- Release Year: 2019
- Platforms: Macintosh, Windows
- Publisher: Raw Fury AB
- Developer: Raw Fury AB
- Genre: Special edition
- Game Mode: Single-player
- Average Score: 88/100

Description
Bad North: Jotunn Edition (Deluxe Edition) is a charming yet brutal real-time tactics roguelite game where players defend their idyllic island kingdom against Viking invaders. As the leader of a desperate exodus, you must command loyal subjects, utilizing the unique terrain of each procedurally generated island to gain tactical advantages. The Deluxe Edition includes the base game, enhanced portraits, an original soundtrack, and wallpapers, offering a rich and immersive experience in a minimalist, stylized world.
Gameplay Videos
Where to Buy Bad North: Jotunn Edition (Deluxe Edition)
PC
Bad North: Jotunn Edition (Deluxe Edition) Patches & Updates
Bad North: Jotunn Edition (Deluxe Edition) Mods
Bad North: Jotunn Edition (Deluxe Edition) Guides & Walkthroughs
Bad North: Jotunn Edition (Deluxe Edition) Reviews & Reception
store.steampowered.com (93/100): A charming but brutal real-time tactics roguelite.
metacritic.com (84/100): A delightfully well-paced strategy roguelike that’s as fresh on your first run as it is on your 10th.
gideonsgaming.com : Bad North is simple to learn, it takes only minutes to grasp the concept, yet it’s surprisingly tactical and addictive.
saveorquit.com : Bad North hasn’t ascended from its mortal failings to the gates of Valhalla; it’s a game that has let its shortcomings brew further into a refined mead fit for us mortals.
Bad North: Jotunn Edition (Deluxe Edition): A Minimalist Masterpiece of Tactical Roguelite Design
Introduction: The Charm of Brutality
Bad North: Jotunn Edition (Deluxe Edition) is a deceptively simple yet brutally engaging real-time tactics roguelite that strips away the bloated complexity of traditional RTS games while retaining—and even amplifying—their strategic depth. Developed by the Swedish indie studio Plausible Concept (founded by Oskar Stålberg and Richard Meredith) and published by Raw Fury, the game first launched in 2018 before receiving its Jotunn Edition expansion in 2019, which introduced new mechanics, traits, and a “Very Hard” difficulty mode. The Deluxe Edition further sweetens the deal with enhanced portraits, the original soundtrack by Martin Kvale, and digital wallpapers.
At its core, Bad North is a game about desperation and survival. You play as a fledgling ruler tasked with defending a procedurally generated archipelago from relentless Viking invaders who have slain your king. The game’s minimalist aesthetic—adorable, almost chibi-like soldiers juxtaposed with the visceral reality of war—creates a hauntingly beautiful contrast. Blood stains the ground, houses burn, and your commanders perish permanently, yet the game’s charm never wavers. It’s a tactical ballet of death, where every decision carries weight, and every loss stings.
This review will dissect Bad North’s design, mechanics, and legacy, arguing that it stands as one of the most accessible yet deep strategy games of the modern indie era—a testament to how less can indeed be more.
Development History & Context: The Rise of Micro-Tactics
The Studio and Vision
Plausible Concept, based in Malmö, Sweden, was founded with a mission to create elegant, player-friendly strategy games that eschew the overwhelming complexity of titles like Total War or Company of Heroes. Oskar Stålberg, the lead designer, had previously worked on Townscaper, another minimalist gem, and brought a similar philosophy to Bad North: simplicity in controls, depth in systems.
The game was conceived as a real-time tactics experience rather than a full RTS, focusing on small-scale skirmishes where positioning, unit counters, and environmental awareness reign supreme. The Viking theme was chosen not just for its aesthetic appeal but for its narrative potential—a story of invasion, exile, and last stands.
Technological Constraints and Design Philosophy
Bad North was built in Unity 2018, a choice that allowed for rapid prototyping and cross-platform compatibility (the game is available on PC, Switch, PS4, Xbox One, and mobile). The procedural generation of islands was a key technical challenge, ensuring that each battle felt unique yet fair.
The game’s minimalist art style was both a creative and practical decision. The low-poly, almost storybook-like visuals allowed for clear readability in combat while maintaining a distinct identity. The developers also embraced dynamic lighting and weather effects (sunsets, fog, night battles) to enhance atmosphere without overwhelming the player.
The Gaming Landscape at Launch
Bad North arrived during a renaissance of indie strategy games, alongside titles like Into the Breach (2018) and Slay the Spire (2019). These games proved that strategy didn’t need to be intimidating—it could be fast, fluid, and fun.
