Circa 790 AD. A small band of Norse warriors lands on the shores of England. History may have forgotten their names, but their actions live on. As the chieftain of your clan, let ambition guide your choices in the party-based RPG Expeditions: Viking. How will history remember you?
Recent Reviews:
Very Positive (39) - 89% of the 39 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (849) - 79% of the 849 user reviews for this game are positive.
Release Date:
Apr 27, 2017

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Buy Expeditions: Viking - Digital Deluxe Edition

Includes 2 items: Expeditions: Viking, Expeditions: Viking - Soundtrack and Art Book


Recent updates View all (9)

September 13

Version 1.0.6: New Customisations, Custom Portraits, Toolset

Hello everyone. You may have noticed Steam updating Expeditions: Viking last week and wondered what we just pushed on you. Hopefully your confusion wasn't too great when you found it updating yet again today. After a summer break and a long test period, we've finally released version 1.0.6 of Expeditions: Viking - and then version, which is a hotfix to solve an issue with one of the new features. But I'm getting ahead of myself.

Let's talk about the new things we've added in this version!

Custom portraits
In version 1.0.6, all portraits are now loaded from your Documents directory in the folder \My Games\Expeditions Viking\Custom Portraits. If you want to add your own portraits to the game, you must create 5 different versions of each portrait in specific sizes and place them in that directory. The first time you launch the game in 1.0.6, it will write all our portraits into that folder, and you can use those portraits to see how it needs to be set up.

New portraits must meet the following requirements:
  • The files can be either .png or .jpg.
  • Each portrait's filename must end with a keyword that reflects its size: Large, Medium, Small, Tiny, or Camping.
  • Female portraits must contain the word "Female" anywhere in the filename. Otherwise the portrait will be treated as male (because patriarchy).
  • Note that the Camping portraits contain a frame. You can just cut that out of an existing portrait with your image editing software of choice.
  • You can overwrite an existing portrait by simply replacing its files with a set of identically named files in that folder.
If you overwrite an existing portrait, that portrait will be replaced with your new version in your game, without you having to start over in your playthrough. If you want to reset this portrait to the original later, you can simply delete the portrait files from the Custom Portraits folder, and it will be restored by the game next time you launch it.

All portraits included with Expeditions: Viking are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License. In simple terms, you are allowed to remix, tweak, and build upon our work non-commercially, but you must credit Logic Artists or Expeditions: Viking and you must license your new creations under identical terms (no making money off of our work, please!)

If you find that your Custom Portraits folder is empty, it's because something on your computer is denying write access to Expeditions: Viking. In 1.0.6 this was breaking the portraits entirely, which is what was created to address. As per the game will fall back to the internal portraits contained in the data files, but that still means you won't get any portraits written to your custom portraits folder. You can still add new portraits there which will then show up in the game, but if you want to see the original portraits you'll have to find a way to give the game write access to that folder - you can try disabling your firewall and antivirus or just checking your user permissions. If your user account simply doesn't have admin access, you may need to talk to your admin.

Custom localisation and random events
This update also introduces support for loading in custom localisation files and user-created random events. Because of the way the scripting system in Viking works, there is no way for us to let you add new characters with new conversations to the game, but the random events that trigger on the campaign maps and during travel are loaded in dynamically, and now you can add new events yourself or even overwrite existing events.

In other words, you can now write your own damn Aife romance events and stop bothering us about it! :D

We have also released our toolset which includes some example files, all of our conversation work files, and the editor we used to set up all our conversations in the game. It comes with a PDF manual with thorough instructions for how to set up your own localisation files or add your own random events. To install the toolset, click on Library in Steam and select Tools from the drop-down. The entry you're looking for is "Expeditions: Viking Editor".

For the next update, we're working on implementing the Steam Workshop into the game to make it easier for our players to share custom events, localisations, and even portraits. Until then, you can still share your creations the old-fashioned way: by uploading them to mod sites or hosting them yourself. We recommend using ModDB or the Nexus.

Change log
Since this update has had a particularly long gestation period (for our standards), we've decided not to include a full change list this time around. Instead, we're bringing you just the highlights. If you wish to know about any particular bug that's been bothering you, which isn't mentioned here, feel free to ask in the comments on this thread.

