$24.99ASKA Build a Viking village, defend it
Land on a mythic Viking shore with nothing and raise a working tribe from it. You chop, haul and hammer at first, then summon villagers, give them jobs and watch the settlement carry itself while winter and the Blood Moon test it. Best played slow, with friends if you can.
Is ASKA worth it?
ASKA is worth it if…
- you like watching a settlement go from one tent to a staffed village
- you enjoy assigning jobs, training skills and tuning food and gear
- you want survival pressure from seasons, raids and long winters
- you play solo or co-op with up to three friends
Screenshots
From lone survivor to village boss
You start in rags, clearing ground, felling trees and dragging sticks and logs yourself. Your first real milestone is the Eye of Odin, which lets you summon a villager who starts hauling to blueprints and building for you. From there your job changes. You place homes, workshops, altars and walls, then recruit more villagers, assign roles and train skills like blacksmithing, hunting or fighting. You work beside them, but colony sim fans will feel the shift from doing everything to keeping everyone fed, watered, rested and equipped.
Villagers with needs and quirks
Villagers are not interchangeable hands. Each has perks, strengths and a daily schedule of work, food, water and rest you can watch unfold. A good blacksmith keeps the tribe in tools and weapons, while a skilled hunter ranges further for meat. You manage food types, warm clothing and housing as numbers grow, and you can dress them out from the warehouse with the gear you choose. Get the balance right and the village hums, with one person felling, another stockpiling and a third raising the walls. Get it wrong and winter will send you the bill.
Walls, winters and Blood Moons
Peace never lasts long. The dead raid at night, creatures stalk the woods and steal stored food, and the Blood Moon brings heavier assaults on a strict timer. Then comes winter, when berries stop growing, cold bites and stored food matters. You answer with towers, fences, runestones that strengthen the tribe, trained guards and your own axe or bow in skill-based combat. Seeking out dark forces and bosses across the island earns resources for that next upgrade. A smart leader builds defences while the sun is still out.
An island that keeps you working
The world is procedurally generated, with caves, landmarks, iron mines, fishing coasts and hidden resources to find. Survival turns with the seasons through a dynamic weather system, so fishing, foraging, hunting and farming trade places through the year. Crafting stays physical, with logs scraped to beams, bark stripped, iron heated, hammered and quenched, and sleds and roads to move the heavy stuff. Play solo or with up to three friends, personalise buildings with furniture and dyes, and tame the odd wolf pup if you can afford its appetite.
Good to know before you land?
How colony sim is it, really?
Very. You lead named villagers with perks, needs for food, water and rest, and daily schedules, then assign jobs, train skills and keep the whole supply chain fed. Combat and exploration matter, but the heart of it is staffing the village and keeping it alive.
How does a run usually start?
Slow and hands-on. You clear plots, chop and haul everything yourself and build the first shelters before you can summon help. Once villagers arrive, much of the hauling and building passes to them and you move into planning, resourcing and defence.
What threatens the village?
Night raids by undead, wild creatures, Blood Moon assaults and winter cold and hunger. Buildings need repair, food spoils and tools wear out, so stockpiles, warm clothes from the weaver, guards and walls decide whether spring finds your tribe intact.
Can I play it my way?
Maps use seeds, you can build almost anywhere, and structures are modular with furniture, dyes and decoration that also help the settlement. There are settings for decay, day length and invasions if you want a calmer or harsher rhythm.

















