ASKA on Steam - User reviews, Price & Information

Lay claim to unspoiled lands and pave the way for a fierce Viking tribe. Craft the ultimate settlement solo or together with up to x3 friends. Trust in the Gods and the power of the Eye of Odin and summon intelligent NPC villagers to provide camaraderie and relief from the toils of survival.

ASKA is a early access, online co-op and multiplayer game developed by Sand Sailor Studio and published by Thunderful Publishing.
Released on June 20th 2024 is available only on Windows in 13 languages: English, German, Romanian, French, Italian, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese and Ukrainian.

It has received 6,537 reviews of which 5,211 were positive and 1,326 were negative resulting in a rating of 7.8 out of 10. 😊

The game is currently priced at 24.99€ on Steam, but you can find it for 16.99€ on Instant Gaming.


The Steam community has classified ASKA into these genres:

Media & Screenshots

Get an in-depth look at ASKA through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5 6600 or AMD Ryzen 5 1600
  • Memory: 16GB GB RAM
  • Graphics: Nvidia GeForce GTX 1660 (6GB) or AMD RX 590
  • Network: Broadband Internet connection
  • Storage: 6 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

March 2025
I adore this game and it's only going to get better. You're basically a viking man/woman (male better a physical combat and mining/woodcutting, female better at ranged/gathering) and you have to build up a village whilst defending from increasing waves of monsters (can turn this feature off thankfully and just leave monsters out in the wilds). Game's VERY slowed paced so don't expect to have a big town for a good while. AI villagers help speed stuff up though currently, they do need a bit of babysitting still. There's always something to do though. Really good updates and there's usually a major one every month. Have a look at the news section and see the great updates they've done since launch. I'd like to see more player settings added though similar to the world ones. I'm not one for equipment that breaks, annoys me beyond belief, so I'd love options to have unlimited durability on equipment. The game does try and sell itself a Viking/Norse themed game, but I don't 100% get that vibe. It's more a pesudo-tribal town builder with a hint of Norse mythology thrown in. Buildings don't look very pre-Christian Nordic if I'm honest and more like makeshift wooden things currently. Maybe they'll do a building aesthetic overall one day. Really relaxing game.
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Aug. 2024
I've been playing this sort of genre for a very long time, and the games that are the most fun take things from other successful games and combine it into a seamless whole. Aska has the time scheduler of Rimworld, the 3rd person village building of Medieval Dynasty, the combat approaching Valheim (but not that good), the countdown to a large assault of 7 days to die. You play games for a long enough time and you see this sort of progression of features. The start is always the same: you begin with nothing, naked, alone, and it's always exciting on first plays to find out where you can go. Can you build things from components, or are there ready made structures? (it's the latter, but very modular). Is there a skill tree with abilities? (no, but there are skills). Is there a progressively more difficult combat challenge as time progresses? (somewhat). Do you hack it alone or can you build a community? (community!). Is there always something to do? (yes). Are better things gated by scarce resources? (gated yes, scarce no). Can you build roads and do they matter? (yes!) Is surviving with food and drink at the start hard? (no). Are there quests? (no). Are decorations just cosmetic or do they help? (they help!). Are your villagers generic or do they come with skillsets? (skillsets!) Is your building area constrained? (nope you can build anywhere). Can you mod the terrain? (yes, except for certain rocks, and it's tedious but possible to make slopes). Fixed, designed map or randomly generated via seeds? (seeds) I could go on with the various aspects of survival and management crafters but Aska slaps together enough of these features in a satisfying enough manner to keep you going. The game is absolutely not difficult. You will fail the first time because winter is absolutely punishing unless you rush to a farm, plant one or two 16 plot fields of flax, and get yourself and your crew some basic clothes via the weaver workshop addon before day 21ish. If you manage that, everything else is trivial, especially after you craft your first gambeson. But despite a lack of difficulty, the way you design your village and its tasks matter a lot, and you'll spend lots of time thinking on how to optimize everything and how to secure a steady flow of things that are not scarce (birch trees) but nevertheless require a lot of labour and steps. Absolute