Compare Roots of Yggdrasil prices across 50+ stores and find the best deal. Developed by ManaVoid Entertainment. Published by ManaVoid Entertainment. Released on 9/6/2024. Available on PC. Genres: Indie, Strategy.

Three genres walk into a Norse myth: deck-builder, city-builder, and roguelike. ManaVoid somehow made them shake hands, and the result earns an 86% positive rating from Steam players.

My first instinct when a game blends three oversaturated indie genres is to brace for a design disaster. Roguelike, city-builder, deck-builder - pick any two and you already have a crowded shelf of competitors. Pick all three and set the whole thing post-Ragnarok on procedurally generated floating islands, and you either produce a chaotic mess or something genuinely interesting. Roots of Yggdrasil lands firmly in the latter camp, and the Steam community has noticed, with reviews sitting in "Very Positive" territory. The core loop is tighter than it sounds. Each run has you sailing your longship, the Holt, between shattered island fragments of the Nine Realms, playing building cards from your hand to erect settlements: houses, barracks, water wells, workshops, markets, and more. Buildings are not placed on a rigid grid - the system is fully gridless, with 360-degree rotation, so spatial optimization becomes its own satisfying puzzle on top of the deck management. The critical constraint is the Ginnungagap, a creeping dark void that eats your settlement if you run out of turns. That turn timer creates real pressure without tipping into frustration: you can see the countdown at the top of the screen, so decisions feel tense rather than arbitrary. What keeps a run alive is collecting Yggdrasil Sapling seeds, each with specific unlock conditions - place two industry buildings adjacent to a sapling, complete a certain number of adventures, and so on. Learning those unlock conditions efficiently is where the strategy depth actually lives, and experienced players will start front-loading their deck drafts accordingly. For newcomers to any of these three genres, the tutorial is genuinely competent. It walks you through the building card system, the resource types (Population, Might, Supplies, and Eitr), and the basic loop before releasing you at the Holt. The Holt itself is the metagame: a permanent, customizable hub where you spend acorns collected during runs to unlock new building cards, relics, and upgrades that carry forward into every subsequent expedition. A greenhouse run by Lif (the botanist Scion) and a workshop managed by Thrasir (the builder) each serve as tech-tree nodes, gating progression in a way that feels earned rather than grindy. Scions also provide unique modifiers per loop, which adds meaningful variance without demanding that players memorize a fifty-page wiki before their third run. The Trials of the Gods mode layers optional challenges onto runs for players who burn through the base difficulty quickly - a smart way to extend shelf life without inflating artificial complexity. The weaknesses are real but limited. Early optimization players will notice that the base difficulty can feel forgiving once the Holt is upgraded past a certain threshold - Trials of the Gods become less optional and more necessary to keep runs interesting. Procedurally generated card pools mean that some runs hand you the wrong buildings at the wrong time, and when RNG tightens the supply of key structure types for several consecutive turns, it feels less like a strategic test and more like a coin flip. Panic cards (added to your deck via random events) were criticized by some players for rarely affecting strategy, since you can simply skip playing them. On the technical side, launch-window reports flagged missing frame-rate caps, though post-launch patches appear to have addressed or softened several of those complaints. The narrative is serviceable rather than gripping - the fragmented storytelling through event cards keeps the mythology present without it ever threatening to overshadow the building loop. The art direction deserves its own sentence: European comic-inspired, 2.5D, hand-drawn character work that makes the Nine Realms feel distinct even within the constraints of a procedurally generated system. The soundtrack leans into traditional Nordic instrumentation - Tagelharpa and horns - and does more atmospheric work than you would expect from a studio this size. For strategy players who want a compact, approachable game that respects their time (individual runs clock in around 20 minutes), Roots of Yggdrasil fills a very specific gap between Against the Storm's intensity and something lighter like Islanders. It sits closer to the accessible end of that spectrum, which is not a flaw unless you specifically came for hardcore optimization. Diego, Scout Team

Roots of Yggdrasil
IndieStrategy

Roots of Yggdrasil

Sep 6, 2024ManaVoid Entertainment
GamerScout Says

Three genres walk into a Norse myth: deck-builder, city-builder, and roguelike. ManaVoid somehow made them shake hands, and the result earns an 86% positive rating from Steam players.

