The cult classic open-ended wilderness survival roguelike RPG taking place in the ancient North. Throughout the years, UnReal World has been praised for its incredible depth, realism, atmosphere and immersion. Lose yourself in the most intricate, detailed and enchanting iron-age game world.
User reviews:
Very Positive (212 reviews) - 96% of the 212 user reviews for this game are positive.
Release Date: Feb 26, 2016

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September 19

Monstrous summary about upcoming quests and spells

Oh yes, we're aiming for a new version release in October with the meat of it being the quests and the new kind of spells. I'll be still wrestling with the final additions until the end of this month, but no longer. Then it's time to wrap things up for You to unfold on some pretty unpredictable October day.

Been writing down the list of new features too and hereby you'll get to read a sneak preview about the big two to expect. Let's have a few screenshot in there too for easier digest. Some of this has been hinted about earlier, but putting it all together is in place now. And there's still September left to write a few more chapters - both the code and the news ;)

This is a list of future features to be released in October:


There are quests - and that's big. We start with around 15 quests in this version, and more will follow in the future. It's quite impossible to pinpoint it all, but here's a few lines about the most important ideas, features and mechanics regarding the implementation of quests.

The quest system as a whole is an enormous (and laborous) addition. We haven't taken the easiest path, but use verbose dialogue, procedural generation and randomization to maintain replayability and immersion.
Quests don't come in your way in linear or fixed fashion. Not in the the same order, not from the same NPCs, not in the same locations, and so on. Some of the quests may appear several times, some only once.
The plots vary from everyday chores and problems to folklore and mythology based stories and incidents.
We've paid attention to making quests also to fill in the game world and the worldview of the player (character) to good and interesting extent. There are both mundane and otherworldly things to discover, solve and learn.

Quests bring a lot to the game, but open-ended and non-linear roaming, adventuring and surviving remains the essence. You are likely to get involved in quests relatively rarely. Perhaps only once or twice a month or so. And in the end it's completely up to player characters as to what extent, if at all, they want to unfold the quests and stories there now exist.

quest generation

Quests are generated on the fly during the gameplay depending on various factors, world events and pre-conditions. Things like cultural area, season, nearby landscape, character's familiarity, reputation, carried equipment or skills may all affect to whether a certain quest will appear or not. For example, a certain quest might get generated only if the character is somewhat known, has flawless reputation, it's autumn and there's a big lake nearby. Another quest may require character to be a stranger but of the same culture as the quest giver.
However, if the world events and conditions are suitable the quest generation also keeps on trucking in the background regardless of player character's whereabouts, actions or status. So, there are quests and new kind of events in the world - and then there's the ordinary open-ended life of the character. These two just may occasionally meet.

obtaining quests

Quests can be obtained by talking to people. This applies both to villagers and lone wandering NPCs, although villager given quests are more commonly met. Quests can be accepted or ignored at will, so you are free to decide in what to get involved. All the quests are told within the chat dialogue which is often versatile and not too straightforward. The dialogue proceeds based on the chat options, questions and answers, you choose. You don't always necessarily get to know all the details or tidbits. And sometimes you may learn seemingly trivial things about the UnReal World in general within the quest dialogue.

There are basically three ways to find out about a quest:

1. You talk to NPC and find out about a quest.
2. NPC comes talk to you and tells about a quest.
3. You talk to NPC, asking "How is it going?", and they tell you about a person/situation which can be investigated further and may then lead to getting involved in a quest.

So the general "How is it going?" chat option now serves as a way to ask if somebody in the village has a known quest or problem of which the other NPCs are also aware of. If there is, NPCs will hint you about it and mention who you should talk to. This kind of hints about quests are often quite vague and call for asking the NPC in question for more information. Within this sort of quest hint dialogue you can pretty much always ask where to find the NPC in question.

Notice that NPCs may also rarely have personal problems or quests of which the other villagers are not aware of.

Finding out about the quest with "How is it going?" query.

And continuing to ask where to find the person in question:

quest journal - [F2]

A new information page, quest journal, has been added. Quest journal is viewed with [F2] key command and it contains the list and details of quests the character is currently involved in, or has completed in the past.
Quest journal main page shows the list of quests along with their titles, quest giver information, assignment and expiration dates. You can then select a quest from the list to view it in detail.
Detailed quest information is provided by showing all the relevant talk lines you have heard from NPCs. We don't use ordinary "your goal is to..." quest summaries, but instead you'll see the exact information you've been told. Should you discover new information from NPCs along the way the quest journal details will update accordingly.
From the quest details page you can also view the quest related map markers. See below.

Quest journal main page.

And detailed quest information is provided by showing the relevant talk lines. In this screenshot, most of the text is blurred in order not to spoil the fun.

quest related map markers

Quests also add markers on the map of known areas. Locations of the related NPCs you have met and talked to are always marked on the map, but there can be also markers of important quest related areas - if you have found about them.

There's "[F6] Map locations" option at the bottom of each quest details page. It shows the map of known areas with markers of the said quest. Like all the map markers also the quest related markers can be pointed and clicked, or selected by keyboard, to view the associated information.