recommend. Playing it with my cousin. Sadly the difficulty does not scale with extra players, but the game is young, the expansion possibilities are endless, and the base is solid and enjoyable. ---- Game developer time is zero sum, feature bloat is a danger, but there are tried and true satisfying game mechanics that improve rather than detract from most games. Existing features from other games that would make Aska even better: 1) gating better things via boss fights (Valheim) 2) new biomes with new stuff via sailing (Valheim) 3) better task priority system (Rimworld) 4) Rivers, bridges, watermills 5) More elaborate production chains that take a finished product as a base component of a more advanced product (Factorio, Dyson Sphere Program etc) 6) better and better modes of personal transportation and transportation of stuff (Medieval Dynasty). Already in place somewhat with sleds and the excellent carts 7) expansion of psychological state of villagers (Rimworld) 8) underground pantry to prevent food spoilage (Going Medieval) 9) siege equipment, both friendly and hostile (Going Medieval) 10) more animal husbandry (Rimworld, Going Medieval) 11) Skill trees with investible points 12) more/interesting POIs 13) crop rotation system with fertility mechanic, where you have to leave things fallow 14) expansion of random events 15) diseases 16) items with quality levels and variable stats I could go on but ive got to go to work :(
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June 2024
Let me start off by saying I absolutely love this game. As someone who really enjoys colony building survival games like Banished, this is the perfect blend of that and something like Valheim. That said, if you're looking for a game like Valheim, this isn't it. While the theme is there and the music in this game is really good, you'll find the management of the tribe and making sure they're safe from the various dangers takes up a good amount of your time. I've also noticed several of the negative reviews complaining about things that are easily fixed if you know what to do, so I'll leave some tips I've learned so far here: --Fishing is Godtier in terms of food. I highly recommend you build on the coast for your first time while you learn the ropes as Fishing is, in my opinion, the best form of food early game. Hunting can be good if you're in a spot with lots of rabbits / deer, but that runs the risk of your hunters running into wolves or something else that might hurt them. Farming, while good, takes awhile to set up. Fishing is a simple as building a fishing dock and setting up a BBQ campfire right in front of it. I've never had food issues for myself or my 17 tribesmen between fishing and making sure the Gatherer is always gathering food. --Healing: There are 3 ways to heal: Sleeping in a bed, eating some foods, and a healers hut. Sleeping is the slowest way, but combined with eating is fine. The Healer hut is without a doubt the fastest way by a mile, but I wouldn't get that until you have a good set up with your tribe already. --Micromanaging: I see some people complaining about this, but I've yet to come across any issues with this. Just setting up more resource flags once the current area you have them at runs out and having one person in the workshop building the tools you need should be more than enough. The only issues I've run into is falling short on Rope/Fiber, which early on is kind of a pain but once you have a farm set up that can grow the Fiber that isn't an issue. The AI of the Tribe NPCs is really good imo and they've never failed at anything. The only thing I've noticed is that they tend to drop the resources they were using in transit if it's time for them to sleep. --Defense: You'll eventually come across your NPCs getting upset that they aren't protected and start to become unhappy. Walls DO NOT FIX THIS. You need a barracks and guards to patrol your base for this (You can see what gives Defense points when you hover over the buildings in the Wall-icon tab). I would recommend you have them patrol at night as that is when I've been attacked the most, but you will sometimes be attacked during the day. TLDR: Fishing is really good for food. Use garlic/onions in combination with sleeping to heal until you can get a Healing Hut. AI is good and micromanaging isn't that bad, just have a workshop assigned and make sure you keep an eye on your resource flags. Defense needs guards on patrol, walls will NOT help make your NPCs feel safe. That aside, if the Devs read this, I have come across some issues that I think should be addressed at some point if possible: --Compost: Farming needs compost to make the crops grow more efficiently, but there isn't really an effective way at the moment to get compost aside from just waiting for food to rot. If there was a building to set up that could help with this or better yet an add-on to the farm you could build I think that would be perfect. --Terra-forming: Not a big issue, but I've noticed that when you build something near a hill it will create a little cliff / dip next to it and you can sometimes get stuck. If there was a new tool (Or just use the hoe since thats what we use to level ground atm) that we could maybe smooth out areas like this so you and your villagers can cross it easily that would be great. I know there is the road-building tool and that might do this? I've yet to try it but I also don't want to build a road on all around every single building that does this haha. Overall, amazing game (especially for early access) and I look forward to everything that is added in the future!