New things
  • The "ancient" Roman item set now has unique models
  • Custom localisation support
  • Custom random events support
  • Custom portrait support
  • 4 new beard styles, 4 new male hairstyles, and 7 new female hairstyles
  • A UI scaling option for running the game in high resolutions on small monitors
  • New animations for certain combat actions as well as for ambient characters
  • Taunt now has voice-over
Tweaks and improvements
  • Talon and Dust are now free actions
  • Cure no longer removes Spotted, Illuminated, Exposed, Disarmed, or Condemned
  • Made Taunt resistable with Mental Resistance
  • The difficulty of Guarding your camp now scales with your group size: the larger your party, the better you must guard it
  • Changed the skillpoint display to show the amount of points spent instead of the total
  • Follower selection popup now uses alphabetic sorting instead of being based on injuries
  • Fog of War now takes up way less space in savegames (will only affect new saves)
  • Distract can no longer be used on an adjacent enemy, as originally intended
  • The Focused status effect now increases Crit Chance by 10 points instead of 10%
  • Trip wire traps can no longer be resisted
  • When capturing an occupied campsite, the camera will now switch into the camping view once combat ends
Major fixes
  • Fixed issue with pathfinding when reloading Homestead, causing players to get stuck in the terrain
  • Fixed the AI sometimes switching to unarmed combat for no apparent reason
  • Fixed a bunch of weird things with the Runaway bounty encounter
  • The houses that are burning during the invasions of Perth or York will now remain burned-down after the battles
  • Fixed the skill caps being circumventable during character creation by double-clicking on the icon instead of using the Upgrade button
  • Made it possible to lie to Sandarr about taking Mani as a thrall exactly once and still come back to complete or fail the quest
  • Fixed a quest logic bug in Pack It Up that was prematurely closing the quest if you left the forest after resolving Unwanted Guests and then came back later
  • All characters' items will now be transferred to the item inventory in the unfortunate event of death
  • Fixed a bug that would cause the game to get stuck when returning from the final dream if you triggered it in a specific camp site
  • Fixed the issue where throwing the waterskin on an ally would select it instead
  • Fixed another way it was possible to get stuck in the Unwanted Guests side quest by clicking on things in the wrong order multiple times in a row
  • Made the intro conversation to the pig feud quest just play again if you interrupt it the first time and retrigger it later
  • Fixed a bug whereby the start time for all time-based status effects except Hung Over was not being set, causing them to be immediately removed again
  • Fixed an issue where allied combatants would sometimes not return to being NPCs
  • Fixed characters being able to traverse blocked hexes in two encounters
  • Fixed Torfinn not getting removed as a follower when you leave Skjern Forest before completing his quest, causing him to only spawn every 2nd time you enter the forest
  • Fixed the Swipe ability not dealing damage to enemies around the target if the target was killed
  • Fixed Cure and Restore abilities using reach distance when equipped with a spear
  • Fixed the Escaped Thralls conversation in Perth being able to trigger during any of the battles despite the thralls not being around
  • Fixed the combat character tooltips showing the selected character's crit chance in place of the hovered character's crit chance
  • Fixed a few typos in dialogue
  • Fixed an issue where some status effect icons would sometimes appear white in the camping interface
  • Fixed the error message for having spent the necessary action in the utility item tooltips looking in the wrong localisation file

And many other minor things.

Plans for 1.0.7
In addition to the Steam Workshop support mentioned above, we're planning several new features for 1.0.7.

Iron Man mode is the big one. We would've liked to add that a lot earlier, but we were getting so many crash reports in previous versions of the game that we simply weren't comfortable adding a mode that only allows one savegame. Now that we've addressed all common sources of crashing, we're ready to activate Iron Man mode in the next update. The update will also include a few new tweaks to difficulty including a new slider to improve the equipment used by enemies. Our goal is to make the higher difficulties higher without messing with the lower difficulties.

We're also planning a slew of small quality-of-life tweaks. Probably the most commonly requested change is to give the player some control over the camera tilt, to which we have now acquiesced. We're also adding a combat speed slider and an option to toggle off the automatic camera focus during combat. Finally, we're adding a little more information to some parts of the interface where things were unclear or unexplained.

Please let us know on the forums if you're experiencing any problems with version, or if you have any particular requests for small tweaks or improvements you would like to see in 1.0.7. We don't have as much time for the next update as we did for 1.0.6, so don't expect any major changes or additions, but we're always happy to take your feedback regardless of how practical it is :)
27 comments Read more

June 15

Version 1.0.5 is now live!

