

Tribes of Midgard
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.


01About Tribes of Midgard
Tribes of Midgard sends you across procedurally generated realms to gather resources, craft weapons, build a Viking home and face creatures from Norse myth. Survival Mode lets you explore and build at your own pace, while Saga Mode turns village defense against Ragnarök into a faster challenge. On Steam PC, 76% of 17,496 player reviews are positive. The Steam PC version lists English, German and other interface languages.
Credits
Lowest recorded in 36 months
$1.042026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 15 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | Yes |
| Spanish | Yes | Yes | — |
| Dutch | Yes | Yes | — |
| Portuguese | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Swedish | Yes | Yes | — |
| Thai | Yes | Yes | — |
| Turkish | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Solo and co-op
On Steam PC, the game supports single-player and online PvE co-op for up to ten players, with difficulty adapting to the player count. Its description recommends a group of four or more for Ragnarök.
Controls and languages
The Steam PC version has full controller support. English and German are listed with full audio and subtitles; other supported languages are listed with subtitles.
03Frequently asked questions
What do you do in Tribes of Midgard?
Gather resources in procedurally generated worlds, craft weapons, develop a home base and fight legendary creatures in a survival and action-RPG adventure.
What modes are included?
Survival Mode focuses on exploration and building at your own pace. Saga Mode is a faster challenge to defend your village against Ragnarök.
How does co-op work?
On Steam PC, up to ten players can team up online in PvE, and world difficulty adapts to the number of players.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Well, judging from the Steam description, they really marketed the game poorly. It's not an action-survival RPG, but a rogue-lite with open world and RPG elements. The gameplay cycle is to gather, craft better gear, loot bases, etc to defend your base daily from monsters. If you can't keep up that pace or are too far away before the monsters come, your base will be destroyed and its game over. You get permanent improvements for your character after your run. If they marketed this correctly, it would have been considered a pretty good rogue-lite. Instead they called it an action-survival RPG and all the people wanting the next Diablo are upset.Show moreShow less
This is a bizarre, bizarre case. The reason you're seeing this game everywhere, and the reason there are ANY positive reviews is that the ***design*** of this game is actually... weirdly brilliant. The ideas and gameplay loop/structure are a breakthrough that is genuinely ahead of their time. What's happened here is that a brilliant design team has been put in charge of making a game with what appears to be development entirely outsourced to Fiverr. Please don't buy this game. Let's not encourage this type of predatory business model on Steam. If you look up the developer, "Norsfell Games" you'll find that they quickly purged their entire history from the internet when this game took off. However if you look hard enough, you'll find that they've existed since 2013, making standard money trap mobile games. Everything about this mess of a product has become clear after I finding this out. Surprisingly, given their roots, the monetization model here is not a problem at all. There's microtransations, but they're (currently) totally inoffensive. The art (especially UI) also absolutely does have "that" look, but it doesn't matter. The real issue is that it's PAINFULLY obvious that this company has outsourced all art and development to one of those huge firms from Asia or Eastern Europe that churn out turn-and-burn mobile games as quickly as possible for companies in the western market. The game is a janky, buggy mess. All of the movement, gathering, attack animations are clearly purchased stock that feel like placeholders in an alpha release. Combat is far from being fun in any way. The whole "fighting the jotun" thing we all saw videos of and wanted to buy the game for? Yeah that consists of standing at their feet tapping the attack button while occasionally rolling away from their three very, very slow attacks with completely random collision boxes. Genuinely the closest thing to applying skill or thoughtfulness is these fights is that to attack them, you have to be clipped inside their feet, and you build up an understanding for where their collision boxes are during various attack animations, so you can to roll out of their model without getting stuck. There are several menus that break in the same way every time you interact with them. There are several ways to repeatably break your controls, softlocking the game for you. There is a "I'm stuck, kill me" button in the menu, and you will be pressing it often. No, it does not refund what you lose, and you still have to go back to where you were stuck to attempt get your gear.Show moreShow less
Decent game, if you have friends. Terrible if you are a loser with no friends, like me.Show moreShow less
