
Before Kvir rose, its tribes lived under Eastbornian rule. As shadows stir beneath the snow, you must unite the North and spark the dawn of a realm destined for glory. The storm is coming — and nothing will be the same.
Modeled estimate, not a reported figure. How we estimate →
About
The northern tribes lived scattered across frozen valleys and harsh frontiers, struggling under the tightening grip of the Eastbornians — foreign rulers who claim the land, the harvest, and the lives of its people.
But something stirs beneath the snow. Whispers travel through forests and fjords — of shadows moving where no man walks, of ancient powers waking, of a storm gathering beyond the horizon.
In this prequel to Tales of Glory, you step into the boots of a young warrior rising from obscurity. Your task is not conquest — it is unity. Rally the broken tribes, defend the frontier, and forge the first spark of what will one day become the kingdom of Kvir.
The world is changing. And when the storm finally breaks, nothing will be the same.
Unite the tribes. Defy the Eastbornians. Shape the dawn of Kvir.
Fight with weight, impact, and physicality. Every swing, block, grab, and throw is driven by your own movement — no canned animations, no shortcuts.
Command squads of Nordic warriors in large‑scale battles. Issue orders, break enemy lines, and turn desperate fights into legendary victories.
Descend into ancient ruins, forgotten tunnels, and shadowed depths hiding relics, secrets, and things best left undisturbed.
Fight across snowy forests, burning villages, mountain passes, and fortified camps — with varied modes that keep combat fresh and replayable.
Experience a story‑driven campaign charting the rise of Kvir, blending open‑field warfare, village defense, dungeon exploration, and large‑scale assaults.
Customize, expand, and reshape the game with full modding support — from weapons and maps to entirely new experiences crafted by the community.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
English**languages with full audio support
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is already quite impressive in its current form. I am going to wait until more of the campaign mode is released before I commit more time.
I hate to leave a negative review, but right now this game is just not what I wanted, tog1 was a great game, it's only bad part was the combat, this game got rid of the good part of tog1, the campaign, and hardly changed the combat for the low low price of $30 you can play another arena fighting game with like 6 maps to play on! I will change my review when either a campaign gets added, or I can play large scale battles without running 10-15fps
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $49.8K | 311 | 57% | $4.99 | |
| $49.8K | 311 | 46% | $4.99 | |
| $49.8K | 123 | 51% | $19.99 | |
| $49.8K | 94 | 31% | $9.74 | |
| $49.8K | 276 | 80% | $7.99 | |
| $49.8K | 66 | 94% | $19.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.9K | 31 | 65% | $4.99 | |
| $72M | 62.2K | 96% | $23.99 | |
| $30.6M | 29.7K | 72% | $24.99 | |
| $7.1M | 8.4K | 88% | $21.99 | |
| $755.8K | 704 | 88% | $22.49 | |
| $719.9K | 1.2K | 83% | $15.99 |
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
great game. great physics. physically demanding. enemies dont go down easily and their numbers can get overwhelming so there is a constant pressure to keep fighting. the enemies really do well to guard themselves so you need to take them off balance before you can land a good confident blow. the enemy gets put into a state where they are more susceptible to killing blows after being staggered or knocked down. the "weight" of the enemy can almost be felt. the physics are really very well done with the enemies and weapons alike. the "weight" of everything. it is very addictive and the combat rhythm can get very intense. parrying a strike cleanly can give you opportunity, but this also applies to you if you are parried so it is good to be deliberate with your strikes and force openings rather than striking nonstop. you can shout at your allies to make them fight harder and even has voice recognition for commanding troops. allies notice when you are dominating and make comments. morale can drop for individual enemies to a point where they drop their weapons and flee. fun, challenging, immersive
Love this series
I’ve spent time testing Tales of Glory 4: Ragnarok before release, and if you enjoy VR melee combat and large medieval battles, this game hits all the right buttons. The combat is physical, intense, and satisfying. Weapons have weight, enemies attack from different directions, and the faster opponents can force you to react instead of lazily swinging your way through every fight. Charging into a large battle with soldiers fighting all around you creates the kind of experience that VR was made for. The developer has also been very active and responsive. During testing, we reported issues and suggested improvements, and changes were sometimes made almost immediately. The improved weapon sheathing is a good example—it now feels clean and natural without being overly sensitive. This is an Early Access game, so players should understand that it will continue to grow and improve. The campaign is still coming, and I’m excited to see what the developer and modding community eventually create. What is already here provides an impressive foundation with plenty of potential. It may not be perfect yet, but it is ambitious, fun, and being developed by someone who genuinely listens to the community. For fans of VR sword fighting, medieval warfare, and massive battles, I absolutely recommend giving Tales of Glory 4: Ragnarok a chance.