Hello, and thanks for checking in with us again. Today we've released update 1.0.5 for Expeditions: Viking. In addition to some bug fixes, this version contains several major changes to game balance that I will outline separately before we get to the change log.

New caps on skill ranks
The most significant change we've made is to introduce caps on all skill ranks based on the total amount of skill points you've spent. Ranks 1 and 2 are freely accessible, but in order to upgrade a skill to rank 3 you must have spent a total of 100 SP. To reach rank 4, you must have spent 175, and to max out a skill at rank 5 you must have spent a total of 250 SP. Recall that you begin the game with 50 SP and that there is a total of just over 300 SP in the campaign. The result is that you'll have no skills above rank 3 when you go to Britain, and you won't be able to level up to rank 5 until quite late in the game.

This update trades away some freedom of choice to enforce a better levelling curve. Previously, we let you max out your weapon skills quite early in the game, with the predictable result that you would outpace the enemies before you even reached Britain, and the enemies wouldn't begin to catch up until near the end of the game. Now, you're forced to distribute your points among the different categories, perhaps buying some Utility and Passive skills for a more well-rounded character. This does have the drawback that characters will be a bit less specialised, but the improvement to the game's difficult curve is profound.

Surprise round on enemy initiative
A new feature is the so-called Surprise Round, which occurs when you trigger an encounter where the enemy acts first. Previously the enemy would get a full turn before you had any chance to position your hirdmen. Since there is no formation system in the game, this felt unfair. From version 1.0.5 and onwards, the player always acts first, but in encounters where the enemy would previously begin, the player will not have any attack action, nor a bonus action in the first turn. In other words you can only move or change your weapons in your first turn because your party was caught by surprise. This has also allowed us to change the initiative back to Enemy-first on all the encounters that were previously set to Player-first to avoid unfairness. The result is a slight but significant increase in difficulty in many encounters throughout the game.

Bear in mind that this update is not the final word on difficulty. These are major changes that will fix our difficulty issues, but they are not intended to increase the upper ends of difficulty on the Hard and Insane settings. The next update will contain more tweaks intended to make the Hard and Insane settings live up to their name, as well as the promised Iron Man mode.

And now for the full change list. As with the 1.0.4 update, I have divided it into two sections: one for changes and additions, and one for fixes. Since this update has a far greater variety of changes than previous patches, I've decided to further subdivide each section into categories based on the type of change or fix.

Changes and additions

New stuff
  • As explained above, added new "surprise round" feature to allow player positioning before enemy turn when ambushed
  • Added full Danish localisation
  • Added three new campsite scenes to the Denmark campaign for improved visual variation: Plains 2, Marsh 2, and Deep Forest
  • Added new animations for Taunt and Dust abilities
  • Added a new generic support ability animation for when you're wielding a spear
  • Added an animation for consumable utility items (ie. drinking potions)

Skills and items
  • As described above, skill upgrades are now capped by your total amount of SP spent, so you must spend 150 SP to upgrade a skill to rank 3, 200 for rank 4, and 250 for rank 5
  • Made substantial improvements to the algorithm that assigns skills to enemies by rank and archetype, which will increase the effectiveness of enemies throughout the game
  • Made the Archer archetype use axe and shield instead of dane-axe or spear, and changed the loadouts of all Archer characters in the game accordingly
  • Items crafted with the Artisan skill can no longer get the "Cursed" property
  • Decreased the cost reduction for repairing and the gain % from deconstructing items
  • Discarding a weapon will now yield at least 1 Salvage or Hide even if you have no Repair skill
  • Increased item degradation during combat from 1 point per crit to 10% of max durability per crit
  • Added a 50% chance each round that a character is on fire that they'll get a Burn injury - subsequent rounds of being on fire then has a 25% chance of the injury deteriorating
  • Taunt will now make the target move towards the caster even if they can't entirely reach them - they'll just move as far as they can
  • Changed the Aimed Shot ability to have a 40% damage penalty instead of a 5 percent-point crit chance bonus, and changed Sharpshooter to reduce that penalty from 40% to 20%
  • Sharpshooter now requires Bow on rank 3, Steady Hands no longer has a skill requirement, and Backstabber now costs 4 SP instead of 8
  • Accuracy for ranged attacks now falls off by 6 points per hex instead of 5
  • Walk Your Shots now reduces the per-hex distance fall-off for ranged attacks back to 5 instead of simply adding 5 points every time you take a shot
  • Parrying no longer cancels all damage from the parried attack - the parrying character takes damage as normal, but with the doubled base DR from Parrying
  • Changed Opportunist so that attacks of opportunity now apply Stunned to the target if you have the skill, instead of just giving you an extra AoO every round - also raised its cost from 3 SP to 6
  • Increased the damage of Hailstorm from 50% normal attack damage to 75% normal attack damage and reduced its charges from 2 to 1
  • Changed Stone Fists from a 10 point bonus to Melee Damage to a 10 point bonus to Armour Piercing damage
  • Raised the cost of Powerful Kick from 6 SP to 9
  • Revive is now restricted to 2 charges
  • Gave pit traps a massive damage buff
  • Increased all Tinkering material costs
  • Reach weapons no longer inflict non-lethal damage at close range, since this was not explained anywhere