This is essentially all the base elements of a survival, MMORPG and hack'n'slash game thoughtlessly mixed together with no understanding for what makes any of it satisfying. It is immediately noticeable how weightless the combat is. Players press, or hold down, the attack button to repeat the same combo over and over. The screen maybe jiggles a bit, smaller enemies slide backwards with no animation, but otherwise that's it. You just hold the button down until the enemy goes away. There's no sensation of impact or meaning or investment to attacks, it's just the rigid animation that plays when you hold a button down to lower the enemy healthbar. A lot of the animations look like animations, characters and enemies appear like puppets being strung about. The default sword attack combination forces players to constantly keep stepping forward as they attack. So if players are fighting an enemy that takes many attacks to knock out, players will constantly keep walking into them then sliding past. This forces you to constantly reposition yourself because your own attack combination is relentlessly displacing you, yet basic enemies have enough health that you'll have to put up with this everytime you fight them. Instead of worrying about stamina or danger, your biggest worry is over your own attack moving you away from what you're trying to attack; thus lowering your damage per second and making this pointless fight last longer. It looks terrible, it feels terrible, it feels like playing a hack and slash project some game development student made for a class. The crafting and survival elements are just the most basic crafting and survival mechanics copy pasted into place for no reason other than wasting time. Players are expected to run around the map clicking a button to immediately chop down trees and gather rocks. There's nothing satisfying or immersive about it; you just press a button to instantly topple a tree and get wood. You can barely even keep track of all the things you're gathering because it's just such a frantic rush of collection. Then players need to take all that random stuff, bring it to specific characters in town and have them turn it into gear. There's a different character for each type of thing so you have to run all around town for each individual need, plus you need to refine resources into other resources just to then build basic things, and your gear degrades so you have to go to a specific crafting station in town just do repair it all every single time it breaks. There's zero sensation of progression or collection or creation it's just a pointless slog players will constantly need to go through just to get and maintain equipment or upgrades. No satisfaction or sensation of meaning, it's just a chore. The game also has a noticeboard of fetch quests or something. So you're not even encouraged to just openly explore, if you want structured rewards you need to go to the noticeboard to get a quest then go to that specific place to do X thing. And you can only get one quest at a time, because the developers really need you to waste that extra time going back to the noticeboard after you finish every single quest. Apparently this game has a class system too, but the tutorial doesn't mention it and it's kind of just a part of the user interface you have to wander into. From what I saw the perks aren't very interesting. The starting perk for the default melee class is every third attack triggers twice, or something. So it's a passive damage increase that adds nothing to the actual experience; this is the first thing you unlock. This is the defining introduction to your class. I was holding out hope that the game would be less of a mindless button pressing simulation when the difficulty ramped up. So I found a mini-boss encounter while exploring in the starter area. This is one of those games where players are expected to relentlessly spam their attack if they want to actually deal decent damage to remotely significant threats, but you're also punished for spamming your attack because you can't properly avoid the abrupt enemy attacks. So you have to choose between hitting the enemy for a half percentage of health then backing away so you can dodge their next attack, or actually attacking more than once but then getting hit because you're animation locked. There's no back and forth flow to fighting, no last moment dodges right before an attack hits. It's simply; if the enemy abruptly decides to attack you at the same time as you attack then you get hit. Now attack them a hundred times to whittle their healthbar down and if you get knocked out by the constant damage trades then restart. Receiving damage is barely even noticeable, because this game has no sense of impact. Everything is just happening. Damage just happens, there's no character animation for it; the healthbar just goes down. Dealing damage just happens, the attack animation plays and the enemy healthbar goes down then maybe they slide backwards a little without actually moving their legs. And enemies just decide to deal damage, a rigid attack animation immediately plays and if players aren't already blocking or preparing a dodge