
Dead In Vinland is a survival/management game with RPG and adventure elements. Exiled on an unknow island, lead Eirik and his family to their survival. Manage their physical and mental health, explore the island, organize your camp, deal with other human beings, discover esoteric mysteries...




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Datos técnicos unificados de Steam, Steam Deck, ProtonDB, PCGamingWiki e IGDB.
| Idioma | Interfaz | Voces | Subtítulos |
|---|---|---|---|
| Ruso | |||
| Inglés | |||
| Alemán | |||
| Francés | |||
| Spanish (LatAm) | |||
| Italiano |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Honestly, I really enjoyed the first 8-10 hours of this game. I found myself hitting a brick wall fairly early on, so I restarted with the knowledge I had gained and had a lot better luck my second time around. Unfortunately, around the 10 hour mark I realized there I was, chin resting on my fist. A dull repetition had set in and I was just going through the motions. I no longer felt like I was juggling tasks, my task was clicking the mouse button, over and over, sometimes healing a character, or sending one to rest, but mostly I was just gathering food and water, cooking, exploring, and crafting. While in most games I would consider that exciting, in this game the constant monotany of clicking was just dragging my spirits down. Every game day felt the same. On with the pros and cons, I guess. + Interesting characters + Exploration events are fun + First 10 hours were great + Combat i
Beautiful game so far. The management aspect is interesting and you have to make though choices sometimes. But its main appeal for me is the story of a family trying to survive in a harsh environment. I have to say that the writing sometimes is a bit "simple" but still serviceable. I feel the beautiful setting that is being created by the story and art suffers a bit because of that. Perhaps i'm nitpicking. Looking forward to see how the story unfolds. If there are any glaring fault to be detected i will be updating this review. Also its a shame to see the game is not getting a lot of exposure, so i hope my positive review will contribute to that, such a shame if these developers wont be recognized for this lovely product. Edit1: After 30 hours i have two important things to add. 1. The random element in Dead in Vinland is similar to Darkest Dungeon, and that is not a good thing. I di
Hard pass on this game. It is not a good game for a multitude of reasons. The first and most problematic of the reasons is the random number generation. I early on suspected something was off with the numbers so I started noting down the numbers presented and the actual outcomes. All aspects of the game are driven by a percentage presented, from attacks, dodges, crits, effects and resisting the same. Outside combat it comes in the shape and form of using attributes like strength to lift a barrel, to using skills like mining to harvest stones. EVERYTHING in the game is based on this RNG(random number generator) system. So that is why it is so terrible when the game blatantly lies to you, the gamer. Here is the spreadsheet results of percentages gives and their outcome. Percentage presented: all cases of 15-25 % success rate. Number of instances noted, 589. Success, 75. Actual percenta
Pros - Beautiful story and characters (I intentionally postponed ending the game just to see how the story and development of the characters would unfold) - Nice art despite the simplistic graphics. Captures the theme and setting well. - Interesting turn-based mechanics - Combat is simplistic but adequate; interesting interaction and synergy between the different fighter classes. Cons - Too much RNG in the gameplay. During the beginning of the game where each move is vital and resources are limited, you can really be put on the back foot by bad RNG. For example, your characters may end up with "crushed hands" or some other serious injury or sickness just randomly and you have little or no means to heal / cure him in the beginning. Also, combat is also based on RNG, which again, can be frustrating if you keep missing hits despite decent percentage of hitting. - Success during story even
This game is sadly hindered by too many systems hiding too much information from the player. The game is based on the assumption you will replay over and over again trying to reach success while learning a little bit more every time. I usually love that, roguelike fan here, also a fan of RNG. Dead in Vinland however makes it a chore to get an overview of the RNG you are tasked with managing. I know how the game works, I like the actual game but the hours of boring chores you have to trudge through to get to the fun parts are too much. It would be one thing if the game at least helped you speed things along but no, it makes some puzzling design choices that makes everything take time. You are managing you characters different states in this game and if say you have to make a decision if you should let a character chop wood when he is at fatigue level 75% then you need to figure out of
I almost loved this game, but some terrible design and narrative decisions kicked that love to the curb. Such a massive amount of the game is an RNGfest that it begins to get tedious. If it was just gameplay this relates to then it would almost be okay, but it's also applied to character interactions in a way that really hurts the game. Examples: 1 - A randomised character in your party killing another randomised party member. These two happen to be the main character's daughter's two love interests. This means she goes without a very significant buff (in love) and misses out on that plotline for the entire game, all because of RNG. It also leads to an incredibly depressing ending card for her. 2 - After spending the vast majority of the game trying to patch up the MC's marriage, it finally happens. MC and wife re-declare their love for each other and it's a really significant touchin
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