  • Changed quite a few of the encounters in the game to have the enemies start, which is no longer frustrating now that we have the surprise round feature
  • Nerfed the damage of all wolf types except the Wolf Mothers, whose damage is now doubled
  • Added a couple of guards in Perth's treasury and set all the loot in the main area to Owned - when you visit during the betrayal, the guards have been killed and the loot is no longer Owned
  • Buffed all occupied campsite fights in Britain and tweaked the cover in some of the scenes
  • Buffed the assassins in Ribe
  • Buffed the fight against the youngsters in the Ravine Cave
  • All the bounty fights have received a significant buff
  • Added reinforcements to both of the wall fights during the invasion of York
  • Doubled the number of enemies in the prisoner room fight in York's dungeon
  • Made Leofric and Steinn brown-haired and made Steinn waaa-hay-haaay more badass
  • The monks and nuns in Lindisfarne Church and the Scarborough Convent will now run into corners and cower in fear when you attack (the Cower animation is new)
  • Made the female guard outside the Skerninge passage grave drop a damaged, cursed chain mail upon her death

Other changes
  • Added icon tooltips to the Tinkering menu
  • Injuries now deteriorate in combat with a probability based on how long the character has been incapacitated - characters can never die outright in combat, however
  • Injuries now deteriorate during camping as well, and we've added some UI logic for this to work - fatally injured characters can die when you make camp if left untreated
  • Increased injury penalties
  • Tweaked injury settings to allow groin and chest punctures and eye trauma
  • Reduced the Armour-smithing level of every blacksmith in the game by 1
  • Made the faction reputation number show up even when your faction reputation is Neutral
  • Added a menu option for disabling reflection probes so you don't have to mess with the config
  • Made the farmer in Skerninge and his wife lie on the ground to match the description text
  • Added thrall deco characters to the homestead depending on how many Slaves you have (up to about a dozen)
  • Added a Medium reputation increase if you complete the Rats quest peacefully
  • Reflection probes will now automatically be disabled the first time you launch the game on an Intel videocard, and you'll get a pop-up about it - you can manually re-enable them afterwards if you'll risk it
  • Tweaked the morale changes in the initial conversation with Maban so they're more intuitive

Bug fixes

Stability and performance
  • Fixed one more set of crashes related to loading characters into the scene
  • Fixed the unreproducible issue some players had reported where the game would crash at the end of camping and potentially at the end of a fight
  • Added check so corrupted fog of war files do not prevent loading scenes
  • Made some optimisation in the level loading

