Bad North: Jotunn Edition
Precio deseado
Fíjalo y te escribimos en cuanto alguna tienda baje de ahí

Bad North: Jotunn Edition Reseñas

PC
Bad North es un roguelite táctico en tiempo real encantador pero brutal. Defiende tu idílico reino isleño contra una horda de invasores vikingos, al tiempo que lideras el desesperado éxodo de tu pueblo. Dirige a tus leales súbditos para que aprovechen la ventaja táctica geográfica de cada isla. Te lo estás jugando todo: si fallas, la sangre de tus súbditos teñirá la tierra de rojo.
93%Reseñas de Steam12,3 mil reseñas
Lanzamiento: Nov 16, 2018
Wargame · Vikings · Real Time Tactics · Tower Defense · Minimalist
Fetching prices across storesComparing current offers from Steam, official stores, and partners
Precio deseado
Fíjalo y te escribimos en cuanto alguna tienda baje de ahí

Historial de precios

Últimos 36 meses · actualizado a diario
Mínimo histórico2,07 US$2025-01Mínimo actual entre tiendas2,52 US$GameBilletrespecto al mínimo histórico+22%
5,52 US$8,98 US$12,43 US$15,89 US$25-0925-1226-0326-0626-092,30 US$

Los precios cubren Steam y 39 tiendas autorizadas; solo se cuentan ofertas regulares. La gráfica muestra los mínimos semanales del mercado y el precio oficial de Steam de los últimos 36 meses.

Equipo

Desarrollador
Plausible Concept · Oskar Stålberg
Distribuidora
Raw Fury
8.1
Puntuación global
Valoraciones externas93%Reseñas de Steam12,3 mil reseñas
Gráficos
8.5
Sonido
7.6
Jugabilidad
8.8
Historia
5.5
Contenido
7.8

A tactical strategy sandbox pairing minimalist visuals with procedurally generated island routes, delivering dense decision-making across brisk runs.

Nuestro veredicto

Is Bad North worth a dozen hours, maybe more? It is, provided you accept that it compresses most of its charm into one short, fierce defensive battle after another. It does not dangle a plot to drag you forward, and it does not retain you by piling on content. It holds you with a very pure tactical pleasure: the map is legible, the rules are easy to remember, and yet who wins and who loses stays suspended right up to the end. That last point is the whole pitch.

What moves you most is the unity of "light surface, heavy consequence." The art looks like a miniature model and the controls are not hard to pick up, yet every mistake converts instantly into a collapsing situation, and every correct defense gives back an unusually clean kind of satisfaction. It is not the euphoria of a grand victory. It is more like pulling a tangle of thread back into your hands just before it falls apart.

The verdict in the reception

That experience is not a lone opinion. Strong Steam reception, sitting around 93 percent positive across more than eleven thousand recommendations, backs up the lean tactical appeal, and critic consensus lands in the same neighborhood. Reviews clustering around eight out of ten from RPS, PC Gamer, IGN, Eurogamer, and others line up neatly with the verdict here. When the player numbers and the critic numbers agree this closely, it is usually a sign the design is doing exactly what it set out to do, with very little daylight between intention and result.

The convergence matters because Bad North is a focused game, and focused games live or loss on whether their one idea actually lands. Here it clearly does. The reception is not measuring spectacle or scope; it is measuring how cleanly a small system executes, and on that the answer is loud.

It is also telling how durable that reception has proven. Plenty of well-reviewed indies fade once the launch buzz cools and the systems reveal their seams. Bad North has not faded, because the thing players responded to was never a novelty hook that wears off; it was the moment-to-moment quality of a hard decision made under pressure, and that does not stale. A score earned on craft tends to hold, while a score earned on spectacle tends to slide. The steadiness of the praise across both critics and the much larger Steam crowd suggests this is the former kind, a game whose appeal is built into the loop rather than bolted onto the surface, and that is the most reassuring signal a prospective buyer can ask for.

Age, scope, and the honest ceiling

A word on the calendar, too. Five-plus years past release, the minimalism still reads as crisp, and the tactical design has not obviously dated. What actually shows its age is the content volume and the narrative ambition. In a present where comparable games keep escalating systems and presentation, Bad North will look a little smaller, a little thinner. That is not necessarily a flaw, just a context.

If what you want is a strategy game with no fat, a low cost to restart, and a demand that you think every single run, it still hits hard. If you care more about grand narrative, long-term growth, and a content waterfall, it will likely keep you company for a stretch rather than the long haul. Put simply, this is not a game that has everything. But the most important thing, it nails with precision, and that precision is what carries it past the things it deliberately chose not to be.

That is ultimately the fairest way to frame the recommendation. Bad North is not trying to be the biggest game on your shelf, and judging it by size misses the point entirely. It is trying to make one mechanic, the desperate defense of a small island, feel sharp and consequential every single time you sit down with it, and on that narrow, demanding goal it succeeds with remarkable consistency. Buy it for what it is, a small and ruthless tactics box, and it will reward you for years. Ask it to be something larger and it will politely decline.

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