Good game so far, looking forward to seeing it develop. If I could offer feedback to dev I would recommend to lean on the realism aspects here, e.g enemies getting wounded, surrendering, and other realistic NPC behaviour. Seems a bit bare bones at the moment but if you build on those mechanics it will be a great battle simulator with no real competition in that area
Really fun, way better than tog1. Thanks for letting me playtest
What you are getting from this game at the moment is its combat experience, so I will be reviewing it based on that fact: The verdict is, this is the most physics based physics based medieval combat VR game to ever physics based (excluding the GORN games) Basically, in games such as Blade and Sorcery or Battle Talent or Hellsplit Arena, you're playing the game in a much more scripted manner due to the nature of how far those games take their physics based nature. Velocity and direction matter, and when an enemy becomes a ragdoll you can go hog wild, but for the most part, your actually interactions with the enemies and the world around them are quite limited, the reason why being that YOU are playing by different rules in almost every case when it comes to physics interactions. Not here. This is the most physical, visceral, dirty combat you will ever experience in a VR game. Chances are, if you think you can do something, you can do it. You can put people into headlocks, grapple them while dual welding short swords, sweep your arm under their legs to flip them over, use an axe to actually hook weapons and disarm people or to hook their feet and send them onto their ass as you push them back with a shield. You can toss someone behind your back using the handles of a two handed axe (it's difficult, but you can do it) and the best part is you can do it in the middle of a massive battle pulled straight from the Odyssey! This game already has a ton to offer in just how fun and customizable its combat is alone, and in the following year it's only set to keep growing and growing. If you liked Tales of Glory 1 you're absolutely going to love the gameplay offered here, even without a campaign at the moment to tie everything together. Definitely an experience I recommend for any VR combat connoisseurs out there. (Note, this is after becoming very familiar with the game, I may have adapted to quirks about it others may find off-putting such as weapon handling or certain mechanics like sprinting, the tutorial in the game should tell you everything you'd need to know)
Was given early access as a tester, so I've seen it grow from its earliest builds. Seeing what it's become in just a few short months is incredible. At this stage, it is the best feeling physics in VR that I personally have experienced, and certainly the best enemy experience. It takes effort to take someone down, and when they go down, they go down with weight and feeling. The early goal for this game was to allow the player and a small squad to take on large armies, but only with a max of 10-20 active on the field at a time. BlackTaleGames has delivered more than that, adding an (optional)( player-faction army, and increasing the unit count dramatically, with some users comfortably running 40-50 units at a time, or dealing with some discomfort to pump those up. This is a large amount of physics-based entities for a VR game. This isn't a flat PC game like Mount and Blade where it's just animations playing and health values changing (allowing for hundreds of units). Obviously, this is where one will be limited by hardware. The game allows you to set the unit counts and the level of graphical detail, so if you're not getting good frames, try downgrading your settings or upgrading your specs. It runs more stably than similar physics-based VR swordfighting games that I've played with more units on the field, so that's a plus to me. In its current state, it's an excellent physics-based melee swordfighting sandbox, with beautiful levels and a few factions to fight. A year from now, campaign, and whatever else the community brings up that BlackTale feels would improve the game, and he has stated these additions will be at no additional cost increase. A year is a long time for this man to work on something. In short, something incredible ahead. Also, mod support. Be on the look out.
Looking back at my review of the original Tales of Glory, I honestly thought it couldn’t get any better. I was wrong. After playing Tales of Glory 4: Ragnarok, I realised just how much further this series could go. For those who have never played the original, TOG4 is a true medieval battlefield simulator. Weapons feel fantastic in your hands, and — more importantly — they interact with enemies exactly as you’d expect. Every swing, stab and impact feels weighty and physical. But Ragnarok takes that brutality even further. New additions such as broken bones and arterial injuries make combat more dynamic than ever, and the AI actually reacts to the damage you inflict. Wounded soldiers might surrender, hobble away, or desperately try to keep fighting depending on the severity of their injuries. And speaking of AI... Gone are the days of mindless masses simply charging straight at you, swinging swords and firing arrows into anything unfortunate enough to be nearby. Now, the battlefield feels like a battlefield. Enemies will flank you, work together, coordinate their attacks and — in one of the small details I absolutely love — hold their fire when one of their own is in the way. It sounds simple, but these little touches completely change the experience. You’re no longer fighting a collection of targets. You’re fighting an army. The siege elements are back too, with ladders, breakable doors and constantly changing battlefields that help make every encounter feel different. Add in the procedurally generated dungeons, with randomised enemies and obstacles around every corner, and there’s a huge amount of variety packed into the experience. And that brings me to what makes TOG4 stand apart. This isn't a brawler where you find yourself surrounded by five enemies and simply hack your way through them. This is war. 100 vs 100. Arrows screaming overhead. Soldiers clashing around you. Enemies pushing your position. Wounded fighters stumbling through the chaos. And you are right in the middle of it. There really is nothing else quite like it in VR. So, Viking... Claim your Glory. Let your Tales be sung in Valhalla. And whatever you do — don't get left behind.
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