There are two types of quest related markers: 'Quest location' and 'Quest related area'.

'Quest location' marker shows locations of NPCs you have obtained quest related information from. These are the locations where you originally heard NPCs talking about the quest. Clicking the marker shows the quest in question and the related NPC description. You often need to return back to the quest giver after completing the quest further away, and these markers help you to find your way at the important quest related people you have met.

'Quest related area' marker indicates a specific quest related area or location somebody has told you about. Quest related locations are always described also verbally within the quest dialog, but in some cases the area markers appear to indicate rough whereabouts of the place in question. Size of the quest related area markers can vary, and they foremostly give you an initial idea of the area where to head for further investigation. Clicking the marker shows the quest in question and what the marked area is about.

Clicking for more details about "Quest location" marker (and two villages):

...and the "Quest related area" marker::

Quest rewards

You may get rewarded by NPCs for completing a quest. There are different types of reward, and here's briefing of the most important ones. In addition, completing quests also quite often increase your reputation in the eyes of the whole village, or the solitary NPC in question.

- items

NPCs can reward you with variety of items. Sometimes these are plain ordinary items, but there are also new items you can obtain only by completing quests. These new special items are often somehow magical or enchanted in nature. NPCs will describe you the properties and usage of the new special items within the quest dialog.

- get taught in skills

You can get rewarded with a lesson in certain skill which improves the said skill with 3-6 points the next time you use it in true situation. The lower the skill level is the greater skill improvement results from a given lesson. Having to actually use the skill after the lesson means that in case of a tracking lesson the improvent requires tracking skill to be used where there actually are tracks to spot. And in case of a sword lesson, the improvement requires a true sword combat maneuver to be executed. And so on.

- village goods of your choice for free

You can get village goods up to certain value for free. Upon getting this kind of reward NPCs usually tell you the value of the reward in squirrel hides which gives a rough idea about what you can expect to get.
The village goods you can get for free can be anything that villagers would also normally trade, and you can choose the goods from storehouses or individual NPCs. In practice this reward works like having a certain amount of trading credit.
After picking up your selections the items appear as 'unpaid' and you claim them to yourself through trading options the same way as you would normally trade for unpaid items. But now upon starting to trade, with the reward active, villagers tell you how much of the selected items your reward covers. If your reward doesn't cover all of the trade you need to pay for the remaining amount by normal means of trading. If the reward covers all of the trade you don't naturally have to pay anything, and the remaining value of the reward can be claimed later on. You can change your mind, decide whether to accept the deal or not and all that just like in normal trading.
It is the same with getting reward provided items from individual NPCs. Start trading, make your selections and they will tell you how much, if at all, you need to pay. Moreover, individual NPCs are usually more willing to give their goods as a reward as they would in normal trading situation.
You don't have to use the reward right away or at once, but can spend it at any time you desire. Everytime you claim some free goods NPCs will remind you about how much of the reward still remains.

- spells

You may learn new spells both as a quest reward and during the quest dialogue in general. These new spells vary from hunting and fishing spells to interacting with the spirit world. Sometimes the spells itself or following the magical means NPCs describe are required to complete certain quests. See separate spells section below for more information.

Reward covers some of the items this character wants to get:

And somebody promises a spell as a reward:

New spells, in a new way

There are around 20 new spells and magical means to learn and perform. The new spells differ a great deal from the common rituals (F4) in their content and way of performance. We'll get into details below, but this all can be very well considered the start of the spell system and spirit world overhaul. The new spells are based on the worldview and beliefs of the ancient Finns - with a greatest ambition. All the new spells are based on the actual collected hunting and fishing spells.
We've pursued, in a lack of better words, for historical and mythological accuracy This comes down not only to spell backgrounds or verbal description but also to how the spells were actually performed. The new spells are not simply selected from the list for the magic to happen, but performed with the actual player character actions which vary for each spell.

* The new spells can be learned from NPCs within quests. Verbal information to perform these spells can be then found within quest dialog in the quest journal. (In the future versions we'll make the new spells appear in the ritual screen [F4] as well.)
As the spell descriptions are sometimes verbose and contain background information too they can also reveal you a little something about the people's worldview and beliefs in general.

* The new spells are often "do like this and that will happen" kind of things. To perform a spell in question you then need to follow the instructions by using the common game mechanics and actions.
For example, if the spell instructions would say "throw three rocks at a spruce tree before the sunrise and your loop snares will be favourable" the spell would be performed by throwing three rocks at a spruce tree before the sunrise. That's just an example and not an actual magical mean there is in the game, but you get the picture.
When the spell required actions have been executed there's no notification of any kind about a succesfully performed spell. If you did the right actions you've performed the spell right, and some magic did happen. If the spell actually worked in the game world or not, well, that is hopefully to be noticed at some point. That's how the spells work.

* Effects of the spells and magical means are vague and subtle as usual. Some spells are simple, some are more complex, but most often they consists of seemingly ordinary things that have magical meaning behind them once you know it. There are rarely evident results to be noticed, but nevertheless the magical, ritualistic and mythical actions you learn and perform have impact on the game world.

