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Bad North
Bad North
from Wikipedia

Bad North
DeveloperPlausible Concept
PublisherRaw Fury
PlatformsWindows, Nintendo Switch, PlayStation 4, Xbox One, iOS, Android
Release
August 20, 2018
  • Switch
    • WW: August 20, 2018
    PS4, Xbox One
    • WW: August 28, 2018
    Windows
    • WW: October 16, 2018
    Android, iOS
    • WW: October 16, 2019
GenreReal-time strategy
ModeSingle-player

Bad North is a real-time strategy video game developed by Plausible Concept (a game studio in Malmö, Sweden, founded by Oskar Stålberg and Richard Meredith) and published by Raw Fury. The game was released on August 20, 2018, for the Nintendo Switch, then for PlayStation 4 and Xbox One on August 28. A Microsoft Windows version was released on October 16, 2018. Versions for Android and iOS followed on October 16, 2019.[1]

Gameplay

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Bad North focuses on real-time tactics gameplay. The main goals are to defend the player's kingdom from the attacking Viking invaders who killed the king and to guide the island's people to evacuate.[1] The procedurally generated islands are divided into multiple tiles and have houses with Vikings attacking from any corner, so the player's strategy must be well planned to get the opportunity to save the people from the enemy by protecting the houses. The Viking invaders will chuck torches into the houses, and if they burn completely, the player will not earn coins for those houses. Coins are needed to get upgrades for units and level up commanders' defenses. The player can also pick up items (represented as question marks in the map) and add new commanders to the army.[2][3]

The game offers Easy, Normal, and Hard difficulty options. A "Very Hard" option can be unlocked by completing the game on Hard.[4] A free expansion for Bad North called "Jotunn Edition" was released in July 2019.[5]

Reception

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Bad North received "mixed or average reviews" according to Metacritic.[12] The game was nominated for "Strategy/Simulation Game of the Year" at the 22nd Annual D.I.C.E. Awards.[13]

References

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Further reading

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from Grokipedia
Bad North is a minimalistic real-time tactics roguelite video game in which players command squads of soldiers to defend procedurally generated islands from waves of Viking invaders, emphasizing strategic positioning and quick decision-making in a charming yet brutal setting. Developed by the independent studio Plausible Concept and published by Raw Fury, the game was initially released on August 20, 2018, for Windows and macOS via early access on Steam, with full release following shortly after on November 16, 2018. A free expansion known as the Jotunn Edition was released on July 24, 2019, adding new items, a new enemy type, campaign enhancements including checkpoint islands and replayable levels, commander traits, and a Very Hard difficulty mode. Bad North features roguelite elements like for and squads, persistent upgrades unlocked between runs, and a focus on the unique of each level to influence tactics, such as directing archers to or using narrow paths to bottleneck enemies. The game launched on multiple platforms, including , , and in August 2018, followed by mobile releases for and Android in October 2019, earning praise for its elegant design and replayability while receiving "Very Positive" ratings on from over 13,000 user reviews.

Development

Conception and design

Bad North was conceived by Plausible Concept, a small independent game studio founded in , , by Oskar Stålberg and Richard Meredith. The studio operated with a lean team of three developers, including Norwegian sound designer Martin Kvale, who handled audio and music. This collaborative effort allowed for focused development on personal, experimental projects, drawing from the founders' extensive industry experience to create a minimalist game. Oskar Stålberg, responsible for , , and programming, brought significant prior expertise that shaped the game's technical foundation. His work as a technical artist at on and as a Unity developer at on Touch honed his skills in and technical art, which became central to Bad North's island creation and visual style. These experiences influenced the game's emphasis on algorithmic elegance, enabling dynamic environments without heavy resource demands typical of larger productions. The game's inspirations stemmed from minimalist real-time strategy titles like Revenge of the Titans and Total War for its art direction, combined with a Viking-themed setting to evoke defending idyllic islands from marauding hordes. Developers adopted a roguelite structure to promote replayability through permadeath and procedural variation, while prioritizing tactile, intuitive controls—optimized for touch or gamepad—and abstract, non-narrative storytelling to make strategy accessible to newcomers. This approach distilled complex tactics into emergent, diorama-like battles, avoiding overwhelming interfaces. Central to the design philosophy was procedural island generation for endless replayability, shifting focus from unit micromanagement to high-level positioning decisions that felt human and strategic. The result was a charming yet brutally escalating difficulty curve, where adaptive enemy waves tested player intuition without punishing inexperience. Development started in 2016 as Stålberg's experiments with procedural crowd movement and island prototypes, evolving over the following years into a cohesive vision, with early builds demonstrated at GDC 2018 and EGX Rezzed to refine based on feedback.

