
Vikings – Wolves of Midgard takes you to the Shores of Midgard, a world based upon the mythology and history of the Vikings, but with a fantasy twist. Battle the fearsome Jotan, hordes of terrifying undead monstrosities and the beasts of Ragnarok, as you strive to survive the growing cold of Fimbulwinter.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
The game dont startup at all. Based on what i found here on Steam Hub, related to i have 10+ gen CPU. Devteam please fix it. Asap you fix i change my review to positive, until i let it on negative, since i cant play the game...
Kein Koop weil Server Down, mit 6 € noch zu teuer
Score: 6.5 / 10 A thematically interesting Nordic looter ARPG with colorful environments and interesting stage concepts, undermined by intrusive survival mechanics, dull loot systems, repetitive combat, and shallow build diversity, delivering an experience that left me more numb than the frigid slopes of Jotunheim. Gameplay & Mechanics: Combat is easily the area where the game struggles the most. Despite presenting itself as a loot-driven ARPG similar to Diablo, the actual combat loop feels repetitive very quickly due to limited enemy variety, shallow abilities, and awkward movement mechanics. The dodge system in particular feels stiff and unnatural, often making it seem like the character rolls in place rather than fluidly repositioning during combat. Combined with repeated enemy encounters and limited attack variety, most fights eventually blur together into repetitive hack-and-slash encounters without much tactical depth. The bosses are generally more interesting than the standard enemies. Jokul, one of the earlier bosses, forces positioning, pattern recognition, and environmental awareness in a way that breaks up the otherwise simplistic combat flow. Encounters like this showed glimpses of more engaging combat design, though they were not frequent enough to meaningfully elevate the overall gameplay experience. The larger issue is that the survival mechanics directly interrupt the pacing that normally makes loot-driven ARPGs enjoyable. Freezing mechanics force repeated retreats back toward bonfires and safe zones, often while enemies continue harassing the player from behind. Instead of building gameplay momentum through combat and exploration, the game repeatedly slows itself down through environmental attrition systems that feel more irritating than immersive. One section in particular constantly bombards the player with incoming arrows while enemies attack from elevated positions that are difficult to retaliate against without ranged weapons. Moments like this stop feeling challenging and instead begin feeling actively hostile to the gameplay loop itself. Loot, Progression & Build Systems: The loot system was probably the biggest disappointment overall. Even after increasing loot rarity through mods because enemy drops felt unusually sparse, the reward structure still remained bland and unrewarding. Most drops consist primarily of crafting materials such as wood, iron, and blood rather than exciting gear upgrades. Stage rewards and optional objectives also heavily emphasize crafting resources over meaningful equipment progression, which creates a gameplay loop focused more on material accumulation than exciting loot discovery. This becomes a major problem because the core appeal of a looter ARPG is usually built around reward escalation. Games like Diablo create excitement through constant anticipation — stronger gear, rare modifiers, interesting build combinations, and the excitement of discovering equipment that meaningfully changes how a character plays. Even the visual and audio feedback of loot explosions after difficult fights reinforces that reward psychology. I never experienced that excitement here. Loot drops felt sparse, visually uninteresting, and mechanically bland. Even bosses frequently dropped only a handful of actual gear pieces, and during entire stages I sometimes acquired barely more than a dozen equipment items total. For a loot-focused ARPG, that lack of reward escalation fundamentally undermines the gameplay loop. Enemy encounters also felt highly static throughout my time with the game. Stronger enemies appeared directly as scripted stage objectives rather than emergent elite encounters, randomized minibosses, or reward-driven enemy variations that create replay value and farming excitement in stronger ARPG systems. The progression system itself also feels extremely streamlined and mechanically flat. Instead of gaining levels traditionally, players sacrifice blood currency into small percentage-based stat increases across basic categories including attack, health, armor, attack speed, and elemental resistance. While progression systems always operate numerically underneath the surface, reducing character growth to visible incremental percentages strips away much of the excitement and fantasy of developing a powerful RPG character. Build diversity also feels heavily restricted. The five god paths function more like isolated weapon archetypes than true RPG classes. Each specialization revolves almost entirely around a specific weapon type such as dual wielding, bows, staffs, two-handed weapons, or sword and shield combat. Base on the time I spent with the game, these "classes" appeared completely separate without the ability to hybridize or differentiate across multiple classes, resulting in being locked into a linear progression model tied directly to your weapon choice. Replayability suffers because of this as well. The male and female player models remain visually identical regardless of class selection, and armor