The actual spellbooks we've used for adding the new spells. These are reprints of collected ancient hunting and fishing spells of the Finnish people, first published back in 1890's. Ancient hunting spells (left) and ancient fishing spells (right) of the Finnish people. There are 782 hunting spells and 409 fishing spells described in the books. Clearly there's still quite a bit of more spells to add in the future.

That's it. Briefly.
And of course the next version will include some lesser additions and tweaks too.

25 comments Read more

September 8

Guinness World Record for “Longest update support for a game”

GWR Gamer’s Edition 2017 was published today and what do we find there?
UnReal World gets a world record with “Longest update support for a game” title. Basically, that means that since the first version release there has been a constant stream of updates, for a record-setting 24 years in a row.

It’s some record for us and the game, but it’s also a record for you dear players, fans and followers. It is your support and feedback which has made it possible to keep up the journey this long.

I take this as a great acknowledgement both for UrW and for the whole roguelike genre in general. The genre is famous of long running labour of love projects. There are also other games started back in 90’s with a long development history. What did put us in the book is probably the extra-ordinary continuity till this day, the work being carried on by the very same original developer(s), with no hiatus or pauses during this nearly quarter of a century.

Special greetings to the players who have been playing the game for all these 24 years.
Very special greetings to the players who asked back in 1992 if there are going to be any future updates. :)

Cheers and thanks to all of you for making history with us.

24 comments Read more


“It’s a survival/crafting game that existed before the flood of Early Access survival/crafting games, and it offers a more complete and compelling vision than anything else in the genre.”
RPS: The 50 Best RPG On PC

“It’s an RPG about wilderness survival, with borrowings from the roguelike ocean, and an enormous amount of things to craft. It’s also, quite possibly, the best example of its type. Two decades of development have paid off and UnReal World has the most intricate procedural worlds to explore and perish in.”
Rock, Paper, Shotgun

“The animal AI for instance is incredible, and you only notice it once you play another game like it. UnReal World is about realism; if it’s so realistic that you don’t notice, then it must have done its job right, and that is exactly what URW accomplishes.”
The Hype Machine

About This Game

Into the Far North we shall take you -- as far as we can by the means of computer role playing...

UnReal World is a unique combination of roguelike roleplaying game and survival simulation set in the Far North long, long ago. Throughout the years, UnReal World has been praised for its depth, realism, atmosphere and immersion. The game is completely open-ended and you decide whether you wish to lead a life of a fisherman, a hermit searching for the peace, a brave adventurer, a rough hunter, a trapper or a tradesman.

As a member of one of the nine different cultures you'll enter a detailed and enchanting iron-age game world in which northern folklore, knowledge and way of life play an important part. The world and mechanics of the game are highly realistic, rich with historical atmosphere and emphasized on survival in the harsh ancient wilderness.

A wide world with vast forests, mires and mountains to roam and watercourses to row is randomly and procedurally generated - and you can live off the land and explore it on very detailed level. Track animals, set traps, hunt with bows and spears, tan hides, go fishing, pick berries, cook food, sleep in a temporary shelter or build a log cottage, trade with the villagers, craft items, interact with cultures near and far -- and so much more.

A few of the key features:

  • turn-based and open-ended - think before you act and live off the land as you please
  • random world generation for endless replayability
  • intricate procedural world full of wonders both mundane and extraordinary to explore on very detailed level
  • no character classes but nine different cultures to choose from
  • skill based system including multitude of skills from cookery to hideworking, from herblore to tracking
  • detailed terrain generation with diverse and accurate northern vegetable kingdom
  • convincing northern animal kingdom with species specific behaviour patterns and feeding relationships modelled in detail
  • keep in touch with the spirit world and the supernatural guardians of nature
  • find excitement in surviving everyday life and the quest for success in the harsh ancient wilderness
  • detailed combat (and hunting) with many tactical options and galore of weapon, battle experience and combatant related factors resulting in vivid and rewarding struggles
  • no "hit points" but detailed generation of injuries such as bruises, fractures, tears and cuts to specific body locations
  • injuries rated to determine their effect to physical activity
  • craft items from weapons to traps, build constructions for temporary shelter to log cabins
  • moddable crafting, building and flora
  • and so much more. Everything is up to you...

The initial UnReal World Steam release doesn't feature Steam goodies such as achievements, trading cards or cloud saves but there's no end in sight and all of those will be considered in the future.

UnReal World is the longest living roguelike game of all times. It was first released in 1992 and has been continuously maintained and developed ever since.
Over the years we’ve seen dozens and dozens of new UnReal World versions each of them being complete games of their own, and still there is no end in sight to working with updates and new versions. UnReal World Steam version out now is the third evolution of the game (3.*) and a great deal of updates, enhancements and new features to it will follow.