The roguelite elements (permanent death, procedural generation, meta-progression) were also in vogue, thanks to hits like Dead Cells and Hades. Bad North’s blend of real-time tactics + roguelite structure was fresh, offering a middle ground between the turn-based precision of FTL and the chaotic real-time battles of Mount & Blade.
Narrative & Thematic Deep Dive: A Tale of Exodus and Sacrifice
Plot and Setting
The narrative of Bad North is deliberately sparse, told through environmental storytelling and brief text snippets. The premise is simple:
– Your king is dead, slain by Viking raiders.
– You, the heir, must evacuate your people across a chain of islands.
– Each island is a battle for survival—lose all your commanders, and the game ends.
There are no cutscenes, no voice acting, and no lengthy exposition. Instead, the story unfolds through:
– The overworld map, which shows the Viking frontier creeping forward, cutting off retreat.
– Commander portraits and traits, which hint at backstories (e.g., a “Fearless” warrior or a “Collector” who hoards gold).
– The burning houses, which serve as a visual metaphor for loss—each one destroyed is a family lost, a resource denied.
Themes: Desperation, Leadership, and the Cost of War
Bad North is, at its heart, a game about sacrifice and leadership under pressure. Key themes include:
1. The Burden of Command
– Every decision—whether to retreat, which houses to defend, which commanders to risk—has permanent consequences.
– The game doesn’t let you save-scum; if a commander dies, they’re gone forever.
-
The Illusion of Control
- While you issue high-level orders, your soldiers act autonomously, sometimes disobeying or failing.
- This creates a tense, almost chaotic feel—you’re a general, not a puppet master.
-
The Futility and Necessity of War
- The Vikings are inescapable; you’re not fighting to win, but to delay the inevitable.
- The game’s tagline—“Keep fighting… not for power or riches or glory, but for hope of peace to come once again”—encapsulates its melancholic tone.
Characters and Dialogue (or Lack Thereof)
Bad North has no traditional characters—your commanders are archetypes defined by their traits and skills. However, the procedural generation of their personalities (e.g., “Energetic,” “Ironskin,” “Rousing Speeches”) gives them just enough identity to make their deaths meaningful.
The absence of dialogue is a bold choice—it forces the player to project their own emotions onto the struggle. The only “voice” in the game is the soundtrack, which blends haunting Nordic melodies with pulsing battle drums, reinforcing the game’s epic yet intimate scale.
Gameplay Mechanics & Systems: The Art of Minimalist Strategy
Core Gameplay Loop
Bad North’s structure is roguelite at its finest:
1. Overworld Phase
– Choose an island to defend from a procedurally generated map.
– Each island has a unique layout, enemy types, and potential rewards (gold, items, new commanders).
– The Viking frontier advances after each turn, limiting your options.
-
Battle Phase
- Deploy 1-4 commanders, each leading a squad of archers, shield-bearers, or pikemen.
- Real-time combat with pause-and-play tactics—you issue orders, but soldiers act independently.
- Protect houses (your gold source) while eliminating Vikings.
- Retreat if things go badly (but lose potential gold).
-
Upgrade Phase
- Spend gold on unit upgrades (e.g., better armor, stronger attacks).
- Unlock new traits and items for future runs.
-
Permadeath & Meta-Progression
- Lose all commanders? Game over.
- Some traits and items carry over to new runs, offering small advantages.
Combat: Rock-Paper-Scissors with a Viking Twist
The combat is built around three unit types, each with strengths and weaknesses:
– Shield-Bearers (Swordsmen)
– Tanky, good against melee but weak to archers.
– Can lunge from cliffs (a devastating ability).
– Pikemen
– Excellent at chokepoints, can knock back enemies.
– Useless while moving—vulnerable to flanks.
– Archers
– Deadly at range, but frail in melee.
– Can volley fire for AoE damage.
Enemies follow similar counters:
– Militia (basic, weak)
– Huscarls (heavy melee)
– Brute Archers (high-damage ranged)
– Berserkers (fast, unpredictable)
Terrain is king—high ground, narrow paths, and water all dramatically alter battles. A well-placed pikeman squad in a bottleneck can hold off an entire wave, while archers on a hill can decimate enemies before they close in.
Progression & Customization
- Commanders level up, gaining skills (e.g., Pike Charge, Plunge, Volley).
- Items (e.g., War Horn, Mines, Holy Grail) add unique tactical options.
- Traits (e.g., Fleet of Foot, Ironskin) provide passive bonuses.
The meta-progression is subtle but meaningful—unlocking a starting trait or item can drastically change how you approach early-game islands.
Difficulty & Replayability
- Easy, Normal, Hard, Very Hard (unlocked by beating Hard).
