Compara los precios de Asgard's Fall — Viking Survivors en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Soulpotion. Publicado por Assemble Entertainment. Lanzado el 9/4/2025. Disponible en PC. Géneros: Action, Adventure, Casual, Indie, RPG, Strategy, Early Access.

Norse mythology deserves better than a reskin, and Asgard's Fall mostly delivers: a surprisingly system-rich survivors-like where the Web of Wyrd node grid and Warpaint runes add real build decisions to what could have been pure autopilot.

I've played enough Vampire Survivors clones to spot the ones that are just palette swaps at minute three. Asgard's Fall is not that, though it takes a few runs before the game earns your trust. Soulpotion has wrapped the familiar horde-survival loop around three distinct hero classes - the melee-centric Warrior, the agile Huntress, and the ability-focused Seer - each carrying their own separate skill tree that meaningfully changes what build paths are even available to you. The moment-to-moment movement is dodge-and-weave territory, with a stamina-limited dash that becomes genuinely load-bearing during the boss encounters that arrive every ten minutes. Get your ability selection wrong before those bosses and you will feel it. Get it right, and the power-fantasy snowball is real. What separates this from the anonymous crowd of Norse-skinned horde games is the layered progression architecture. The Web of Wyrd is a persistent node board where you slot "knots" between runs, functioning as a passive meta-progression layer on top of your in-run ability picks. On top of that sits the Warpaint system: a grid of rune slots that you optimize like a miniature inventory puzzle before each session. Ability combinations can produce eight distinct Forged Abilities, and finding those combinations is the kind of thing that keeps a spreadsheet tab permanently open. The Blood Sacrifice mechanic lets you manually dial up difficulty in exchange for better rewards - so if you want a risk/reward slider, you have one. That is a lot of interlocking systems for a sub-seven-dollar Early Access title. The rough edges are real, though, and veterans of the genre will find them faster than newcomers will. Inventory management during the rune-placement phase is genuinely clunky: comparing stats side-by-side requires too many menu navigations, and equipping newly acquired runes mid-flow is more friction than it should be. Weapon synergies are present on paper but underwhelming in practice - the visual feedback and actual power difference when synergies trigger are both too subtle to feel rewarding. Enemy hitboxes have been called out repeatedly in community discussions and, while the dev team patches frequently, it is still an issue as of recent builds. Fire-element builds have also been flagged as disproportionately strong compared to lightning and cold paths, which matters if you are the type who wants every element to feel viable. Here is why I would still point a newcomer at this game without hesitation. The pacing starts hot - there is no early-game dead zone where nothing interesting happens - and the ramp into mid-run chaos is well calibrated. The boss fights in the four available worlds (including Niflheim) are visually detailed and mechanically distinct from the standard horde phase. The developer team, a two-person outfit, is shipping patches continuously and engaging directly in Steam discussions. The roadmap targets a full release by mid-2026, and the trajectory from launch to current build is clearly upward. The community is already producing Web of Wyrd optimization guides and Forged Ability compendiums, which tells you the depth is real enough to sustain that kind of interest. For genre newcomers, the loop is accessible - pick abilities, level up, dodge bosses, unlock more - and for build-obsessed players, the node-and-rune layer gives you something to actually theorize about between sessions. Diego, Scout Team

Asgard's Fall — Viking Survivors

Asgard's Fall — Viking Survivors

9 abr 2025SoulpotionAssemble Entertainment
GamerScout opina

Norse mythology deserves better than a reskin, and Asgard's Fall mostly delivers: a surprisingly system-rich survivors-like where the Web of Wyrd node grid and Warpaint runes add real build decisions to what could have been pure autopilot.

PC
Steam Deck PlayableProtonDB Platinum
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I've played enough Vampire Survivors clones to spot the ones that are just palette swaps at minute three. Asgard's Fall is not that, though it takes a few runs before the game earns your trust. Soulpotion has wrapped the familiar horde-survival loop around three distinct hero classes - the melee-centric Warrior, the agile Huntress, and the ability-focused Seer - each carrying their own separate skill tree that meaningfully changes what build paths are even available to you. The moment-to-moment movement is dodge-and-weave territory, with a stamina-limited dash that becomes genuinely load-bearing during the boss encounters that arrive every ten minutes. Get your ability selection wrong before those bosses and you will feel it. Get it right, and the power-fantasy snowball is real. What separates this from the anonymous crowd of Norse-skinned horde games is the layered progression architecture. The Web of Wyrd is a persistent node board where you slot "knots" between runs, functioning as a passive meta-progression layer on top of your in-run ability picks. On top of that sits the Warpaint system: a grid of rune slots that you optimize like a miniature inventory puzzle before each session. Ability combinations can produce eight distinct Forged Abilities, and finding those combinations is the kind of thing that keeps a spreadsheet tab permanently open. The Blood Sacrifice mechanic lets you manually dial up difficulty in exchange for better rewards - so if you want a risk/reward slider, you have one. That is a lot of interlocking systems for a sub-seven-dollar Early Access title. The rough edges are real, though, and veterans of the genre will find them faster than newcomers will. Inventory management during the rune-placement phase is genuinely clunky: comparing stats side-by-side requires too many menu navigations, and equipping newly acquired runes mid-flow is more friction than it should be. Weapon synergies are present on paper but underwhelming in practice - the visual feedback and actual power difference when synergies trigger are both too subtle to feel rewarding. Enemy hitboxes have been called out repeatedly in community discussions and, while the dev team patches frequently, it is still an issue as of recent builds. Fire-element builds have also been flagged as disproportionately strong compared to lightning and cold paths, which matters if you are the type who wants every element to feel viable. Here is why I would still point a newcomer at this game without hesitation. The pacing starts hot - there is no early-game dead zone where nothing interesting happens - and the ramp into mid-run chaos is well calibrated. The boss fights in the four available worlds (including Niflheim) are visually detailed and mechanically distinct from the standard horde phase. The developer team, a two-person outfit, is shipping patches continuously and engaging directly in Steam discussions. The roadmap targets a full release by mid-2026, and the trajectory from launch to current build is clearly upward. The community is already producing Web of Wyrd optimization guides and Forged Ability compendiums, which tells you the depth is real enough to sustain that kind of interest. For genre newcomers, the loop is accessible - pick abilities, level up, dodge bosses, unlock more - and for build-obsessed players, the node-and-rune layer gives you something to actually theorize about between sessions.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5Web of Wyrd ProgressionWarpaint Rune GridBlood Sacrifice Difficulty ScalingForged Ability CombosBoss Every 10 MinutesThree-Class SystemTwitch IntegrationEarly Access Active DevNorse Mythology Theme

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
8 GB RAM
Storage
150 MB available space
Graphics
GTX 770 / Radeon 8950 HD
Processor
Intel i5-7200U @ 2.50GHz or equivalent

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Requires a 64-bit processor and operating system

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Información del juego

Desarrolladora
Soulpotion
Distribuidora
Assemble Entertainment
Fecha de lanzamiento
9 abr 2025

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Asgard's Fall — Viking Survivors está disponible en PC.

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Asgard's Fall — Viking Survivors se lanzó el 9 de abril de 2025.

¿Quién desarrolló Asgard's Fall — Viking Survivors?

Asgard's Fall — Viking Survivors fue desarrollado por Soulpotion y publicado por Assemble Entertainment.