variation appears minimally differentiated between archetypes outside of weapon choice. Combined with largely static stages and progression, repeat playthroughs feel mechanically and visually similar rather than distinct. The inventory system is also surprisingly unintuitive for a loot-focused ARPG. Instead of using a traditional inventory grid or comparison layout, equipment is separated into individual categories that must be manually opened and cycled through one item category at a time. This makes it unnecessarily difficult to quickly identify new gear upgrades, compare equipment efficiently, or keep track of recently acquired items, turning routine inventory management into a repetitive chore. Visuals & Presentation: Visually, the game is actually fairly strong relative to many ARPGs from its era. The environments are colorful, stage themes are differentiated, and the Nordic aesthetic gives the game a strong visual identity. The voice acting is generally competent and supports the experience reasonably well, though I would not consider it exceptional. Ironically, the weakest performance comes from the main character himself, who is portrayed as an exaggerated hyper-masculine Viking stereotype reminiscent of an over-the-top 80s B-film action character. His dialogue often swings awkwardly between sarcastic hostility and exaggerated admiration in ways that feel tonally inconsistent. Early interactions with Gunnar are a good example, where the protagonist initially dismisses him and questions his usefulness, only to almost immediately praise his thinking and enthusiasm for recommending you attack a stronger tribe, valuing strength and simplistic thinking over his skill as a boatbuilder. The abrupt tonal shifts make the protagonist difficult to attach to from a role-playing experience. The town hub also feels unusually static. NPCs are scattered throughout the environment, but cannot be interacted with and stand in a stationary position. This creates the feeling of a staged and artificial town, undermining the experience. Final Verdict: Despite fairly solid environmental and visual design and varied boss mechanics, the flat and repetitive combat systems, weak loot, intrusive survival mechanics, and shallow progression structure consistently undermine the core gameplay loop. Rather than delivering an addictive sandbox for experimentation and role playing, a staple of the looter ARPG genre, the game experience is mechanically flat and subjectively punishing.
Auf SteamDeck & Linux Arch perfekt spielbar. Vikings macht auf jedenfall Spass und die erzählte Geschichte lässt einen gut da dran teilhaben.
Максимально душная игра. Если вы нашли её в подборках игр, похожих на Titan Quest или же Diablo - нет, ничего общего с данными играми, кроме вида сверху, эта игра не имеет. Это консольная дрочильня для геймпадов с элементами соуслайка. Так ещё и с кривыми таймингами - дамаг проходит порой даже когда успел уклониться от атаки кувырком - на последних двух локациях я буквально сгорел от этого. Последнего босса убивал минут 20 наверное, это был эпилог духоты всей игры, 20 минут не от сложности, а от механики - минуты 3 кувыркайся, жди, пока появятся щупальца из под земли, и только тогда ты сможешь атаковать босса процентов на 10 хп. Короче не рекомендую. Я думал торчлайт 3 ничего не переплюнет по духоте из того, во что я играл в этом году, но нет, рекордсмен найден.
The game looks decent for what it is. Viking setting, snowy areas, dark tones — it fits the theme. Nothing mind-blowing, but it does the job. Main issue is the controls they feel off at times. Not completely broken, but definitely noticeable. Still playable, just a bit annoying here and there. Story is there, but nothing special. It’s more just a reason to keep moving forward rather than something you’ll actually care about. This is where the game kinda drops the ball. 1 Item drops don’t feel good 2 Items themselves aren’t well designed 3 Loot doesn’t feel rewarding So even though it’s a loot-based game, it doesn’t really give you that “grind feels worth it” feeling. Game starts okay, but gets boring by the end. It doesn’t evolve enough to keep things interesting. This is one of those games where: "If you got nothing else to play, it’ll fill the gap.. but it’s not something you’ll stick with long-term." CPU: AMD Ryzen 9 7900X (12-Core Processor) GPU: AMD Radeon RX 7700 XT RAM: 64 GB OS: Windows 11
Отвратительная игра!!! ТУПОЙ, УТОМИТЕЛЬНЫЙ, НЕ ВОЗНАГРАЖДАЮЩИЙСЯ ГРИНД!! По сто раз приходится перепроходить одни и те же уровни ради фарма ресов. Даже мобилки так не дрочат игроков!! ОТВРАТИТЕЛЬНАЯ игра!! До последнего ебёт мозги!
I got to be honest, game starts off pretty decent but falls of very quickly. I'm playing as a viking specced into thor to use two handed hammers and it feels lie i'm just wacking people with a wet noodle 90% of the time. The mobs outlevel your progression, you have mobs who just spam shield block and don't fight, you have mobs who rotate between a self-invuln and a full heal. There's just so much badly designed mechanics in this game if I could go back i'd never have bought this game. Hell If i knew what i knew I probably wouldn't even play this game if it was free. Only plan to play this game to completion and then never look at it again. The game feels like a 3/10 or 4/10 at best.
Ce jeu ne marche plus sur Windows 11
A nice simple entertaining game.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Languages: English*, French, Italian, German*, Spanish - Spain, Russian, Polish, Simplified Chinese*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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