You can get to know it more and test for free at

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP, Vista, 7, 8, 10
    • Processor: 1 GHz
    • Memory: 512 MB RAM
    • Graphics: 800x600 minimum resolution
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • OS: 10.6 or higher
    • Processor: 1 GHz
    • Memory: 512 MB RAM
    • Graphics: 800x600, OpenGL 2.0
    • Storage: 1 GB available space
    • OS: Ubuntu 14.04 LTS
    • Processor: 1 GHz
    • Memory: 512 MB RAM
    • Graphics: 800x600, OpenGL 2.0
    • Storage: 1 GB available space
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Very Positive (212 reviews)
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182 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
3 of 3 people (100%) found this review helpful
47.4 hrs on record
Posted: October 1
Great Game. Been playing this since earlier development, and the updates just make it better and better everytime. If you like survival games without the horror this is the one for you. It is unique and stands out in the survival genre with its lore and location within early iron age. If you play this game be prepared to loose a few hours without noticing while playing.
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2 of 2 people (100%) found this review helpful
3.2 hrs on record
Posted: October 8
A true indie game from back before there was Kickstarter or Steamgarbagelight. It's been a labour of love for 24 years and it shows in the detail and nuance. If you can overlook the graphics and the outdated controls you will find a brutal survival game where starvation and hypothermia are every bit as dangerous as bears and bandits. It punishes lazy and careless play and rewards effort and exploration. If you are the type of player that looks at failure as a challenge and a chance to re-roll a character this is the game for you. If constant failure makes you punch a hole in the wall look elsewhere or at least stock up on some sheets of drywall.
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1 of 1 people (100%) found this review helpful
Most Helpful Reviews  Overall
208 of 216 people (96%) found this review helpful
17 people found this review funny
168.2 hrs on record
Posted: February 26
I have been playing UnReal World since 2004. If the game clocked hours before it came to Steam I would be in the thousands. So let's talk about URW.

URW is a roguelike survival game set in Iron Age Finland. It has been made (mostly) by one person and has been in development since 1992. That's 24 years. Talk about dedication.

You survive through the four seasons by hunting, gathering, fishing, trading, trapping and farming. You can make a huge variety of items ranging from wooden pots to your very own house and sauna. You will learn the importance of shelter, fire and the advantages of a ranged weapon. Will you be a fisherman hermit? A travelling merchant? Or maybe a proud warrior? You can play the game however you want.

There's a steep learning curve to the game since there is simply so much to do. The number of hotkeys on the keyboard rivals Microsoft Flight Simulator. The game does have a good manual and plenty of flavor text for history geeks. And let's not forget the lovely LARP pictures for all the characters.

Venture into the Far North. And don't forget to tan your hides.
Was this review helpful? Yes No Funny
103 of 117 people (88%) found this review helpful
4 people found this review funny
3.8 hrs on record
Posted: February 26
What to say about this amazing game?

Just play it!

Okay, no, that's not fair... you probably want more info than that, right?


God-tier survival/crafting roguelike. Considerable learning curve. Awesome community & devs. Unlike anything else you're likely to find. Try it for free:

General Info

It's certainly not for everyone... but it's also one of the most unique and fun games I've ever had the pleasure of playing (that's coming from someone who's been playing video games for over 20 years, and with over 1000 games on Steam alone).

Roguelikes, as a genre, seem to have had a resurgence in popularity in recent years; ever since Minecraft rocked the gaming world, the whole survival-crafting-building genre has only increased in popularity.

UnReal World mixes all of this and gives you a peerless roguelike survival crafting experience. There are no zombies to find here, only bears and Njerpez (not to mention the hunger and cold), but they're more than trouble enough. You'll wish you had something as easy as zombies to deal with! (except, no, hopefully not... no more zombies... too many zombies everywhere)

Despite its name, UnReal World also provides one of the most realistic survival experiences I've seen in a game to date (probably the most realistic, really).

Do you want to hang out in the highly-populated Driik lands for access to their large villages and have an easy life of crafting and trading? Or perhaps you'd prefer living out in the middle of nowhere to see if you can survive completely on your own, without help from anyone? Maybe you want to see a lot of combat and one day hope to eradicate all the Njerpez?

Any of this is possible, and so much more. It's up to you.


UnReal World won't hold your hand; iron-age pseudo-Finland is a brutal place in which to try and survive, no doubt.

A lot of modern gamers might be turned off by the initial time investment required to learn how to play the game (not to mention the oldschool graphics; no fancy 3D & particle effects here), but for those that bother, they'll be rewarded with incredibly deep survival gameplay and an experience like no other.

The keyboard-based nature of the game might seem unwieldly at first (and yes, there are a lot of keys to memorize) but it offers very smooth gameplay once you get used to it. You can use the mouse for most/a lot of things, but I'd suggest gtting used to the hotkeys; they can drastically improve your experience.

UnReal World is a sandbox. There are no set goals beyond "survive". How you go about doing that is up to you.

The map is huge, and mostly wilderness. The game's ten different playable cultures (and one non-playable; the Njerpez) all have their own "area" of the map, which determines where you can find settlements. The most interesting of these for a new player would be the Driikiläiset, which can be found in the south-west, as they are the most "urban" and have the biggest villages (which means more trading, which can make one's life much easier).