Release and platforms

Bad North was published by , an indie-focused studio that managed the game's business operations, marketing, and distribution, enabling developer Plausible Concept to concentrate on creative development. The game launched initially on on August 20, 2018, followed by releases on and on August 28, 2018. A version for Windows and macOS launched on October 16, 2018, via the Store, with a release on November 16, 2018. Mobile versions for and Android arrived later on October 16, 2019, as the Jotunn Edition. In January 2019, a Deluxe Edition became available on , featuring cosmetic enhancements such as enhanced commander portraits alongside the base game. The free Jotunn Edition expansion followed in July 2019, introducing new islands, commanders, and items including Mines, Jabena, , , along with hero traits to deepen strategic options. Subsequent patches, culminating in version 2.0.0 with the Jotunn Edition rollout, incorporated balance adjustments, new unlocks, and quality-of-life improvements across platforms. No major DLC or content updates have been released between 2020 and 2025, with no official announcements from the developers or publisher as of November 2025.

Gameplay

Core mechanics

Bad North is a roguelite game in which players command squads of soldiers to defend procedurally generated islands against waves of Viking invaders while ensuring the safe evacuation of civilians. The core loop revolves around strategically positioning units on each island's unique terrain to repel enemy assaults, with success hinging on preventing civilian casualties and completing the evacuation before all landing zones are overwhelmed. Islands feature varied layouts that influence tactics, such as hills that provide elevation advantages for ranged units like archers and narrow chokepoints ideal for melee squads to hold defensive lines. A persistent limits visibility to areas near player units or civilians, forcing adaptive decision-making as enemy boats approach from obscured shores. Resource management occurs between islands, where players earn coins based on successful defenses and protected shelters, which can be spent on permanent upgrades to enhance squad capabilities across a run. Failure to defend an island results in the loss of involved commanders due to , ending the run, though some meta-progression like unlocked upgrades is retained for future attempts. Island-specific layouts further shape strategy, with some featuring tunnels or cliffs that enable ambushes or high-ground dominance. Controls emphasize an intuitive detachment system, where players issue high-level commands to commanders who lead their squads autonomously toward objectives, allowing focus on oversight rather than micromanagement. On mobile platforms, the game adapts these mechanics for touch input with responsive gestures for unit selection and camera panning, maintaining tactical precision without a traditional pause feature—though time slows during placement decisions.

Units and commanders

In Bad North, players command detachments led by individual commanders, each consisting of up to 17 soldiers who follow automated behaviors during combat. These detachments form the core of the player's forces, with commanders serving as invulnerable leaders whose death results in the permanent loss of the entire group, emphasizing careful positioning to protect them. Soldiers exhibit realistic, independent pathing, moving toward detected threats with slight delays to simulate human hesitation, rather than synchronized marching. The game features four primary unit types, each with specialized roles that encourage tactical combinations. Militia serve as basic, unupgraded infantry capable of combat but lacking defensive tools, making them versatile starters for early engagements. (often depicted as swordsmen with shields) excel in close-quarters versatility, blocking ranged attacks and flanking enemies, while their shields provide protection against projectiles. Pikemen function as defensive anchors, forming static lines with extended spears to counter charging foes, though they cannot attack while repositioning and are vulnerable if breached. Archers deliver ranged damage, gaining accuracy and effectiveness bonuses from elevated terrain like hills, but they falter in melee and require protective support. Unit behaviors include stamina depletion during prolonged fights, leading to and routs if overwhelmed—soldiers may retreat erratically or raise weapons defensively, potentially dooming the detachment without reinforcement. Commanders possess unique traits that modify their detachment's capabilities, adding layers of strategic customization. Representative traits include Rally, which temporarily boosts nearby units' morale to prevent routs; , enabling frenzied melee attacks for increased damage output; and , extending archer range for superior positioning. The Jotunn Edition introduces additional traits, such as hero buffs that enhance overall detachment performance, alongside items like bombs for explosive area denial. Each commander leads only one detachment, limiting players to deploying a set number per island based on progression, which forces prioritization in defenses. Enemies consist solely of AI-controlled Viking hordes, with no player options for offensive units, shifting focus to pure defense. Standard variants include axe throwers for mid-range harassment, shield walls formed by armored infantry to resist arrows, and basic melee rushers. The Jotunn Edition expands this with giants—massive brute archers wielding ballista-like weapons for long-range devastation—and swift dual-wielders that evade pikes effectively. Tactical depth arises from synergies between unit types, such as positioning pikemen as frontline blockers while archers on provide , or using to exploit flanks against shield walls. These combinations counter enemy compositions, like shielding archers from axe throwers or isolating giants with concentrated pressure.

