DEAD IN VINLAND is a survival/management game, mixed with RPG and adventure elements, about a Viking family trying their best to survive on a mysterious island.
Recent Reviews:
Very Positive (14) - 92% of the 14 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (318) - 79% of the 318 user reviews for this game are positive.
Release Date:
Apr 12, 2018
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Publisher:

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Recent updates View all (46)

November 29

Battle of the Heodenings – part 2

Hello survivors! Time to talk about one other big feature of the second DLC of Dead In Vinland!

So, last time I teased you about another feature of the Endless mode, the now famous Battle of the Heodenings mode (yes, we couldn’t find anything shorter… just call it Endless mode like everyone else ^^)

In fact that’s something that was asked by the community, even since Dead In Bermuda… So it was high time we did it!


Choose your character

That’s right!! In the second DLC of Dead In Vinland, you’ll be able able to start a game in this mode with any four characters you want! Since we don’t have any storyline or whatever in this mode, we can do it more easily (with the story, it was just impossible without completely changing the game). You’ll now be able to play with your ultimate girl-only survival team if you want <3



When starting a new game, you’ll have to choose any 4 characters you want.

But we didn’t stop there…

You have a new starting option for this mode that will define your characters’ stats:

  • Generated like in the story mode: they will have the same generation algorithm, so the same overall skills and traits.
  • OR, Randomly generated: the game will follow the same generation rules than in the story mode (i.e. the same amount of total skill points on every character), but all their starting skills and traits will be procedurally generated! It can lead to wtf situations where Knut has 10 in Strength and 80 in charisma, but who cares ^^

In fact the random mode is really fun to play for veteran players, because you can’t rely on what you know about the characters! You really need to find new synergies and an efficient way to use your characters.

Of course random mode can lead to easier or harder runs, but well, it’s the rogue-likish component of Heodening mode.





Customize your characters

But we didn’t stop there…

And what if you could customize your own little team of survivors? YES YOU CAN!

We didn’t want to have just a new random mode where player would re-roll and re-roll again and again until they get what they want… Now, in the DLC, you can customize all the characters you’ll recruit into your camp!

Let’s take a look at how it works ingame:



Any time you want to add a character to your camp, you can first check his/her starting skills, traits, and fighting skills.

On these pages, you can spend 1 Orichalcum Bead to customize the starting skills of this character. You don’t have to recruit him/her right away, his/her skills will stay like this until you recruit him/her. You can also customize again and again the same character, even if it’s not really recommended since Orichalcum Beads are rather hard to get (you start the game with some to customize your starting crew).

When you click on Customize, you enter this screen :



Here, you’ll be able to spend 120 points on Innate skills and 300 points on Acquired skills.

You can see that Innate skills can’t be lowered under 20 points each, and Acquired skills under 10 points. You also have a 80 high cap for innate and 40 for acquired. These are the same rules used in the random generation. This is meant to avoid a bit of min-maxing abuse (although you can still min-max pretty good…)

Two things to be noted:

  • In the system generation, be it default or random, we still add on top of this generation a random factor on Acquired skills (a value between -10 and +10), to make some little variations. That’s how in the story mode you can end up sometimes with Blodeuwedd having more Crafting skill than Eirik. Of course, that means that sometimes you get a bit more points total, and sometimes a bit less… But having a bit more points in skills that are useless for this character… it’s not inevitably better. That’s why if you customize your character, you won’t have this random factor on top of the points you spent. But since you chose how you spent them, it should be in general better than even a good luck on random generation.
  • In story mode, all the characters globally respect these rules, but not every one exactly. There are some exceptions, that makes sense balancing-wise. So don’t be surprised if you can’t do the math, there ARE in fact some discrepancies 😉

You can also spend 1 Orichalcum Bead to customize the starting Traits of the character :



The game will let you choose 1 Trait between a choice of 5 for all the starting Traits (historic good and bad, and the 3 random bad ones)



New strategies

Since Orichalcum Beads are rather rare (even in the DLC), I think one of the good challenges of this new mode for the players will be to decide if they should spend one to customize a character before recruiting him/her, or roll with his/her starting skills.

All in all, you should have plenty of new ways to play the game: do you want to go endless in the same setup as in the story mode? Do you want total random and roll with it? Do you want to create your team of ultra specialized survivors? That’s up to you!



So yeah, to conclude, you’ll have 4 camp slots at start. You can kick out whoever you want anytime and replace them with one of your remaining characters in the same way you chose the starting members. Beware though, kicking out is definitive, and if you lose ALL the characters, it’s game over. It’s not meant to happen soon though, you have a stock of fresh characters waiting to be recruited only 1 click away ^^ Just be careful to not lose all the characters in your camp at the same time, because it’s game over too ^^



Next time: I’ll talk to you about the new features of the free 1.3 patch that will be released alongside the DLC! It’s the last major patch we’ll do before a while (maybe the last one ever?), but don’t be sad, you’ll have good value for your money free!