When you create a new character, you choose which culture you come from; each has their strengths and weaknesses in terms of min/max stats, which affects a variety of things. You can also choose which general area of the map you want to start in, and a few other things.

Once you begin your game, what you do is entirely up to you. There are no set goals; this is a free-form sandbox game (though quests are coming in a future update!).

You can hunt, fish, explore, craft, trade, build yourself a house. Try to settle down, or live as a nomad. Summertime, and the livin' is easy... but you best be prepared for when winter comes around...


[coming soon]


[coming soon]


[coming soon]

Parting Thoughts

Don't dive into this game expecting to know how to play right away. There are semi-tutorials which will help you along with the basics (start with "Living in the Wild"), but this is a game with a lot of intricacies that you'll learn over time, with experience and trial & error. Easy to learn, hard to master, as they say. Patience is well-rewarded.

UnReal World may be new to Steam, but it's been around for a very long time. Its first iteration dates all the way back to 1992! Of course, the game has changed a lot over the years, and will continue to do so for a long time still.

Some useful resources, if you need help, are the official forum and the wiki. Of course, there's also the Steam forum and no doubt some enterprising players will write Steam guides (though none are yet available at the time of this writing).

The UnReal World is a great game with a great community: if you have any questions, ask, someone will be happy to help!
Was this review helpful? Yes No Funny
75 of 78 people (96%) found this review helpful
8 people found this review funny
26.5 hrs on record
Posted: March 15
Before I start, I just need to add: you can download this game for free from the official UnReal World website! The free version is practically (if not entirely) identical to the Steam version. Even if you're totally enamoured with this game by the looks of the descriptions and reviews, I still urge people to play the free version before grabbing the Steam one. Once you've given it a shot, you can make a much better decision on if you want to drop money on it. I told myself that if I played the free version for longer than eight hours, I'd buy the Steam version even if I never boot it up again. I clocked about ten hours, bought it on Steam, then continued to play it for however long it says I have at the top of this review.

I really love this game. It's deep, but I've never felt truly lost; when you make a character, you can pick to have a goal-orientated quest system that teaches you how to play. This ranges from 'This is how you drink water, you gigantic idiot' to building your own house and trading for animals. Once you've grasped the basics, the game opens up as the survival roguelike it aims to be. If you want to know all the cool mechanics that come with the game, the other positive reviews go into passionate detail about what makes the game great. To avoid clashing with people who have literally hundreds of hours of gametime over me, I'll instead relay something that's unique to me; an in-game story.

Fur is really important in UnReal World. It's valuable, it's useful, and it'll stop you from freezing to death when Snow Hell decides to pay a visit. Unfortunately, being a total newbie at the game, the only hides I can get are from squirrels, hares, and ermines. Not very prestigious. The only big hides I had managed to score was one of a bear and an elk, and that's because they fell into a pit trap I set up and became a sitting duck for my volley of arrows. Basically, I'm a bad hunter.

One day I'm out in the snow in my bear fur clothes, checking my pit traps to see if any more suckers have taken pity on my awful hunting skills. The traps are on the border between a mire and a forest, set up to channel and capture any animals walking from one area to another. This time, I noticed a wolf on the world map standing in the mire, so I zoom in on the action to see what's going on.

Turns out, it's not a wolf. It's a pack of them.

At this point of the game, the most dangerous thing I've successfully managed to hunt (that wasn't sitting in a pit and woefully awaiting death) is a fox. All the animals I've come across are basically 'let's see how close I can get before it runs away at the speed of light'. The wolves didn't do that. They decided that I'm up for dinner. They charge at me ("What? Animals attack you in this game?!") and suddenly I'm reaching for my bow. I thought I was a goner, but it turns out that shooting an arrow into the shoulder of a charging wolf is a good deterrent (who knew?). It became a game of scoring a single wound on each attacking wolf to scare them and make them flee. I scored a particularly good hit on one wolf, and I chased down its limping self and attacked its head for a kill. Skinned its fur and butchered its meat and fat. Good stuff.

That's when I discovered why wolves were even here in the first place; lying in the middle of the field was a wolf-torn elk. I approached it and checked the hide, and was surprised to see the wolves hadn't mangled it beyond recognition. It was about a quarter of the way through skinning it that I realised the wolves were still around -- just keeping their distance. I decided to grab the skin and forget the butchering, get out while I still could. I didn't need the meat, the fur was the real gold here.

So I walk home with some wolf and elk fur under my arms. The total sum of the furs I had back home came to something like 8lbs; the fur I was carring totalled 30lbs. A good catch! I set the wolf fur down and use its fat from the butchering to tan it. I then set the elk fur down and -- wait! I didn't butcher the elk! I don't have any fat to tan it with! 20lbs of fur was threaning to go rotten on me if I didn't find a solution, and fast.

I dumped the fur in my cold, 'please don't rot on me' cellar and made a return to the elk. Turns out, so had the wolves, and they had regained their courage. Some nasty nips later, I decided my life wasn't worth some fat and fled.

