enjoyable. It has a lot of points that scratch multiple build/craft/survive games, along with NPC management and city building. The dev team does a good job of updating and the updates have consistently made the game better. 10 out of 10 recommend this game if you enjoy this category.
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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