
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.
About
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% | 3.5Kreviews | 70% | — | $567.8K |
| $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 84 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
oyun sarıyor taviseye ederim
屎一样的颜色,玩了10分钟我感觉我的眼睛已经快要瞎了
塑料感
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 Jul 30 → 1.86/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.
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 84 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Не цікава і не оптимізована гра .
repetitivo y muy básico
跟家人一起玩大家都开心
general all round good RTS,
y
Vasat bir oyun. En çok ağaca ihtiyaç var o da bulunmuyor.
The list of bugs in this game is honestly so long that I would need to be paid as a playtester. This doesn't feel like a "release" to me; it feels like a beta version. Don't get me wrong, it's a decent game. I really like the overall vibe, the base-building, the building level system, the upgrades, and the tech tree. There is definitely a good game here. But there is so much missing QoL and so many things that don't work reliably that it makes the game much less fun to play. I like to play the game, not work around bugs. ### Bugs / QoL issues I'd rank the issues from "nice to have" to "unplayable": 1. **Ship combat — Unplayable** 2. **Long-distance pathfinding — Must have** 3. **Automatically fighting enemies on the way — Must have** 4. **Wood work-area placement — Should be fixed** 5. **Farm tool — Should be fixed** 6. **Storage work-area placement — Minor QoL** **Ship combat:** The ship fight in the tutorial simply didn't work for me. I had to ram the enemy ship roughly 20 times before it finally sank. I really hope that isn't the intended way to fight ships. **Long-distance pathfinding:** If a unit's path is too long, they sometimes simply don't move. There is no message saying that the destination can't be reached or that something went wrong. They just don't move. The workaround is to move them manually, step by step, until they eventually reach the destination. That's exactly the kind of micromanagement I don't think I should have to do in an RTS. The game should either find a valid path, find an alternative route, or at least tell me that the destination can't be reached. **Units not attacking enemies on the way:** I have no clue where the attack key is on a German keyboard, and if I change it to another key, it simply doesn't seem to work. More importantly, if there is no proper attack-move command, that is a major QoL problem for an RTS. It happens surprisingly often that my units run into wolves and, instead of fighting them — even in aggressive mode — they decide to simply walk past them. The wolves then kill half of my units for basically no reason. I could technically macro everything, but this is one of the most basic QoL features I expect from an RTS. Units should be able to move toward a destination while automatically engaging hostile units they encounter along the way. **Wood work-area placement:** The "automatic wood workplace placer" seems to be more of a work-area flag than actually placing a workplace. The flag marks the area/radius in which the workers are supposed to operate. Most of the time, however, I still have to place the work-area flag manually. I don't know exactly what causes the automatic placement to fail. If there is a check for whether there is enough suitable wood in the area, you could potentially use the same check to find another suitable location for the work-area flag. The idea itself is good; it just needs to work reliably. **Farm:** It's not clear to me that I have to click on the farm again to release the farming-area tool. There also seems to be some sort of timeout that just discards my changes. At the fastest game speed, this happens almost immediately. You basically have to figure this out yourself and pause the game in order to use the tool properly. The tool should probably remain active until I explicitly cancel it, rather than timing out and silently discarding the changes. **Storage work-area flag:** I also can't place the storage work-area flag on buildings. This seems like a very minor thing, but I don't see a reason why the work area shouldn't be allowed to overlap a building simply because the center of the work-area flag would land inside that building. The actual working area is the important part, not whether the center point of the flag happens to be on top of another building. I would implement this as a small QoL improvement. ### Food / Economy Overall, the game also feels kind of easy to me, although I really like the base-building aspect. I don't quite understand why there are hunters, barns, farms and fishing as separate food sources when they are all relatively cheap and essentially provide the same basic resource. For example, barns also produce leather, so I don't really have much reason to rely on hunters. I can just spam something like ten barns and suddenly I don't need hunters or farms anymore. I'd like the different food sources to have more meaningful differences or trade-offs. At the moment, it feels like there are several different ways of producing the same thing, but one option can make the others largely irrelevant. ### Overall Again, I don't think the game is bad. Quite the opposite: I really like the overall vibe, the base-building, the building level system, the upgrades and the tech tree. There is a very decent game here. But the missing QoL and the bugs constantly interrupt the gameplay. I don't want to spend my time figuring out why my units aren't moving, why they aren't attacking enemies directly in front of them, why a work-area flag wasn't placed correctly, or why a tool suddenly stopped accepting my input. I like to play the game, not work around bugs. Fixing the core RTS controls, pathfinding, combat behavior and these basic QoL issues would make a much bigger difference to the experience than adding more content at this point.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
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| $567.9K | 1.4K | 97% | $19.99 | |
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