Game review
Bad North: Jotunn Edition
7 / 10
- Developer
- Plausible Concept
- Publisher
- Raw Fury
- Released
- 20 August 2018
- Platforms
- Windows, macOS
- Genre
- Real-Time Tactics Roguelite
- Monetisation
- One-time purchase, one paid DLC (Oxeye Sailors bonus content), Jotunn Edition upgrade was a free update
- Players
- Single-player, plus local (couch) co-op
The short version
Bad North puts you in command of a small band of survivors evacuating a doomed island kingdom, island by island, as a horde of Viking longships closes in — real-time tactics distilled down to tiny, procedurally shaped battlegrounds and a striking low-poly art style. Seven years after its 20 August 2018 launch (Switch first, PC soon after), it holds a steady Very Positive 93.2% across 6,561 reviews, and recent sentiment (93 of the last 100 English reviews positive) shows no sign of fading. Read the negative sample and one specific complaint dominates almost every detailed review: the game is too short and too shallow for what it costs, its unit variety exhausted within a couple of hours, well before the difficulty or the roster of ideas has had room to grow.
Biggest strengths
- A distinctive, widely admired low-poly art style and island-generation system that multiple reviewers call the game's strongest asset, years after release
- Core tactical loop — splitting a small squad across a procedurally shaped island to hold chokepoints against landing Viking waves — is praised as genuinely clever even by critical reviewers, several of whom recommend it despite their complaints
- Runs and controls well for short sessions, with adjustable difficulty and a restart-level option that reviewers specifically credit for keeping frustration manageable
Biggest weaknesses
- The single most repeated complaint in the negative corpus, independent across dozens of reviewers, is thin content for the price: few unit types (three for the player, four or five for the AI, per one detailed count), a short campaign several reviewers finish in one or two sittings, and difficulty that several call undertuned early and spikes unevenly later
- Only 5.0% of players hold the achievement most consistent with finishing the game, against 94.2% for the very first story milestone — a steep drop-off that's partly normal for any game, but corroborates reviewers' account of losing steam well before the credits
- Multiple reviewers, including ones who otherwise like the game, describe balance as inconsistent — some islands or enemy compositions feel unfairly weighted, which several say undercuts the "fair but hard" tactics-roguelite feel the game is going for
Who it's for: Players who want a beautiful, bite-sized tactics game for short sessions and don't mind a relatively brief overall runtime — several reviewers describe finishing it in a single sitting or two. A weak fit for players buying at full price expecting deep, escalating roguelite systems on the level of genre leaders; wait for a sale if the price is the deciding factor, which a large share of this game's own fans say plainly.
Our recommendation: Worth playing, ideally on a discount given how consistently "worth it at full price" is the specific thing reviewers push back on. Go in expecting a tight, elegant few hours rather than a long-tail roguelite you'll return to for dozens of runs.
7 / 10
Bad North sells its premise in a single screenshot: tiny, procedurally shaped islands, a low-poly kingdom on fire, and a handful of loyal commanders standing between panicked villagers and a fleet of Viking longships. Plausible Concept's real-time tactics roguelite launched on Switch on 20 August 2018, reached PC soon after, and picked up the free Jotunn Edition content update — the version Steam's storefront now lists by name — later that same year. Seven years on, it's held a remarkably stable Very Positive 93.2% across 6,561 reviews, with the last hundred English reviews (93% positive) landing almost exactly on that lifetime figure. This is not a game whose reputation has faded or spiked — it's settled, and its fans are unusually specific about the one thing keeping it from settling higher.
Beautiful, clever, and — its own fans keep saying — too short
Pull the hundred most-helpful English negative reviews and one complaint towers over every other: there simply isn't enough game here for what it costs. "Very few different units (3 for you, 4 or 5 for the computer). First 30 maps are very tedious without any challenge," reads one detailed negative with 149 votes, a specific tally rather than a vague gripe. Another, with 118 votes, calls it "great little game, but way too simple & too little content for the price" — while explicitly saying they're not refunding it, because they like supporting the developers anyway, a telling split between what a reviewer feels about a studio and what they feel about the product. A third, comparing it directly against genre peers, tells readers outright to "go play Dead Cells, Rogue Legacy, FTL, Into The Breach, Wizard of Legend" instead.