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Screenshots & Media

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About Roots of Yggdrasil

My first instinct when a game blends three oversaturated indie genres is to brace for a design disaster. Roguelike, city-builder, deck-builder - pick any two and you already have a crowded shelf of competitors. Pick all three and set the whole thing post-Ragnarok on procedurally generated floating islands, and you either produce a chaotic mess or something genuinely interesting. Roots of Yggdrasil lands firmly in the latter camp, and the Steam community has noticed, with reviews sitting in "Very Positive" territory. The core loop is tighter than it sounds. Each run has you sailing your longship, the Holt, between shattered island fragments of the Nine Realms, playing building cards from your hand to erect settlements: houses, barracks, water wells, workshops, markets, and more. Buildings are not placed on a rigid grid - the system is fully gridless, with 360-degree rotation, so spatial optimization becomes its own satisfying puzzle on top of the deck management. The critical constraint is the Ginnungagap, a creeping dark void that eats your settlement if you run out of turns. That turn timer creates real pressure without tipping into frustration: you can see the countdown at the top of the screen, so decisions feel tense rather than arbitrary. What keeps a run alive is collecting Yggdrasil Sapling seeds, each with specific unlock conditions - place two industry buildings adjacent to a sapling, complete a certain number of adventures, and so on. Learning those unlock conditions efficiently is where the strategy depth actually lives, and experienced players will start front-loading their deck drafts accordingly. For newcomers to any of these three genres, the tutorial is genuinely competent. It walks you through the building card system, the resource types (Population, Might, Supplies, and Eitr), and the basic loop before releasing you at the Holt. The Holt itself is the metagame: a permanent, customizable hub where you spend acorns collected during runs to unlock new building cards, relics, and upgrades that carry forward into every subsequent expedition. A greenhouse run by Lif (the botanist Scion) and a workshop managed by Thrasir (the builder) each serve as tech-tree nodes, gating progression in a way that feels earned rather than grindy. Scions also provide unique modifiers per loop, which adds meaningful variance without demanding that players memorize a fifty-page wiki before their third run. The Trials of the Gods mode layers optional challenges onto runs for players who burn through the base difficulty quickly - a smart way to extend shelf life without inflating artificial complexity. The weaknesses are real but limited. Early optimization players will notice that the base difficulty can feel forgiving once the Holt is upgraded past a certain threshold - Trials of the Gods become less optional and more necessary to keep runs interesting. Procedurally generated card pools mean that some runs hand you the wrong buildings at the wrong time, and when RNG tightens the supply of key structure types for several consecutive turns, it feels less like a strategic test and more like a coin flip. Panic cards (added to your deck via random events) were criticized by some players for rarely affecting strategy, since you can simply skip playing them. On the technical side, launch-window reports flagged missing frame-rate caps, though post-launch patches appear to have addressed or softened several of those complaints. The narrative is serviceable rather than gripping - the fragmented storytelling through event cards keeps the mythology present without it ever threatening to overshadow the building loop. The art direction deserves its own sentence: European comic-inspired, 2.5D, hand-drawn character work that makes the Nine Realms feel distinct even within the constraints of a procedurally generated system. The soundtrack leans into traditional Nordic instrumentation - Tagelharpa and horns - and does more atmospheric work than you would expect from a studio this size. For strategy players who want a compact, approachable game that respects their time (individual runs clock in around 20 minutes), Roots of Yggdrasil fills a very specific gap between Against the Storm's intensity and something lighter like Islanders. It sits closer to the accessible end of that spectrum, which is not a flaw unless you specifically came for hardcore optimization. Diego, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:indieGridless City-BuilderTurn Timer PressurePermanent Hub ProgressionNorse Mythology20-Minute RunsScion ModifiersTrials of Gods ModeWatercolor Art StyleAgainst the Storm Alternative

Steam Deck & Linux

Steam Deck VerifiedProtonDB Platinum

Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 5 ProtonDB community reports.

System Requirements

Minimum

OS
Win 8.1 64-bit or higher
Memory
4 GB RAM
DirectX
Version 10
Storage
8 GB available space
Graphics
Nvidia GeForce GTX 970, 4 GB or Equivalent
Processor
AMD FX-4350 or Intel equivalent.
Sound Card
DirectX 10 compatible

Recommended

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 10
Storage
8 GB available space
Graphics
Nvidia GeForce GTX 1050, 4 GB or Equivalent
Processor
AMD Ryzen 3 1300X or Intel Core i5-7400
Sound Card
DirectX 10 compatible

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Game Info

Developer
ManaVoid Entertainment
Publisher
ManaVoid Entertainment
Release Date
Sep 6, 2024

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What platforms is Roots of Yggdrasil available on?

Roots of Yggdrasil is available on PC.

When was Roots of Yggdrasil released?

Roots of Yggdrasil was released on 6 September 2024.

Who developed Roots of Yggdrasil?

Roots of Yggdrasil was developed by ManaVoid Entertainment.