then it lands. You're encouraged to spam because there's nothing else to do but spam yet you're punished for spamming because you constantly step forward and displace yourself while getting hit because of animation lock. This is all just in the immediate early game and already the most basic enemy encounters are unsatisfying damage races. It feels like this was designed to be played by mindless swarms of players mashing threats down amidst an nonsensical flurry of puppet-on-string animations. This doesn't feel like a paid product. The rigid animations, lack of any impact or satisfaction to combat, the spammy flow of combat, untelegraphed enemy attacks that simply just happen, can easily not even notice yourself getting hurt because the only visual indication is the healthbar going down, pointless copy pasted survival mechanics that add nothing but tedium, very unexciting introduction to what looks like a shallow class system, arbitrary noticeboard quests. It's like the game is just trying to tick as many boxes for genre mechanics as possible simply for the sake of it. Spammy damage race animation lock combat? Hack and slash game check. Run around pressing buttons to gather resources then run around town refining them? Survival game check. Class system with such exciting starter perks as ten percent more sword damage? Role playing game check. One-at-a-time noticeboard quests that want you run across the map because reasons? MMO game check. Just the most shallow, thoughtless emulation of stock gameplay mechanics all mashed together. If you're interested in finding some games that I do positively recommend they can be found on my curator page here .Show moreShow less
All the negative reviews for the game are quite false claims about how the game works. Let's go over some of the weird myths that people tend to bring up about the game coming from someone who has played the game. "The game is blocked by microtransactions, typical gearbox SMH!" It's not, the cosmetics require real life currency which you can literally earn through achievements and actual recipes that people claim also are gated by microtransactions are gated by 'golden horns' which are a currency earned by playing the game. Propegating this belief is almost defamatory to the game because it isn't even true in the slightest. "This game is punishing when you don't have a group of coordinated players that are simultaneously doing everything you do!!!!" Yeah I'm gonna be honest with you dude, get better. I've beat this game solo and duo and trio and even in matchmaking. To act like the game is working against you and that you inadvertently are not at fault for the reason you are not winning is just criminally dumb to tell yourself. This game is beatable on any mode and it does not matter how many people are in your group. You don't even have to be coordinated to beat the saga boss which no joke, I beat the saga boss in a 4 man pub/matchmake group because it just is not that hard. It is quite crazy how entitled some casual gamers are nowadays where they literally think that if the game does not win it for them, therefore it is a ♥♥♥♥♥♥♥ game and it is too challenging. The mechanics are simplistic, the combat is simplistic alongside the movement. Literally all you have to do is use your brain for more than two seconds and boom you can hit day 13 just like that cause it is so easy to play this game. Perpetually blaming the game and putting yourself into this echo chamber of 'game bad, not my fault,' is unrealistic. "This game was advertised incorrectly! I thought this was gonna be the next diablo/arpg game but was disappointed and let down!!" There were gameplay trailers, trailers, gameplay videos and somehow people still firmly believed that it was gonna be the next big arpg game. I don't know what to say other than you just need to inform yourself. It is not the game nor the publisher nor the developers job to go out to each and every individual person and tell them that it is not a diablo-like game. That is something as you, the consumer, need to go out of your way to find out. In summary, some people's complaints are completely valid, but at the same time come off as uninformed and simply ignorant. I am in no way defending this game. This game has its flaws. However, the fact that getting stuck one time or wondering why a tier 3 axe or bow that doesn't go past tier 3 anyways is gated behind golden horns (a currency, which I will keep reminding everyone, you can gain through playing the game) ruins the game that fast for you is comical.Show moreShow less