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Happy surviving!

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November 22

Battle of the Heodenings – part 1

Hello survivors!

It’s been a while… After the release of the Vallhund DLC we kept on working on the game non-stop, and we’ll keep working on it until the 3 DLC’s we promised are finished. Part of the team started to work on a new game though, but it’s still waaaaaaay too soon to talk about it ^^ SO, we’re pretty excited to let you discover the new features we’ve been working on for the Battle of the Heodenings DLC, since we kept them rather secret and there’s a lot of new things here.

An endless mode
A bit of context first about the name of the DLC. The Battle of the Heodenings, or “Hjaðningavíg“, is a legend from Norse mythology about an never-ending battle. It’s not very well known, but you can find references of it in some poems. All in all, we thought it fitted well with the concept of our DLC: a new endless, sandboxy mode.



In fact, when we released Dead In Vinland, we were quite amazed by how many people wanted to play the game like a sandbox “build your own viking village” game, which was quite unexpected for us because it was not how the game was designed at all! In retrospect, I think that when you sell to people the idea of a management game AND a survival game, people immediatly think about sandbox, maybe like the excellent RimWorld.

Some people also didn’t care one bit about the game’s story, but were really enthusiastic about the management aspects of the game. At first we were kind of disappointed, but all in all it meant that our systems were strong and interesting, even if they represented only half (maybe a little more) of the whole game.

SO we thought it would be a good idea to give these players a way to experience the game the way they wanted, that’s why we came up with the idea of this DLC.

Okay, enough blabbering, let’s look at the features!






So now when you start a new game, you’ll be able to choose between the story mode and the new Heodening mode.

In Heodening mode, we went crazy: we kicked out ALL the dialogs between characters, ALL the quests, ALL the storylines… No more nuisance, you can focus on surviving! The only goal of this mode is to survive as many as days you can. No limit. To achieve that, we had to rework some (a lot of) features.

The tributes

Now the tributes are endless: they start right away, and every week Elof will come ask for the tribute. The dialogs are at their minimal, and always the same: you’ll be able to pay him the exact amount asked, 25%, 50% or 75% of this amount, or 125%, 150% or 175% of this base amount (or nothing at all). Of course, if you give him more or less than asked, the Animosity gauge will still change accordingly. You’ll still get retribution events every 10 steps of the gauge, and if you reach 100% animosity you’ll lose the game.

We reworked completely the system to make it procedural, meaning that Elof will now ask you for other resources than in the story version of the game.

It works like that: every resource has some weight number attached to it (Wood being the base 1). Every tribute asks for an increasing number of resources, multiplied by the weight of the resource (which has been drawn randomly).

An example, let’s say that Fresh Fruits have a weight value of 2, and the basic value of resources asked by a tribute is 10. Elof will then come and ask for 20 Fresh Fruits. (it would have been 10 Wood if Wood had been selected).

We added some control on top of it: some resources can’t appear before day X has been reached… Since some resources are harder (impossible) to produce early on.

You can still end up with unfair demands, but well, that’s the magic of the procedural generation ^^



The map
Of course if we talk about an endless game in a finite map, there will be a problem at some point… So we thought of a way to make the island truly endless: every number of days (for now, it’s 25), all the empty cells of the map will regenerate a random content! You’ll never run out of things to discover in Vinland.

We made the tiles generation more procedural too: now there is a definite pool for every type of cell (Forest, Beach, Lake and Volcano). When you explore a tile, it generates a content from the pool, and remove it from the pool until you exhaust all the items in the pool, so there will be some kind of sense in the randomness. But that still means that the very first cells you explore contain Rune challenges or anything else… You’ll just have to keep them for later.

While playtesting it, I found that there is now a real utility in a little option that very few people used before: you can set the next target cell you want to explore by clicking on it on the map. In story mode, there is no real use of it because the progression is “intelligent”, but in Heodening mode if you don’t use that, you’ll never be able to reach the volcano… It can be useful. You’ll have to experiment.



Maybe you noticed? We added 3 big buttons on the map… the 3 “gods” are not generated on the map, but we thought it would be cool to have some use of them… In fact, they are clearly REALLY useful to mitigate a bit the randomness of this mode. Now, you can click on these buttons and go talk to them directly . They will act as traders, a bit like how Loki worked in the story mode.

Loki has a new inventory of useful items to sell (most importantly: Fire Crystal, Ancient Knowledge and Tinder), Freyja will give you some temporary powerful blessings or some instant healing, and Thor will give you temporary battle buffs.



They will all exchange their services for Orichalcum Beads, which are VERY important in Heodening mode. You’ll get them by completing Rune challenges, and by defeating boss squads.