Quest logic
  • Fixed the Ab Urbe Condita side quest hanging around in your quest log even if you choose an outcome for Chester that causes Fabian Quintus to leave, so you can't complete it anymore
  • Fixed a bug whereby Myrddin would not spawn in the stone circle if you entered his cave instead of bringing Cillian directly to him after the rescue
  • Fixed a spot where you could get stuck after the battle for Yngilwood
  • Fixed a bug where you could start the Snakes Among the Trees or Lost Hunting Party side quests during the Battle of Yngilwood if you hadn't started them previously
  • Fixed the fight at the entrance to Jelling potentially repeating with no enemies if you leave the town through the hidden tunnel and then attempt to re-enter it from outside
  • Fixed an issue where Grainne would sometimes appear inside Caustantin's hall after the wedding when she wasn't supposed to
  • Fixed a bug whereby you could no longer free the Yngilwood Scout's loved one in the York Dungeon if you chose not to do so the first time you were given the option
  • Added a fade-out if you sentence Geirmundr in Orkney to the blood eagle, during which he'll be despawned
  • Fixed the non-interactive parts of Geirmundr's "camp" in Orkney also highlighting along with the interactive parts
  • Skallagrimr and the other thegns will now disappear from Steinn's house once you complete the first of the Viking ending quests
  • Received and implemented the Russian and French versions of a single branch of conversation with Hulda that had been missed in the original localisations for those two languages
  • Fixed the higher difficulty-related completion achievements not unlocking the lower levels
  • Fixed being able to interact with the haystack behind Erlingr's farm after the fight if you already set fire to it once
  • Fixed the fire in Erlingr's farmhouse persisting forever (it now stops once the quest is closed)
  • Fixed most of the dead characters who were supposed to show up as ghosts in Grimnir's Helheimr dream not showing up
  • Fixed Olbjørn and Grimkell's character spawners creating a very long delay in loading the goodbye scene in Skjern if they were killed on Holmgang Island
  • Fixed Maucolyn not being set as immortal if you encounter him at the village after raiding the monastery, which could result in you speaking to a very clearly dead man
  • Fixed Conall mac Taidg's death variable not being set, causing some narrative inconsistencies
  • Fixed an error when teleporting the player party to waypoints in conversations which showed up if you lost the fight against Maucolyn in front of the village
  • Fixed a bug whereby if you set an ambush for Osred's men in The Mercian Connection and leave any of them alive, the fight in front of the Roman tower wouldn't begin
  • Osred's spy token will now be removed from your inventory when you show it to a scout in Yngilwood
  • Changed the logic in Torfinn's tree conversations a bit to make the quest more robust
  • Reduced the trigger radius on the sewer tunnel conversation in Chester to be what it's supposed to be

Skills and items
  • Fixed a bug that was causing characters to play their incapacitation barks at entirely the wrong times during combat
  • Fixed the highest rank ability of each skill not displaying its action type in its tooltip
  • Fixed several issues with the implementation of Gungnir's special property - the weapon will now damage enemies in the two hexes in front of you, three if you're using Extend
  • Fixed an issue where pre-damaged looted items would be using the current Salvage value to calculate tiers rather than the undamaged one
  • Resistances are now capped at 100% in the UI
  • Fixed Adrenaline Junkie applying its bonus as soon as a character is at less than max health, instead of only when they drop below 20% as described
  • Fixed the missing icon for the British silver cross talisman types
  • Replaced an old hack to prevent non-Vikings from getting the Dane-Axe skill with a more general solution that checks the nationality condition for all skills before assigning them (this will also prevent non-Vikings from buying Galder, which they cannot use anyway)
  • Removed the track quest input from all contexts except Default (which will stop it showing up in the other sections of the input bindings)
  • Fixed the Amulet of Macha not getting its special property correctly (this fix is not retroactive, if you already picked up the Amulet of Macha, it will remain useless - however you can give yourself a new, working amulet with the console command giveitem party Talisman_Macha)
  • Fixed a 10-second pause caused by a timeout if a Parrying character is Stunned and subsequently attacked; all immobilisation now cancels Parrying as well as Hypnotised, Interrupting, Panicked, and Ready
  • You can no longer parry attacks from weapons with reach from 2 or more tiles away
  • Fixed missing sound effects on the Parrying animations
  • You can no longer trigger an execution with any weapon type other than a sword
  • Fixed a pretty unlikely combat timeout that would happen if Condemned characters took fire damage
  • Fixed the Tactical Move button being selectable even if no attack action was possible
  • Fixed Stunned animation not being reset if a character is defeated while that animation is playing
  • Fixed the wolf mothers' Nuzzle ability placing the wolf inside the incapacitated wolf's tile instead of adjacent to it
  • Fixed wrong health displayed in the UI when using Nuzzle or Revive
  • Fixed the Sacrament ability tripling ally resistances instead of doubling it as intended