I looked up about the tanning process to try to find alternatives for my elk fur. Turns out, you don't have to use fat. The skinned barks of alder and rowan trees work just as well. Big problem; I lived in a gigantic forest of pine and birch. So begins the race against time to find an alder or rowan tree before my goldmine attracts flies rather than merchants.

So I'm darting around the world map, cursing every pine and birch that I see. That's when I find a herd of reindeer milling around. I decided to try my luck, so I zoomed in and took a less-than-hopeful shot at the nearest one, expecting a total miss and all the reindeer to flee. It hits. Fire off a second arrow before the victim has a chance to run. Second one hits.

Oh crap. So this is what hunting feels like.

The reindeer has been so badly hit, it's practically crawling its way across the floor. I catch up with it and start trying to unload arrows into its head. My aim is so bad that it ends up hitting the shoulder, body, and even one hit on the knee, at which point I reprimanded UnReal World for its poor choice of meme references. It was around the time I decided to equip a javelin and start poking its head that my character falls asleep. Turns out, fighting wolves and lugging fur across a continent really tires a man out. Who knew?

I awoke with the reindeer nowhere in sight. I followed its tracks and found it only a short run away, still desperately trying to crawl its way to freedom. I started poking at its head with the javelin until it dies, skinned it, made sure to grab the fat this time, and recovered the arrows I had fired. The fat of the reindeer was enough to tan its own hide, but not enough to tan the elk's. The hunt for the tree was still on.

I read up on alder and rowan trees, and found out that they mostly grow in and around villages. So I poked my head into the local village and -- sure enough -- sitting in the middle of the field all proud of itself was an alder tree. The villagers were probably weirded out to see a man walk into their village, cry 'YES!' and then begin frantically carving the bark off of one of their trees. I didn't care. Elk fur was back in fashion, baby.

So that's how I went from Small Game Extraordinaire to sleeping in the furs of a wolf, elk, and reindeer, all because I decided to go check my traps for a bit. My bear fur clothes had some nasty wolf bites in them and I had sufffered a few nasty scratches myself, but I could probably line the entirety of my house in fur now. It was about this time I realised that maybe, just maybe, UnReal World is an awesome game and that I'm glad I got it.

Stay safe in the cold North, folks!
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78 of 83 people (94%) found this review helpful
2 people found this review funny
260.8 hrs on record
Posted: February 26
I've played various versions of UnReal World over the past 12+ years, including dozens of hours on this latest version which is being released on Steam. It's got a lot of attributes of a rogue-like: turn-based movement, permanent death, lots of stuff to discover, lots of stuff to craft. Somewhere in its development, more than 10 years ago, it strayed from the path of being a fantasy game to being a simulation of iron-age Finland.

The combat system is straight-forward, but unforgiving. The character has skills for various weapons; combat results are based on attacker and defender results; damage is allocated to hit locations after accounting for armor. Positioning matters: getting behind an opponent allows unblocked attacks. Injuries matter: serious blows to the legs can lame or cripple a creature, a hard blow to the head or even torso can stun. Combat can be drawn out or over quickly, depending on the hidden rng and positioning, so new players are advised to tread carefully at first. Or, you can accept that it's a rogue-like, and just get killed and restart.

If your character can survive or avoid combats, time will pass. You'll have to keep your character fed or starvation penalties will mount. You'll have to think about water, and warmth, and shelter. And eventually, maybe before your character is fully prepared, winter will arrive. In the UnReal World, winter changes the game. For about five game-months you need to stay warm and stay fed. Every day will be short. Every night will be long. The leading cause of death in winter might be boredom; the cabin fever and the routine of safe survival becomes too much and the player takes a character out to adventure in the great white north, into the teeth of a blizzard. Some of them make it back to their cabins. Having said that, with good fur clothes and ski equipment, a character can do a lot of hunting and trapping through the winter, or timberwork, or any number of other tasks.

I think my characters have died every way possible in this game. I'll let you discover the various ways, and head off myself for further adventures. Enjoy!
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69 of 73 people (95%) found this review helpful
2 people found this review funny
7.0 hrs on record
Posted: February 28
Unreal World: Vimba's Review

I don't make many reviews here on steam, so there might be some mistakes. I've also played the game a lot longer before it came to steam.

There is so much to say about Unreal World, but first I want to start off by saying that this is not a game that everyone will enjoy. Go check out the game on their website for free:
You have to put in some effort to learn the controls (which don't take long, depending on how custom you are with roguelikes and basic keyboard layout) You also need to be able to use your imagination (which is our greatest gift for video games) to immerse yourself in your own world. Once you feel comfortable with that, you are set.

  • Unreal World sets the player close to the iron age of human history ( 800 - 1200 A.D.) located in Finland. You can see from the start as soon as you launch the game that the traditional and folklore of the finnish culture is in place by listening to the music. The Kantele is being used which is part of the Finnish culture and it immediately tries to immerse the player in its rich world.

  • You choose a culture and then roll some stats. The world is then randomly generated and you get to choose a beginning "story" or setup to how you will play the first moments of the game. Each scenario has some sort of interesting background to help you be ready and immersed in the world. They are all interesting and some provide tools to help you get started.