This is a negative review for now. tl;dr at the bottom The game has potential but as it is now it feels as if the game hasn't been tested, and I don't mean in a "It's riddled with bugs" kind of way, though it does have some bugs here and there, luckily I haven't experienced that many. The game is marketed to be played with UP TO 10 players, so far I've only played it solo and with one other person and here are my thoughts: Time: Whether you play solo or with people, the day's last 10 minutes real time, this includes the day time, preparation time and night time, the night time takes up more and more time of the day the further you get into the game, up to the entire day being night on day 14 to 15 (this also seemed to last way longer than 10 minutes) Night is when your village gets attacked, and day is when you generaly go out to gather resources and discover shrines, etc. The further in you get into the game the colder the map gets as wel, meaning that with out the right precautions , you won't even be able to venture out without dying of cold. The village area seems to always be a comfortable temperature, so you won't have to worry about freezing your toes off whilst fighting during the night. Resources: Playing alone or with people won't change the amount of available resources, nor the amount needed for upgrades/crafting cost. This means that if you play solo you can rejoice as everything you find is yours to keep and use.. but with more people this does mean people can spread out and gather items a lot faster and in higher quantities in the limited time of day. Also everything costs souls, a lot of them. your weapons break quick and cost a lot to repair, especially later on. If you don't have enough you are out of luck, there is no partial repair, and getting more without your weapons can be a challenge, especially as the days are getting shorter. Map: the map is procedurally generated you will usually have at least a starter biome nearby but higher level areas could also practically border your village or block you off from zones you need, as wel as going into the wrong direction might make you completely miss a biome with resources you need. Oh and water is a viking's worst enemy it seems, simply wetting your pinky means instant death. one of the most infuriating things about this game is how when you dodge roll and your little toe touches the water the game decides you just rolled off into that river and instantly drowned.. or similair things with cliffs falling to your death. I've had points where my dodge animation stopped right before the water but the game still slid me off the side into the river making me lose all my souls. dodge rolling is also quite unpredicatable especially when using speed potions or other boosts(enrage or Eir Effigies) you should not roll as it will probably kill you. combat: When playing solo, enemies are fairly weak and easy to defeat at the start, requiring little effort and even the first Jötunn is fairly easy to defeat (their health seems to depend on which one spawns, ranging from 36k to 45k from what I've seen). When playing with atleast one other person enemies get stronger however they get quite a lot stronger, enemies that are easy solo might pose a bit of a challenge when with more players, unless you fight them together (though doing this mightnot be the best idea, as explained later) this also accounts for the Jötunn I've seen their health nearly double with just one additional player. This might not be much of a problem at earlier days but it does seem to pose a problem later. Experience(and quest/challenge kill counters): This must be one of the absolutely dumbest designs they made in the game. pretty much everything grants experience, from slaying enemies, to harvesting , finding shrines and upgrading village parts/villagers. This is fine, however how they implemented this is as followed. Upgrading and finding shrines is globally shared among all players, this is great, now we won't have to discuss or wait/share upgrades so people don't lag behind. Combat however, the player (OR NPC) who deals the last blow, gets all the exp you could be working your ass off to kill some enemies for a quest only to have npc's deal the final blow to them because you either missed your shot or are still in your animation. i had a quest to kill 23 Helthings, and though there were plenty, it took me several ingame days because the only place (besides a certain Jötunn) they spawn is at the village at night, and the NPC's there kept stealing my kills. This also means that if your quest asks you to kill a certain boss and a friend helps you and accidently lands the final blow, you can go look for another one of those bosses. now since they are a lot stronger when you play with other people. they become nearly impossible to solo.. meaning an increased risk of this happening. The season pass. Normally i have no issue with them, it gives you something to work for. BUT are you kidding me?!?!, adding game impacting items to a time limited season pass. These legendary tier unlockables (non-cosmetics) should be part of the normal challenges not part of a time limited event , if this was a variation/skin to a normally obtainable item I'd say fine, but this is just scuffy. Other than that it contains some nice cosmetics, some coins or other items to buy cosmetics with, Things I'd suggest. -Make the days longer, or don't ramp up the extending of nights so quick, especially on solo play it makes the game impossible to the point it is just stressful, -Either lower the gear repair cost or increase the durability of gear by significant amounts. -Make biomes Less Random. Cheesy as it sounds. I'd suggest making it somewhat predictable as where you could most likely find a certain biome, colder regions? go north, warmer regions go south? for