Key art for Vikings - Wolves of Midgard

Game review

Vikings - Wolves of Midgard

5.5 / 10

Developer
Games Farm
Publisher
Kalypso Media Digital
Released
24 March 2017
Platforms
Windows
Genre
Action RPG
Monetisation
One-time purchase. No DLC beyond a cosmetic pre-order weapon skin.
Players
Local split-screen and online co-op for up to 2 players, separate from single-player campaign

The short version

Vikings - Wolves of Midgard is an isometric, Diablo-adjacent action RPG built around Norse mythology and a genuinely brutal core hook: survive the endless winter of Fimbulwinter by raiding, looting and levelling a customisable warrior through god-granted skill trees. Steam calls it Mixed, 59% positive of 1,370 English-language reviews -- one of the more evenly split aggregates in this review's coverage -- and reading a hundred reviews on each side of that line shows the split is real rather than a fluke of a small sample. Plenty of reviewers, including several who ultimately don't recommend it, call the combat, art and Norse presentation genuinely strong for the first several hours. Just as many describe a game that runs out of ideas fast: shallow class customisation, a punishing and poorly explained New Game+ that strips most of your progress, and a difficulty curve several reviewers call unfair rather than challenging.

Nine years on, a second and separate problem has stacked on top of the balance debate. Reviewers from 2018 onward describe a developer who stopped meaningfully supporting the game within months of release -- "no update since Sep 2017," reads one -- and more recent reviews report online co-op broken for extended periods with no fix, plus at least one report of the game no longer running properly on current Windows. A game that launched Mixed on its merits has had years to drift further toward Mixed on abandonment alone.

Biggest strengths

  • Strong Norse-themed art direction and a genuinely brutal, well-realised premise (surviving an apocalyptic eternal winter) that reviewers on both sides of the Mixed split praise
  • Smooth, satisfying moment-to-moment combat for the first several hours, particularly with a controller rather than mouse and keyboard
  • Local split-screen couch co-op that multiple reviewers across several years call the game's best and most consistently enjoyable mode

Biggest weaknesses

  • Shallow class and build customisation relative to genre benchmarks like Diablo, Grim Dawn or Path of Exile -- repeatedly described as "surface deep" even by reviewers who otherwise recommend the game
  • A New Game+ mode that strips most acquired items and progress on entering a second playthrough, a design decision several reviewers call the single biggest reason they stopped recommending it
  • Sharp, specific difficulty spikes -- particularly an early boss fight reviewers across multiple years single out by name as disproportionately punishing relative to the content around it

Who it's for: Diablo-style action RPG fans who want a shorter, Norse-flavoured hack-and-slash and are primarily interested in local couch co-op, which multiple reviewers single out as the mode that actually works well. Not for anyone who wants deep build customisation, a New Game+ that respects earlier progress, or reliable online multiplayer.

Our recommendation: Only at a steep discount, and only for the couch co-op experience specifically -- it is the one part of the game reviewers across every era consistently recommend. At full price, with online play unreliable and the developer long since gone quiet, it's a hard sell against better-supported genre peers.

5.5 / 10

The pitch

Vikings - Wolves of Midgard puts you in charge of a Jarl whose clan has just been slaughtered by the Jotan, and sends you out into the Shores of Midgard to rebuild strength, raid enemy camps and fight your way toward the beasts of Ragnarok, all under the encroaching cold of Fimbulwinter -- an eternal winter that functions as both setting and mechanical pressure, since the world itself is actively trying to kill you. It's an isometric action RPG in the Diablo tradition: click or aim to attack, loot gear off fallen enemies, spend skill points across trees tied to Norse gods, and use your home village as a hub to upgrade equipment between raids. Developed by Games Farm and published by Kalypso Media, it launched as a full release on 24 March 2017, with no Early Access period.

A genuinely even split

Vikings - Wolves of Midgard sits at Mixed on Steam -- 59% positive of 1,370 English-language reviews, matched almost exactly by the all-languages total. That's a meaningfully more even split than most games in this review's coverage, and reading a hundred reviews on each side confirms it's a real disagreement rather than statistical noise. The positive side isn't shy about the game's limits, either: several thumbs-up reviews explicitly warn readers not to expect a deep, complex ARPG, framing Wolves of Midgard instead as a shorter, more arcade-like hack-and-slash that succeeds specifically by not overstaying its welcome. "If you want to play deep and complex hack and slash action RPG you need look elsewhere," reads one recommendation -- itself a useful signpost for who the game is actually for.