  • If you survive your initial scenario (depending if you chose a violent one) you are then free to do what you wish. Ultimately Unreal World is a simulator of sorts to show the player how our world is a dangerous one without the need of zombies and Rust like 24/7 violence. Like the Finnish Proverb says "The world will surely teach one; if nothing else, than to walk slowly." It's very true!

I won't go into details of what you can do because basically there are SO many things you can do and everything necessary is there to survive. If you were someone that read this because you thought you wouldn't be able to learn this or hate it for the graphics; well good for you b/c there are mods, in-game tutorials, encylopedia, and online guides.

+ Very Immersive
+ A game that allows players to use their imagination
+ Awesome Developers (Thanks Sami and Erkka)
+ In Depth Combat System
+ In Depth Injury System from cuts/bruises, to diseases and so much more
+ Accurate Historical Items and Folklore
+ Easily Moddable
+ High Replayability

-Roguelike Graphics: This is a con for some players used to modern graphics (Latest Update Improved them and mods help)
-Slight learning curve with keys (but is easily fluid once you get used to it)
-Could use more sounds IMO but overall very well done
-Pictures are somewhat corny but overall they do well (personal taste and easily moddable and mods help)

Overall, this is the TRUE survival game. I have over 400 hours of Rust and have played just about every survival game out there, but Unreal World just keeps pulling me back in for its in depth system of how we humans are adapted to survive in the impossible. This game allows me to use my imagination and do what I cannot do in my daily life.

Final Score: 95/100
Thank you so much for reading!
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80 of 92 people (87%) found this review helpful
106 people found this review funny
76.7 hrs on record
Posted: February 26
The Premier Finnish Starvation Simulator

Hey bud, I know you've been thinking to yourself, "Dang, I wish I was starving to death and/or being eaten by a bear in the harshest winter of unbridled and unfathomable intensity." You really need to lighten up, Champ. Dad says you've been bumming Mom out something fierce. Well Debby-Downer, you're in luck! You can now channel that real world "inner" (watch those finger quotes) masochist into something more productive. Namely, The UnReal World.

Here's what you do, roll an Owl-tribe bowsman and start in winter as a runaway slave because you're a BAD*SS. Then, promptly get kicked in the head to death by a Njerpez Housewive--(insert heavy Russian accent) In iron-age Finland, red shirts kill you!. Next, make a Seal-tribe trapper, spend 4 real life days setting up traps only to blunder into one of them and die miserably. Finally, create Driikilainen fisherman, amass immeasurable wealth, build a house, start a family, enter your sheep pen to butcher up some dinner for said family and get hooved to death by terrified sheep. Rage quit.

Sh*t just got UnReal. BOOM.

UnReal World is special in the way it combines unparalleled player agency, deep simulation and a unique, low-fantasy mythos to produce original narratives derived through emergent gameplay. It's not a game I'd recommend to anybody but, it's a game I'd recommend to you, the person who yearns for immersive complexity and depth, the person who understands that Losing Is Fun. Be warned though, once you venture into the far north--there is no coming back.

Okay, the rest of you "survival" (mentally visualize those finger quotes) crafting games can go home now, UnReal World has come to Steam--and it is good.
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47 of 48 people (98%) found this review helpful
201.6 hrs on record
Posted: March 7
I was woefully ignorant of this game for many years, which is sad, because this is THE game I always imagined being able to play one day.

This is a game with such depth that it could only be an "indie" game. 3D rendering, fancy production, developer time-tables... all of that Big Name Developer stuff would make creating a game like this completely impossible.

UnReal World is a procedurally generated (yet large and persistent) world, inhabited by incredible A.I. There are numerous tasks always available for you to do, and the objective is simply to survive. But almost inevitably: you won't.

Your character struggles mostly against nature (and the occasional bandit or warrior). The weather, the ice, the BEARS. Go fishing, go hunting, go trading. Make tools and weapons and traps. Whatever you think you could do in an Iron-Age Scandinavian forest, you can do it in this game, with astonishing attention to detail and realism.

The animal A.I. is amazing. Wolves split and converge over long-distances with their packs, howling for communication. Kill the biggest reindeer in a pack (the leader) and the other reindeer will become aimless until they're picked off by other prey.

Combat, while not action-based, has a cold realism to it unlike anything I've seen. Your life isn't measured in "Hit points"... Rather your body, your limbs, your blood, your senses: they can all be attacked and taken away from you -- or you can take them away from your enemy. One hit in the right spot will debilitate you. Game over. But its a death that will make you smile. Dying is a part of nature, and a part of this game. Fight against it, but realize that its what makes your character's adventure... complete.

Hunting in this game is a challenge and never a guaranteed success. You, the player, as a person, need to learn the value of patience and deligence. But when you finally manage to track down your first elk or stag through vast reaches of forest, until at last the animal is too fatigued to run anymore... there is NO "kill" in a videogame I've found as satisfying as this. Yesterday I got really lucky, and chased a panicked reindeer that injured itself trying to scale down a cliff -- but when I finally caught up to it, a wolf had half-eaten its corpse, ruining the precious fur and making off with some of the meat.