all i care it's not even deadset but simply an increased chance. I hate having to traverse half the map through frost areas and deserts to find a spawn of wolves, just so i can upgrade my axe to Tier 2. -change game impacting recipies in the season pass to the normal challenges -with increasing player count, buff enemies less and increase the amount of enemies instead (with no change to their damage output) -make combat exp be shared in the vicinity. tl;dr -The game is clearly not designed to be played by only a very few people or even solo, as you simply don't have the time to do the gathering and exploring you need, forcing you to make choices when you don't have the luxury to make them. -Water is your worst enemy and means insta death, do not dodge roll anywhere near it, the same goes for cliffsides that end in nothingness or water. -The RNG can be really punishing, leaving you without Tier 2 resources anywhere near your base, requiring you to go through stronger areas and venture further when you get less and less time. -Combat & experience. Combat gets significantly harder the more players are in the game, the scaling seems a bit rediculous especially for when you are playing with only one or 2 other people. combat experience and objectives don't get shared, I'd expected a game built for team play to atleast share combat exp in the vicinity. -Season pass. Are you kidding me, adding game impacting items to a time limited season pass. These legendary tier unlockables (non-cosmetics) should be part of the normal challenges not part of a time limited event , if this was a variation/skin to a normally obtainable item I'd say fine, but this is just scuffy. Other than that. The game was clearly not ready to be released and requires a lot of balancing and testing. I do say it has a lot of potential and looks like it could be a fun game. the game seems fairly barren now in terms of what it could have but I am assuming they are still working on adding things (weapons/classes/maps/game modes ?) I'd type more but I seem to be at the character limit for my review..Show moreShow less
If you're expecting something like Valheim; stop. Too many times the comparison gets drawn out because "muh vikings craft!" but they couldn't be further apart. Tribes of Midgard is a roguelite game where you go on hourlong "runs" through a procedurally generated world that's pretty extensively geared around large-group play. As a solo experience, it's not the best. It feels lonely, and you always feel like you're juggling too many things at once to keep them fully balanced. The game says it "scales with player count" but only in terms of boss HP and resources you collect per-node. The map size is static and always massive in scale, with everything you want to gather sprinkled throughout and no definite direction or guarantee you'll find everything you need where you're going. You will have a very difficult time scoping out the land and finding points of interest -- or even your objectives within the fierce time limit Saga Mode puts you in by yourself or even with one or two friends. Every time night falls, you stop and defend the village. Every time a Jotunn spawns, you stop and defend the village. Because you and potentially a few other people are all that's there to do anything about the constantly-encroaching mechanics. However; in a large group, the game immediately opens up. In a server with plenty of friends or even just randos will immediately lighten the load. Suddenly you can have teams and roles. People specializing in certain duties. Some people will be dedicated to reinforcing the village and pushing back the night-raids. Some people will hunt down the Jotunn. Some will specialize into the weather-locked zones to gather rare materials for the entire group and distribute better gear to survive the approaching winter. Everyone has a job to fulfill and you're all working towards a common goal in your own separate ways. And that's where I think the game really shines, and where I believe it makes up for it's rather unpleasant solo-experience.Show moreShow less
I have a bunch of hours with Tribes of Midgard and have thoroughly enjoyed my time playing the game. I cannot recommend this game though because of a baffling user experience decision made by the developers to put a functionally 'ban me forever' button right next to the 'safely save and quit' button. The correct button says 'Save and quit' while the danger button says 'Abandon world'. I wish I could say I was joking, it's been a problem in the game for years and the devs don't seem to care. Because of this button, one of our players is now unable to play with us, which is effectively preventing the entire group from playing. The button might as well have said 'uninstall' because now all 5 of us regret buying a game we can't play together. And what makes it so perplexing is, why even have a ban me forever button? What purpose does it serve to the user experience? If you go through the reddit and the Discord comments about world abandoning, it's exclusively people complaining about this button existing and bricking their playthroughs. Even with the new update, the moderators is still telling people not