Fighting

Talking about fights… We reworked a lot too how they are generated, to make them truly endless. We iterated on top of one of the features we implemented in the previous patch: now the enemies you’ll face will automatically get an increasing number of random Traits the more days you stay on the island. We made a new encounter’s table too, you may fight harder stacks early on, but they will have 2 bad Traits until a few dozen days have passed. You’ll also have the chance (?) to encounter one of the 5 boss fights we have in the base game… very hard fights, but if you manage to win them, there will be good rewards. (yes, you’ll also be able to face Björn!)



That’s really something hard to playtest on our own, so we’ll need A LOT of feedback on your experience with the balancing of it all, but especially the fights, when you’ll be able to play the DLC… We have a ton of parameters we can adjust, but well, it’s kind of experimental.
That’s all?
Of course not! There is still a BIG new feature in the endless mode that I didn’t talk about, but let’s keep it for another blog post ^^

There are also some massive surprises for the free 1.3 patch, I can’t wait to show you!


The second DLC and the 1.3 free patch will be available this winter.

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If you want to stay up to date with all the updates – be sure to follow us there:
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Happy surviving!
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Reviews

“[...]Dead in Vinland is compulsive, and a great example of systemic roguelike storytelling.”
Rock Paper Shotgun

“Super complete and addictive, you won't see the time fly: "one more turn" is a recurring phrase.”
8.5 – Actu Gaming

“Everything interlocks with its complicated little gearwheels, battles break up the constant events of the day beautifully and even the figures make me with the time much more curious.”
79 – GameStar

About This Game


DEAD IN VINLAND is a survival/management game, mixed with RPG and adventure elements, about a Viking family trying their best to survive on a mysterious island.

Exiled on a faraway and unknown land, lead Eirik and his family on their quest to survive.
Manage their physical and mental health, explore the island, organize your camp and deal with other human beings. Some will help you, and some will be less... friendly.
Unveil the esoteric mysteries of Vinland. They could save your life… or lead you to your demise.

KEY FEATURES

  • Deep survival management simulation : find and gather resources, secure a supply of food, take care of the mental and physical health of your characters, fight diseases and wounds, ration your water supplies, endure the elements (storm, drought, rain…).


  • Challenging: the game is turn-based so you have time to take the best decisions, but the challenge is high! You’ll have to adapt to the crisis the game throws at you, with your own reasoning.
  • 3 modes of difficulty: if you just want to enjoy the story, we added an easy mode and, for the crazy lunatics, we added both an extreme difficulty and iron man mode, that even the developers of the game can’t beat!


  • Build your camp: expand your shelter with 18 activity stations, each one with its own mechanics. Craft more than 130 upgrades and dozens of items to give you precious bonuses. Choose well, you won’t be able to craft everything.


  • Manage a community: 14 playable characters, each one with their own strengths, flaws and stories. Influence how their relationships evolve with meaningful dialog choices, achieve one of the 7 possible romances or kick annoying characters from your camp and recruit new ones. And some surprises!


  • Explore the island: 150 areas to discover with hundreds of objects to interact with. Unveil the many secrets of the island and its beautiful, hand-painted landscapes.


  • Don’t just survive, settle: you can hunt, harvest, fish… but you can also grow a garden and breed sheep! Advanced camp stations with special mechanics.
  • Live your own adventure: complete 70 non-linear quests to reach the end of the game. Depending on your choices, learn about what happened to your characters after the end.



  • Animosity and tribute system : be “welcomed” by the infamous tyrant Björn Headcleaver and his merry band of robbers. Bend the knee and pay him weekly tributes, or rebel… and face the consequences.
  • Full RPG system: 5 health states to care for, 20 skills to develop, more than 600 character traits, 100 items to collect, 30 diseases and 20 wounds to die from… Customize your characters: choose from 5 randomly generated special traits every time they level up.


  • Turn-based tactical combat: quick and deadly 3 vs 3 battles against Björn’s minions. 5 unique playable character classes, each with its own set of fighting skills, and 5 passive classes.
  • HUGE content: more than 150 000 words - twice the size of the first Harry Potter book - telling a mature yet humorous story.

               

    DEAD IN VINLAND is the second installment in the “Dead In…” universe, after DEAD IN BERMUDA. The two games are standalones, but you’ll learn a bit more about the secrets behind these strange islands and the general background in each game of the series.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Microsoft® Windows® 7 SP1
    • Processor: AMD Athlon II X4 640 3.0GHz
    • Memory: 2 GB RAM
    • Graphics: GeForce GTS 450
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • Additional Notes: 1280x720 minimal screen resolution
    Minimum:
    • OS: MacOS X 10.6
    • Processor: Intel Core 2 Duo 2.4GHz
    • Memory: 2 GB RAM
    • Graphics: GeForce GTS 450
    • Storage: 2 GB available space
    • Additional Notes: 1280x720 minimal screen resolution

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