Smoke/Dry the meat, tan the skin, feed your dog, and donate a cut of meat to the "gods" for letting you live another day. Work on building your cabin, or preparing the cold soil for future agriculture. There is so much to do, and it is all vital, well-designed, brilliant. This is a brilliant one-of-a-kind game that throws you into a real world like no other game I've ever played. There is no game I would more enthusiastically urge people to try. I am so happy this game has come to Steam, thus coming to my attention, and I have never been more happy to give a developer my money (thank you, Sami). Try this game.
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Recently Posted
5.8 hrs
Posted: October 24
Have played this game on and off for many years. Was delighted to find it on steam.

If you have the patience to get to grips with the oldskool graphics and menus, you'll be rewarded with the finest RPG/Survival experience around.
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11.7 hrs
Posted: October 8
After downloading and playing it I've re-purchased.

When not concerned about the time and using out of the game resources and tutorials and just treating the in game tutorial as something that gives random bonuses instead of something to focus on it's been a much better experience.

-=-=-=- Original review -=-=-=-

The game seemed to have promise and I want to like it but the 'tutorial' is terrible. It introduces tasks in the wrong sequence and doesn't let you work on the relevant task until you finish the preceding task.

For example to build a fire you need to chop down a tree but you can't do the task for chopping down a tree until you build a fire. Once you build the fire you need to chop down another tree to complete the chopping down a tree tutorial.

It eventually tells you to catch a fish but every body of water I can find says that there are no fish available. I can't sleep because it's constantly raining so I'm crawling around trying to find somewhere I can catch a fish so I can move on to how to build a shelter.

Tutorials should not be an exercise in frustration like the tutorial for this game is. If the developers don't want to fix the sequence of events for the tutorial at the minimum they should allow the player to view all tutorial options and give credit as they are completed.

It appears that fish is a poor choice of first food types because it is so dependent on finding somewhere that the game will allow you to fish that you end up starving to death trying to find somewhere to get food.

While the game might get better as you get more familiar with how it works (my second game was less frustrating then my first game) there is a limited refund window on Steam and as poorly as the game is currently playing I don't want to exceed that window it in hopes that the game gets better.
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6.1 hrs
Posted: September 18
So far I am loving this game. Still trying to learn the controls. If you have a liking to survival or nature you need to try this game!
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4.3 hrs
Posted: September 15
I don't have a ton of time on steam and still not as much as many people have on the version before steam, however this has to be one of the best rougelikes I've ever played and I still can't believe it isn't more popular. You can do almost anything in the game that you want and the sheer size of the simulation and procedural generation is crazy. Every map is full randomly generated, although certain factions will always inhabit particular areas as that is part of the game's history. (Thereis a full in-game encyclopedia to tell you about just about everything, from were each of the 9 dominant tribes live, how they live, and what tools and skills the use in their daily life) The creators have updated the game for a very very long time and are consistent, I remember stumbling on this accidentally like 10 years ago on their webpage and thought it was awesome. They mix in real pictures to simulate many of the events in the game and locations and if you look past the basic spriting, its a game that shines. The soundtrack is great and the theme song is played on a Kantele, which is apparently a finnish instrument. They use a lot of their heritage in the game as it is based in the real world with mythological stuff thrown on top (but mostly in the form of rituals). You can hunt, fish, trade, fight, build, go bear grylls in Iron Age Finland, basically whatever you choose. Although it is not a super easy game in the beginning, it is rewarding once you figure out the controls and your basics. There are guides available online too that make it easier to start, or just figure it out by trial and error and look through your list of ancestors. It's not that expensive and you'll get more time out of it than AAA titles, except maybe Witcher 3, because damn that is a good, solid game. But this is cheaper, so get this.
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9.0 hrs
Posted: September 14
I love this game I played it for many many hours before it came out on steam. I played it with my friends to see who could survive longer and better than the other. I remember just fishing with a spear for days for food but I could hardly catch any just slowly dying of starvation; I also remeber other times where I would have a great food system and built a very large log cabin. Very satisfying game. As long as the game has great support and gameplay the graphics can take a backseat. Great game.
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Dr. Strangelove
1.5 hrs
Posted: September 12
Summary - the best survival simulator, and without zombies!

1. Amazing depth - food can give you food poisoning, wounds can kill you slowly if not treated properly, you can freeze, and the bear can kill you with one hit. It is as unforgiving as it is deep.
2. Really immersive - I love the setting, with all those lovely forests and lakes, wise sages, a touch of magic, and never knowing what might hide behind the corner and kill you, if you're careless.
3. Crafting - you can craft many items, build your own home, and given how long it takes, it really feels like a reward.
4. Great developers who keep adding new things and make the game even greater.
5. Very detailed system of clothing and how it shields you not only from the enemy, but also from cold.
6. Hunting is really challenging and rewarding.
7. Trapping is fun.
8. Mushrooms that can kill you slowly. Seriously. This game is that unforgiving.

1. Interaction with NPCs is not great.
2. You can't have a family yet.
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0.8 hrs
Posted: September 9
A true survival/rpg.
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