to click it and explaining to people that yes, you clicked 'Abandon world' and you can never go back. Which makes me think the devs keep it there for their own sick enjoyment. You'd think this would have ideally not even ever been implemented or at least been fixed immediately after the first person uninstalled the game because they got banned from their own world. If the devs can remove this button, and undo the perma bans, then the game will be playable. But as of right now this was a waste of money for me. Update: As of 4/11/2023 an update came out which visually changes the 'Abandon World' button. I do not believe this issue has been fixed. I think the button should be moved to an overflow menu. There is a UX precedent for how to delete a save. Even if the intention is remove a player from a world for server space reason, allow them to rejoin with a new save. Obstinance is the only reason I can think of as to why this is still an issue.Show moreShow less
fun to play with friends, too bad I didnt order the friends DLCShow moreShow less
I don't really do reviews often but I see a gem hidden inside this game and it needs a little bit of shining before we can get to it. Durability - Either remove it or make it more forgiving, every invasion results in breaking at least 1 weapon and usually not enough souls to even repair it Souls - Improve drop rates, stop losing them all upon death or let me pick them back up from my corpse Runes - Allow you to carry around more runes than you can use, and just rework them in general. One of the blue runes that spawns projectiles is insanely good and basically everything else is hot garbage Death - Why make souls vanish upon death? Let me loot them back like my materials/etc Water- ♥♥♥♥♥♥♥♥♥, I cannot even begin to explain what the ♥♥♥♥ water is in this game, why would you let me roll into it for it to one shot me, why does it one shot me to begin with? Why can a gentle tail swipe from a giant lizard shoot me directly into water that again- One shots the player? Why is this a thing? Just get rid of it or let me vibe in the water, literally the most obnoxious thing I've ever experienced in a video game is accidentally rolling to my demise in some 2 inch deep pond that apparently sucks me straight to hell. Day/Night cycle - Make days longer, give us more nights beyond the (((blood moon after party))) night where we can explore and grab ♥♥♥♥ since you decided you wanted materials to be exclusively harvestable at night. Invasions - Have them drop more ♥♥♥♥, souls, items, anything. Feels horrible getting invaded, breaking both of my weapons via durability loss, and then having jack to show for it. Jotunn - They're easier to fight than the invasions besides Angerboda because she can just one shot you with her 3 circles ability, the other two abilities are super predictable but those pools just show up and you have no chance to react, you usually already have to be standing outside of the dead zone or just perish. Make em a little harder, tune down those health bars ((Why do me and my friend need to bring extra weapons beyond our usual two just to down it, literally durability beat sticks again why)) Building - Why is this even in the game, it felt so unnecessary just let me climb the mountains or hills/whatever you wanna call it. Focus - You need to decide on a focus for this game, right now it's like 3 different genres slapped together, base building, roguelike, survival/craft? It's such an odd combination that doesn't really work, the main base isn't super creative, just slapping heavy material costs on building your defenses even the base ones seems super weird. Then building the game like an action roguelike but not giving you out of game bonuses unless they're tied to the starter kits? Seems awful, especially when it's already such a pain just to get to fenrir, progression will never smooth out you just sort of have to cheese your way to it, "classes" are also incredibly boring atm, the only thing interesting I've found so far is the guardians angry taunt thing where if you take damage while shielding you'll collect some sort of rage points and then EXPLODE in an aoe that does pretty good damage, I haven't unlocked the other classes because they're requirements are kinda obnoxious. But every class getting weird 10% weapon buffs, or the DURABILITY traits is weird af. why does every class have DURABILITY traits, just reduce the punishment behind durability baseline if every class is going to have DURABILITY traits, seems like just something you didn't consider because these 10% buffs and durability traits are taking the slots of fun traits like MORE ANGRY TAUNT BARS, just be more creative with the systems that matter. Also screw building, genuinely it's the farthest thing in my mind of me wanting to build ♥♥♥♥♥♥ little structures to climb mountains/hills to grab some weird resource like a single tree or flint, iron. Just let me climb them normally, it's incredibly obnoxious otherwise and adds another thing to the list of chores this game includes QUESTS - LET ME PICK UP MORE THAN ONE AT A TIME AND STOP PUTTING THEM 100000000 MILES AWAY FROM SPAWN AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.