- Very Hard introduces new enemy types and harsher penalties.
- The procedural generation ensures no two runs feel identical.
However, the game’s limited unit variety (only three classes) and short campaign length (2-3 hours per run) mean that replayability hinges on mastery rather than discovery.
World-Building, Art & Sound: A Nordic Tale Told Through Design
Visual Design: Minimalism with Depth
- Low-poly, almost toy-like soldiers contrast with detailed environments (burning houses, crashing waves).
- Procedural islands are visually distinct—some are flat and open, others are mazes of cliffs and forests.
- Dynamic lighting—sunsets cast long shadows, fog obscures vision, night battles are tense and eerie.
The art style is deceptively simple—it looks “cute” at first glance, but the blood splatters, burning buildings, and corpse-littered battlefields remind you this is war, not a fairy tale.
Sound Design & Music: The Sound of Desperation
- Martin Kvale’s soundtrack is a masterclass in atmospheric composition:
- Haunting Nordic chants (e.g., “Morning Mist”).
- Pulsing battle drums (e.g., “Waves of Ships”).
- Melancholic acoustic pieces (e.g., “Quiet Meadows”).
- Sound effects are crisp and impactful—arrows thudding into shields, pikes clanging against armor, houses collapsing into flames.
The lack of voice acting is a strength—the silence forces you to focus on the battle, making the rare musical swells all the more powerful.
Reception & Legacy: A Cult Classic in the Making
Critical Reception
Bad North received generally favorable reviews, with critics praising its:
– Accessible yet deep combat (PC Gamer: “Mostly delightful and sometimes punishing”).
– Charming brutality (StrategyGamer: “Strips away just the right amount of complexity”).
– Addictive roguelite loop (Nintendo Life: 9/10).
However, some criticized its:
– Short length (Destructoid: 5.5/10, calling it “shallow”).
– Limited unit variety (Gideon’s Gaming: “The small number of troop classes holds the game back”).
Metacritic Scores:
– Switch: 72/100
– PC: 74/100
– Xbox One: 65/100
Commercial Performance & Community
- Steam: Over 11,000 reviews, 93% positive.
- Mobile: Praised for its touchscreen controls (Gamezebo: 100/100).
- Awards: Nominated for Strategy/Simulation Game of the Year at the 22nd D.I.C.E. Awards.
The game found a dedicated fanbase, particularly among:
– Strategy purists who loved its tactical depth.
– Roguelite enthusiasts who enjoyed its permadeath tension.
– Indie fans who appreciated its minimalist charm.
Influence & Future
Bad North’s success proved that:
– Real-time tactics could be streamlined without losing depth.
– Roguelite elements could work in strategy games.
– Minimalist design could convey deep themes.
Its legacy can be seen in later games like:
– Wildfrost (deckbuilding + tactics).
– Against the Storm (roguelite city-building).
– Dome Keeper (minimalist survival strategy).
A sequel or spiritual successor remains a possibility—fans have clamored for more unit types, larger battles, and co-op play.
Conclusion: A Flawed but Brilliant Gem
Bad North: Jotunn Edition (Deluxe Edition) is a masterclass in minimalist game design—a game that does more with less than most AAA strategy titles. Its charming brutality, tactical depth, and haunting atmosphere make it unforgettable, even if its short length and limited variety prevent it from being a perfect experience.
Final Verdict: 8.5/10 – “A Must-Play for Strategy Fans”
✅ Pros:
– Brilliant real-time tactics with deep but accessible mechanics.
– Gorgeous minimalist art and haunting soundtrack.
– Addictive roguelite structure with meaningful permadeath.
– Perfect for short, intense sessions.
❌ Cons:
– Only three unit types—could use more variety.
– Short campaign (2-3 hours per run).
– Mobile version lacks some PC features (e.g., mod support).
Who Should Play It?
- Fans of FTL, Into the Breach, or XCOM who want real-time tactics.
- Roguelite lovers who enjoy permadeath tension.
- Strategy newcomers looking for an accessible entry point.
Who Should Skip It?
- Players who dislike permadeath or procedural generation.
- Those wanting a deep narrative—this is gameplay-first.
- Hardcore RTS fans who need base-building or large armies.
Final Thoughts
Bad North is not a perfect game, but it is a perfectly executed vision—a tight, tense, and beautiful strategy experience that respects the player’s time while challenging their wit. It’s a game that stays with you, not just for its mechanics, but for its atmosphere of desperate hope.
If you’ve ever wanted to lead a band of outmatched warriors against an unstoppable tide, Bad North is your Valhalla.
Now go forth, commander. The Vikings are coming. 🛡️⚔️🏹