The achievement data gives that complaint a rough shape. 94.2% of players hold the achievement for the very first mission, and only 5.0% hold the one most consistent with finishing the game — a steep drop that's partly just how most games' completion curves look, but it lines up with reviewers who describe running out of new things to see well before the campaign ends. Balance complaints run alongside the content ones: several reviewers, including some who still recommend the game, describe specific islands or Viking compositions as unfairly weighted rather than cleanly, tactically hard.
What earns it a Very Positive score anyway
None of that erases what Bad North does well, and the positive corpus is just as specific about it. "Great minimalist tactics game with superb design," reads one 49-vote positive, praising the adjustable difficulty and restart-level option for keeping the game's harder edges from turning into pure frustration. The tactical core — splitting a handful of commanders across a small island's chokepoints and terrain to hold off landing waves — draws praise even from critical reviewers who otherwise wish there were more of it. And the art style is close to undisputed: low-poly islands that manage to look painterly rather than cheap, still cited as a highlight by reviewers writing years after launch.
One older review flags the game busy-waiting the CPU at over 200% usage even sitting idle at a menu — a real technical complaint worth naming, though this review has no way to confirm whether it's still present in the current build years of patches later, so it's included here as a historical data point rather than a live warning.
Final verdict
Bad North is a genuinely elegant idea, well enough executed that reviewers keep recommending it even in the middle of complaining about it — a rare shape for a review corpus to take. The Very Positive score is earned by the concept, the art and a tactical core that clicks quickly; the specific, repeated pushback on price-to-content ratio and shallow late-game variety is earned too, and it's consistent enough across seven years of reviews that it isn't a launch-week overreaction. Buy it for a tight, good-looking few hours, ideally at a discount — and don't go in expecting the deep, expanding roguelite loop its closest genre neighbours offer.
Pros and cons
Pros
- A distinctive, widely admired low-poly art style and island-generation system that multiple reviewers call the game's strongest asset, years after release
- Core tactical loop — splitting a small squad across a procedurally shaped island to hold chokepoints against landing Viking waves — is praised as genuinely clever even by critical reviewers, several of whom recommend it despite their complaints
- Runs and controls well for short sessions, with adjustable difficulty and a restart-level option that reviewers specifically credit for keeping frustration manageable
- Recent sentiment (93 of the last 100 English reviews positive) is essentially identical to the 93.2% lifetime figure, showing a genuinely stable, still-liked game rather than one riding out a fading launch reputation
- Reasonably cheap to pick up on sale, and even several critical reviewers say they don't regret the purchase at a discount
Cons
- The single most repeated complaint in the negative corpus, independent across dozens of reviewers, is thin content for the price: few unit types (three for the player, four or five for the AI, per one detailed count), a short campaign several reviewers finish in one or two sittings, and difficulty that several call undertuned early and spikes unevenly later
- Only 5.0% of players hold the achievement most consistent with finishing the game, against 94.2% for the very first story milestone — a steep drop-off that's partly normal for any game, but corroborates reviewers' account of losing steam well before the credits
- Multiple reviewers, including ones who otherwise like the game, describe balance as inconsistent — some islands or enemy compositions feel unfairly weighted, which several say undercuts the "fair but hard" tactics-roguelite feel the game is going for
- At least one older review reports the game busy-waiting the CPU at menus (200%+ usage even when idle) — this review could not verify whether that's still present in the current build, so treat it as a historical data point rather than a confirmed live issue
- The paid DLC drew specific criticism from more than one reviewer as content that "should've been in the game already," a common complaint pattern this library has flagged before when a base game is already seen as thin