We’ve got some incredible news to share with you today – NORSE: Oath of Blood is officially being published by Tripwire Presents! We couldn't be more excited to finally tell you, and we want to bring you along for the ride as NORSE: Oath of Blood marches toward its 2025 launch.
Check out the announcement trailer if you have not already!
Step Into Gunnar’s Saga
In NORSE: Oath of Blood, you are Gunnar, a young warrior betrayed and cast aside by Steinarr Far-Spear, whose treachery robbed you of kin and honor alike. With blade in hand and vengeance burning in your heart, you must rise from the ashes of your shattered world, carving out a future through the mountains and fjords of Viking Age Norway.
It will not be enough merely to lead your warband into battle. You must also rebuild, gather loyal followers, forge alliances, and shape your destiny with every choice you make.
Tactical Combat, Viking-Style
If you love deep strategy and challenging battles, you’re going to feel right at home. NORSE: Oath of Blood blends classic turn-based tactics with authentic Viking culture, even incorporating "Glima," the traditional Norse martial art. Every decision you make, both on and off the battlefield, will have real consequences for Gunnar and his people.
And, because we know story matters just as much as combat, we’re thrilled to have Giles Kristian, bestselling author of the acclaimed Raven and Rise of Sigurd trilogies, helping craft the world and its characters. We can’t wait for you to immerse yourself in the saga he’s helped create.
Built by Veterans, For Fans Like You
Our team at Arctic Hazard is made up of developers who’ve worked on games like Assassin’s Creed: Odyssey, Metro: Exodus, and Age of Conan – but NORSE: Oath of Blood is something special. It’s a game made by fans of Viking stories and tactical games, for fans who’ve been craving a gritty, true-to-spirit Viking adventure.
Wishlist Now and Join the Journey
NORSE: Oath of Blood is available to wishlist on Steam right now!
We’ll have a lot more to show you in the coming months – deeper looks at the combat, the world, the characters, and maybe even a few surprises we’re keeping under wraps.
Thank you for being part of this journey from the start. We’re building NORSE: Oath of Blood for you, and we can’t wait for you to take up Gunnar’s axe and write your own legend.
Even before the Great Passive Aggression, Incest was already widespread and openly practiced within Dark Elf society. During those dark times, sex was yet another means of oppression of the strong against the weak and submitting to the whims of a more powerful partner, within or without the family, was the norm.
Things have now changed and the new creed of the Goddess demands all displays of affection be consensual and to the benefit of all parties involved. According to Lolathian doctrine, sexual interactions with a family member are seen as the breaking of a false taboo that was never meant to be and must be overcome at the earliest age. It is tradition that every young dark elf is introduced to the joys of sex by the closest of kin, be they sisters or cousins. Once a dark elf maiden has reached her one hundredth birthday, she will be initiated to sex by her mother.
Still, not every dark elf embraces this custom with the same amount of enthusiasm. A few dark elves, especially those belonging to the youngest generation, avoid even the very idea of sexual interaction with their parents, siblings, or children. None would dare challenge the orthodoxy of the creed out loud and avoiding the advances of a close relative is always a complicated matter.
This is of great concern for the matrons sitting in the Ruling Council, for the weakening of the lustful zeal amongst the youngest may be an ill omen or, worse yet, an open defiance to the perverted creed of the Goddess.
Russian and Japanese language support has been added. Some translations may be improved in future updates. Thanks for your patience — more to come soon!
It is now May and there's been a lot of changes so far happening this past month. A lot of the work has been focused on expanding the Wildwoods area and creating visually interesting and diverse content for the player within that area. Also there is now a lot more information and in game details fleshed out on the corruption and old ones systems as they shape the world story. Last but definitely not least there is now a pet system and we look forward to sharing more on those details in the future!
Major Updates:
• New area added for "Pool of Remembrance" • Pets are now added • Runes are now sellable based on rarity • Elven Ruins area added
Minor Updates:
• Map UI indicators added • Spell Icons added • New Old Ones assets have been implemented • Super Wide Screen background added • New corruption variant of treant has been added • Added spells to pets • Housing furniture has been added • Voting system creating for multiplayer
Bug Fixes:
• Fixed other players showing up as blurry • Fixed bugs with the playerdown system for reviving • Fixed stun overhead showing too long • Fixed equipped rune slots not highlighting when hovering runes • Fixed pet inventory slots • Fixed crafting inventory slots • Fixed the quest indicator not showing above the menu • Fixed the map dragging and not snapping • Fixed the defense spll not working • Fixed the dash spell casting right away • Fixed the text blur sometimes showing • Fixed shift not working properly • Fixed the damage logic • Fixed the map placing markers on teleport locations • Fixed the party HUD still showing removed members • Fixed the party not removing players that already left • Fixed the NPC message system • Fixed chat bubbles not always resizing • Fixed issues with the greetings not lining up • Fixed a bug where the NPC messages were repeating • Fixed conversation history not populating • Fixed player disconnecting • Fixed the padding not moving to the bottom of chat • Fixed clients now showing chat bubble above the head • Fixed the loading screen not showing all the characters • Fixed network colours not being transparent for party indicators
It’s been a few months since our last update—but first of all, Happy Labour Day!
