Choose a port. Sail the sea route, or use an explicitly marked fast-travel landing. Every seeded town has a raid, a hall and a herd.
Company orders
Controls
WASD walk / helm · drag to look
Click lock mouse; click again to swing
Q / right mouse: hold shield · Space axe
Shift sprint / row · Alt dodge · F jump
E interact · R raid · P portage
C camera · V crew orders · H hide
Esc release mouse / close menu. Touch: left stick, drag scene to look, right buttons to fight.
Automatic save every 20 seconds. New saga settings are in ⚙️. The opening haul uses a clearly game-compressed pace; later hauls are slower.
Build on a safe plot
Construction takes time. Longhouses add population capacity; barns expand herd capacity; fields, workshops and woodland labor create surplus. Visit the town to commission or collect.
Buy breeding pairs
Individual animals
Adult female + adult male of the same species, feed, health, a well, and shelter are required. Births stop at capacity. Juveniles grow, winter consumes stored grain, and raids frighten livestock. Gestation and seasons are gameplay abstractions, not real biological time.
Waiting for first frame…
Frame measurements begin after rendering. Benchmark visits first person, chase, and overview, then restores the camera.
Wall-clock frame intervals and CPU + render submission are measured—not GPU execution time. Draw counts and resolution are reported. No percentage speedup is assumed. Device/browser performance must be measured on the device itself.
Chronicle
Historical grounding
This is a procedural Viking-Age-inspired game archipelago, not reconstructed real geography or a reenactment of particular raids. Town forms draw on longhouses, outbuildings, craft plots, waterfront trade and defended enclosures. Real hauling could involve lowering masts, unloading ballast, carrying poles and lubricated wooden tracks. The game simplifies weight, injuries, town economy and time.
National Museum of Denmark · Viking homes
Viking Ship Museum · Ship over land
Viking Ship Museum · Town development
Build provenance
Rebuilt from Aaron’s Skíðblaðnir raiding simulator and Viking Tides v5.1. The r184 renderer / TSL water, cached heights, batching, adaptive quality, pooled effects and capture approach are carried forward; the gameplay core is new. Combat here targets defenders; noncombatants flee. The old menu-only instant combat and captive-trading actions are not retained.