Progression and modes

Bad North features a roguelite progression where each campaign starts fresh, enforcing on individual commanders—units that suffer total losses during defenses are irrecoverable for the remainder of that run, heightening the stakes of tactical decisions. Meta-progression carries over between attempts via unlockables in the Jotunn Edition, such as additional starting commanders or bonus coins, enabling gradual empowerment without undermining the core risk-reward loop. The overarching goal remains completing the exodus by navigating and securing a chain of islands against relentless Viking assaults until reaching the campaign's endpoint. Central to advancement is the upgrade system, where earned from repelling invasions—typically through preserved buildings and defeated foes—is allocated from a shared pool to bolster forces, including expansions to sizes, of specialized commanders, or perks like expedited unit deployment. The Jotunn Edition expands this with equippable items, such as the for commander revival, and persistent traits that confer passive enhancements, like amplified speed, unlocked progressively across campaigns to encourage experimentation with builds. Players select from difficulty modes ranging from Easy to Very Hard, with the latter unlockable only after conquering Hard, introducing progressively severe challenges: intensified enemy numbers and speeds, scarcer resources, and amplified penalties for setbacks, such as quicker frontier advances and reduced unit resilience. Easy mode, added in an early patch, softens these elements for accessibility while preserving essential enemy dynamics akin to Normal. The campaign structure traces a linear path through an archipelago of procedurally generated islands, punctuated by checkpoint havens that safeguard mid-run progress against total failure; success on prior islands influences subsequent threats, with previews of incoming enemy types aiding preparation. Devoid of overt storytelling, it evokes an abstract tale of urgent flight from a northern Viking peril. Replayability stems from the procedural variance in island terrains and assault patterns, yielding distinct tactical puzzles per attempt, augmented by meta-unlocks that reward persistence; absent multiplayer or extraneous modes, the focus stays on iterative solo campaigns.

Reception

Critical response

Bad North received mixed or average reviews from critics, with aggregate scores of 72/100 on for the PC version based on 11 reviews and 72/100 for the version based on 10 reviews. Critics generally appreciated the game's streamlined approach to but noted limitations in its scope and longevity. Positive feedback centered on the game's minimalist , which many outlets described as charming and visually striking, evoking a sense of idyllic yet perilous defense. Reviewers praised its intuitive controls, which allow for quick unit deployment and camera manipulation without overwhelming complexity, making it accessible for short play sessions. The tense tactical moments were highlighted for their "fiendish ," where players must rapidly position squads against escalating Viking waves, creating high-stakes decisions amid the chaos. Replayability was another strong point, driven by procedural generation and roguelite elements that encourage multiple campaigns to experiment with unit upgrades and layouts. Criticisms focused on the short campaign length, often clocking in at just a few hours, which left some reviewers wanting more substantial content beyond the core loop. The high difficulty was frequently cited as frustrating for newcomers, with mechanics and abrupt spikes leading to repeated failures despite the game's simplicity. A perceived lack of depth in progression was another common complaint, as unit upgrades and strategic options felt limited, reducing long-term engagement. Additionally, the repetitive nature of was noted to make later playthroughs feel formulaic, with island layouts and enemy patterns becoming predictable. The mobile version, available on , garnered praise for its touch controls, which enhance portability by enabling precise island rotation and unit placement on smaller screens. However, some reviews pointed to potential for imprecise inputs during intense moments, particularly on devices with varying screen sizes. The 2019 Jotunn Edition update improved reception by adding new enemies, hero traits, and a "very hard" difficulty mode, earning an 84/100 on from four reviews and extending replay value through expanded content. Patch notes addressed balance issues, including buffs to archers for better effectiveness against shielded foes, though community feedback noted ongoing debates on their power relative to units.

Awards and nominations

Bad North received a for Strategy/Simulation Game of the Year at the 22nd Annual in 2019, recognizing its innovative approach to gameplay, though it did not win the category, which went to . The game was featured in indie showcases at major events, including the Game Developers Conference (GDC) in 2018, where it was highlighted among standout indie titles for its and minimalist design. Similarly, at EGX Rezzed 2018, Bad North drew positive attention from outlets like for its elegant execution of focused strategic concepts. It also earned nods in several "best of 2018" lists focused on minimalist strategy and indie games, such as Game Informer's selection of top GDC indies and Indie Game Reviewer's top 10 indie titles of the year, praising its roguelite elements and Viking defense mechanics. The 2019 release of the Jotunn Edition, an enhanced version with new content, did not yield additional major awards but bolstered community appreciation, evidenced by its Very Positive rating on —91% positive from over 11,000 user reviews—as of late 2025. Overall, Bad North garnered no reported wins in formal awards ceremonies, with its recognition primarily centered on innovation in procedural tactics rather than widespread commercial dominance. In the long term, developer Oskar Stålberg has referenced Bad North as a foundational project in discussions of his subsequent work, such as , highlighting shared techniques in grid-based , though no direct sequels or further expansions have emerged beyond the 2019 edition.

References

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