Last time, we shared that we had switched to developing the game using Godot. Unfortunately, we encountered issues with achieving certain effects in Godot that we really wanted to include. As a result, we've made the decision to transition development to Cocos Creator, a platform we’re more familiar with (I use it in my full-time job).
Although switching engines required converting scripts from C# to TypeScript, we were fortunate to find tools that helped us convert Unity scenes and prefabs to Cocos Creator in a relatively short time. Overall, the transition didn’t slow progress down too much. While we still need to rebuild some scenes, we’re roughly at the same stage as before.
Current Progress Here’s a quick look at some updates and changes: We’ve merged the character scene with the map scene to improve the user experience. This means there’s no longer a need to switch between scenes for tasks like training. A menu button will appear on the right side of the map screen, allowing you to perform all tasks—including evolving—directly within the world map. This also reduces the workload behind the scenes.
We've expanded the day system from 5 time zones to 10, effectively doubling the number of actions you can perform per day. For example, you can now train 10 times per day instead of just 5.
The training system has been revamped. Instead of increasing stats by a fixed amount, training now boosts stats by a percentage. This scales better as you evolve.
Old version: Train a slime 10 times → gain 20–40 attack. After evolving → 80~100 attack.
New version: Train a slime 10 times → gain 10–30% of base attack (e.g. from 10 to 11–13). After evolving → stats scale better, e.g. 88–104 attack based on prior training. The higher base value, the higher the effect of training.
We're still tweaking the values, and we may buff training effects further if needed.
Feature Status Fully Functional after Script Conversion
Skill SystemScenario System
Partially Working (Tweaks Ongoing)
Battle SystemTraining SystemParty SystemTeam Collect SystemEvolution System
In Progress
Explore Map SystemDungeon SystemGame Optimization
Overall, after moving to Cocos Creator, we estimate our development progress to be around 60%.
A Personal Note & Upcoming Side Project On a more personal note, one of my favorite VTubers, Gawr Gura, graduated today. As a tribute, I’ve decided to create a mini-game to commemorate her. This will be a passion project and is expected to take about 4–6 months. We also plan to submit it as part of the Holo Indie Game initiative, and we hope it passes their review.
I apologize this will delays progress on the main game. I truly want to complete this mini-game for Gura before returning to work on our main project.
Important Note for Supporters Given the pause in development and the upcoming mini-game, we recommend not purchasing this game until our next major update, unless you’re comfortable with a longer waiting time.
Finally, we sincerely thank everyone who has continued to support us on this journey. We’ll share another update once the mini-game is completed.
Thank you for reading, and thank you for being with us.
We're excited to bring you Dev Diary #4: Music & Lore!
In today’s diary, Tayler is joined by composer Pav Gekko for a deeper look into the emotional heart of Spirit of the North 2 - its music.
From quiet snowfall to ancient ruins wrapped mystery, every note in the world of Spirit of the North 2 is designed to guide and connect. Pav shares his approach to creating a soundtrack that doesn’t just accompany your journey - it becomes part of it.
Each region you explore has its own musical identity, woven with care to reflect its story, its spirits, and the feeling of being truly lost… and then found again. Whether you're wandering through moonlit valleys or chasing the trail of a lost Guardian, the music is always there - quietly shaping the way you feel.
And yes, there may just be a few musical secrets hidden in the wind. 🎶
We can't wait for you to hear more.
The world is full of surprises, and we can’t wait for you to experience it all!
- General improvement of the game’s translation, including: - Initial implementation of environmental elements - Action/interaction buttons for in-game items
Gameplay
- Fixed entities continuing to apply stress after disappearing - Improved feedback from the Quantum Signal on the PDA
General
- Improved tutorial - Fixed the mouse sensitivity slider - Various other background improvements
This is just the beginning. More updates and content are on the way! Stay tuned :)