Other fixes
  • Fixed certain music tracks being controlled by the main volume slider instead of the music slider
  • Fixed the input system overwriting user settings with the defaults in some situations
  • Removed Crouch Control from the input settings
  • Fixed non-lethal attacks being able to proc critical hits
  • Fixed certain blacksmiths being set up with a higher armour-smithing rating than is actually possible, which broke the UI
  • Fixed bug where an occupied campsite would be marked as captured when entering the campsite but then reloading the previous saved file without even playing through the fight
  • Fixed an issue where tinkering items in camping might not be loaded properly by the save system
  • Fixed a missing line of subtitles in the intro cinematic in English and English (Norse Names)
  • Fixed the player's ship reverting to the default sail colours in Orkney
  • A loading screen will now be displayed while loading the main menu after the credits
  • Fixed dead follower pop-up appearing during loading screens if you made a save after a follower had died in the scene and then loaded that save
  • Fixed a typo "a dirty flash" (should have been flask) in Røskva's first romance conversation
  • Fixed a typo in the to-do list reminder for unassigned shifts
  • Nefja and Ketill can no longer die from injuries in Denmark
  • Fixed switch weapon button being greyed out after an attack of opportunity on the selected character
  • Fixed the localisation ID for homestead upgrades not being retrieved correctly for upgrades that only have 1 branch
  • Removed an erroneously placed trash pile in Skerninge which was unlootable and would disappear when you looted another trash pile next to it
  • Removed a lootable barrel from inside a house in Perth
  • Added ability icons for the wolf abilities so they don't show up as white squares when you look at wolves with the character info panel, and added explanatory tooltips for them as well
  • Fixed a weird-looking tree in the Britain forest menhir campsite
50 comments Read more


“Expeditions: Viking spins an absolutely wonderful tale of exploration and conquest. The setting, the story, the ambiance –my imagination ran wild in ways you’d expect to experience reading a good fantasy novel. Betrayal angered me, new friendships elated me, and changing the balance of power in Britain made me feel equal parts devious and mischievous. Reconstructing my home, making it safe, strong and prosperous made me feel proud of my achievements. Every battle, every camp site and map scrubbed clean of its hidden treasures felt like it played a part in the grand scheme of things. There aren’t a lot of games that can pull something like this off even adequately. Expeditions: Vikings does it masterfully.”
9/10 – Hooked Gamers

“I’d recommend this game to anyone with a passing interest in tactical RPGs, and anyone who looked at Torment: Tides of Numenera and went, “this is bloody amazing.” Expeditions: Viking doesn’t make it feel good to be bad, but it doesn’t have to. It proves that being responsible is hardly the dullard’s choice when it comes to honouring Odin, and after all, history won’t remember you at all if you don’t live long enough to win.”
8/10 –

About This Game

Get ready for an adventure in history! Logic Artists, the makers of Expeditions: Conquistador, are pleased to bring you Expeditions: Viking.

Prepare for a grand adventure

As the newly appointed chieftain of a modest Viking clan, you’ll have a village of your very own. But to carve your name into the runestones of history you’ll need great strength, and great wealth to grow your village’s prosperity and renown. There is little left to be gained from the Norse lands and so you must set your sights on the the seas to the West, where tales speak of a great island filled with treasure ready for the taking.

Seek your fortune

Your trusted huscarls will follow you to Valhalla if that be the order of the day, but you’ll need more than loyalty to leave a legacy that will be remembered for a thousand years. Now assemble a worthy band of warriors, build a ship, and seek your wealth and glory across the sea. Britannia awaits in Logic Artists’ Expeditions: Viking.

Main features:

  • Create your very own Viking chieftain! Carve out your character from our unique character system, where stats, skills, and abilities define your character’s role.
  • Raiding or Trading? Vikings were known not only as violent warriors, but savvy tradesfolk. How will you find wealth, with the carrot or the stick?
  • War and Politics: Side with various factions be they Norsemen, Picts, or Angles.
  • Reputation: Be mindful of your choices, the stories of your actions may bring others to fear you, but will they trust you?
  • Step into the pages of history: In a beautiful and visceral telling of the Nordic history.

System Requirements

    • OS: Windows 7
    • Processor: Intel Core2 Quad Q9400 2.66 GHz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTS 450
    • DirectX: Version 11
    • Storage: 12 GB available space
    • Sound Card: DirectX Compatible Sound Card
    • OS: Windows 10
    • Processor: Intel Core i7 3.4GHz
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 660
    • DirectX: Version 11
    • Storage: 12 GB available space
    • Sound Card: DirectX Compatible Sound Card
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