
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 → 0.5/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!
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.
Media

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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 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, 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
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?
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.
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?
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 🐶.
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.
Too RNG dependent. Makes your decisions feel meaningless if a coinflip can overwrite any strategic choice you made.
I've never come across a game so dedicated to giving me motion sickness. Some of the settings can be changed, but not all of them, and quite frankly the 30 minutes I played weren't interesting enough to warrant using my dramamine so I could continue.
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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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| $404.2K | 1.3K | 77% | $12.99 | |
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