The negative side converges on specific, recurring complaints rather than a vague sense of disappointment. Class and build customisation gets called "surface deep" by multiple reviewers across different years, a common complaint against a genre where character-building depth is often the main draw. More pointed is the New Game+ system: completing the campaign once and starting a second playthrough strips most of your accumulated gear and progress, keeping only the skill tree, which several reviewers describe as the moment they stopped enjoying the game rather than a minor annoyance. And a specific early-game difficulty spike -- a boss fight in the game's second level -- gets named directly, by reviewers years apart, as disproportionately punishing relative to everything else in the opening hours, the kind of specific, repeated detail that suggests a real balance problem rather than a skill issue.

What's actually good, according to both sides

It would be a mistake to read Vikings - Wolves of Midgard as simply broken, because the things reviewers praise are consistent and specific too. The Norse art direction and setting -- snow-swept villages, brutal Jotan enemies, a genuinely oppressive sense of an ending world -- draws praise even from reviewers who don't recommend the game overall. Combat feels smooth and satisfying for a meaningful stretch of the campaign, particularly with a controller; several reviewers explicitly recommend switching off mouse and keyboard, calling the dodge-roll timing built more for a gamepad. And local, split-screen couch co-op is the one element that shows up as a strength across nearly every era of reviews, from launch year through 2020 -- a genre where good local co-op is genuinely uncommon, and reviewers treat it as the game's clearest reason to own it on a sale.

The part that's specific to reviewing it nine years later

What separates this review from a 2017 one is the second layer of complaint that's built up since: abandonment. A January 2018 review states plainly that there had been no update since September 2017 -- six months after launch -- and asks whether the developer plans to continue support at all. Reviews from 2020 report online co-op broken for over a week with an explicit statement from the developer that no further content or bugfixes were planned. And a 2024 review reports the game no longer working properly on Windows 11, with no developer response. None of this shows up in the achievement or gameplay balance discussion -- it's a separate, later-arriving failure mode, and it matters specifically for anyone considering the game today rather than at launch: the online half of its co-op offering is not something a 2026 buyer can rely on, going by the review record, even though local split-screen co-op appears to have kept working.

Value

At NZ$44.99 with no discount active at the time of checking, Vikings - Wolves of Midgard is priced close to what it launched at nine years ago, which several reviewers -- including positive ones -- called too high even in 2017. A shorter campaign, shallow build variety, a punishing New Game+ and a genre now stacked with better-regarded, better-supported alternatives (Grim Dawn, Path of Exile, Diablo III and IV among them) make full price a hard sell in 2026. The clearest value case left is the local co-op experience specifically, which is durable in a way the single-player build variety and the online mode are not, and is best picked up on whatever discount eventually appears rather than at list price.

Verdict

Vikings - Wolves of Midgard earns its Mixed reputation honestly: real strengths in art direction, setting and short-form combat satisfaction, sitting next to real, specific, widely-repeated weaknesses in build depth, difficulty balance and a New Game+ system several reviewers call actively punishing. Nine years on, that debate hasn't really moved -- what's changed is a second, separate story about a developer who went quiet within months of launch and an online mode reviews describe as unreliable for years running. If Wanderer's own approach to progression tells you anything about what we value, it's that a system respecting the time players already invested matters more than raw difficulty -- and that's precisely the piece of Wolves of Midgard's design its own fans keep asking it to fix.

Pros and cons

Pros

  • Strong Norse-themed art direction and a genuinely brutal, well-realised premise (surviving an apocalyptic eternal winter) that reviewers on both sides of the Mixed split praise
  • Smooth, satisfying moment-to-moment combat for the first several hours, particularly with a controller rather than mouse and keyboard
  • Local split-screen couch co-op that multiple reviewers across several years call the game's best and most consistently enjoyable mode
  • A shorter campaign than most genre peers, which some reviewers count as a strength for anyone who doesn't want a 60-hour commitment

Cons

  • Shallow class and build customisation relative to genre benchmarks like Diablo, Grim Dawn or Path of Exile -- repeatedly described as "surface deep" even by reviewers who otherwise recommend the game
  • A New Game+ mode that strips most acquired items and progress on entering a second playthrough, a design decision several reviewers call the single biggest reason they stopped recommending it
  • Sharp, specific difficulty spikes -- particularly an early boss fight reviewers across multiple years single out by name as disproportionately punishing relative to the content around it
  • Long-term neglect: reviewers from 2018 report no meaningful updates since months after launch, and reviews from 2020 and 2024 describe online co-op broken for extended stretches and at least one compatibility failure on modern Windows

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6 / 10
  • Visuals 7 / 10
  • Progression 4 / 10
  • Value 4 / 10
  • Multiplayer 5 / 10
  • Story 4.5 / 10