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June 2024
Im seeing a lot of bad reviews due to it being too difficult or that the villager AI is bad. It feels like im playing a completely different game than them. It is difficult yes but its a challenge and I like that, in my opinion games that are easy just get boring after awhile. I want the threat of my village being destroyed and things going to hell if im not on top of it. Maybe add some difficulty options on game creation to appease people that dont like that. I am currently on day 40, Ive had to endure lots of attacks and winter, which was brutal (I liked that, it should be brutal.) But my village has endured and its so satisfying. Also the AI is way better than Bellwright, They actually hustle and run around to do stuff, I rarely have to micromanage in comparision. I also dont need to have every villager be a warrior and worry about getting them all weapons, equipment and FOOD etc which really drove me nuts in Bellwright. A few guards is enough to fight off most things and when I pick their equipment load out they go and grab those automatically from my warehouse. Something that I imagine they will add eventually is AI using the sleds and carts to be more efficient which will be nice as well. The grind is not bad in my opinion, or at least I enjoyed the grind. I stopped playing Bellwright because I needed to move my village closer to the center and it was such a pain in the ass and the thought of restarting was an absolute horror because of how much grind that game had. This game I might restart because I want to build somewhere different then I did now that I know what im doing and the thought isnt horrifying. That alone tells me its good. I came back to edit my review because I had to mention the crafting is so good as well! Actually getting the iron hot and then hammering it and then quenching it in water after, the scraping bark off logs to turn into beams and post.... I dont know why but that just really adds to the game for me. This game is already worth every penny and is only going to get better!
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June 2024
Don't mistake Aska for a survival game like Valheim or a PvP-focused one like ARK. While there are some shared mechanics, this is primarily a colony sim . You don't build your custom residence here, you build a village. Although my playtime for this review is quite low, I've participated in the latest beta and demos, so I believe I have a solid understanding of the game. Aska starts off slow. Some demo players have criticized the early pacing of the game, so let me draw the inevitable analogy to Dark Souls. In Souls-like games, there is a satisfying relief when you finally defeat a boss blocking your progress. In Aska, you have to prepare the ground for a building, fell and process trees on your own, and go through multiple steps to construct a single shelter. This can be cumbersome. However, after some time, you build your "Eye of Odin," which allows you to summon your first villager. When this handsome Viking appears, he will automatically carry sticks, logs, and stones to the building site and start construction. Congratulations, you've defeated the first "boss", and the satisfaction fills you as you watch your new pawn taking care of the annoying stuff. The process to get your first villager will take only minutes on your second attempt. This is likely why it was not adjusted: once you've acquired the skills as a player, things go much more smoothly. From this point onward, you gather more villagers, and your role shifts from crafter to manager. However, the challenges remain. The blood moon rises, winter approaches, and worst of all, bloody Smolkr steal your hard-earned food. Now that you have a solid grasp of the core gameplay loop, let me share a few things I love about Aska: [*]Most resources are physically anchored in the world. Sticks you gather are on your back, and logs are carried on your shoulder. [*]It's extremely satisfying to watch one villager fell and process a tree, another carry it to your stockpile, and a third pick it up to build a house. [*]The game is challenging but not stressful. Regular attacks do leave room for idling and exploration. [*]The graphics are decent. Not mind-blowing, but well-suited to this game. As far as I know, no assets are bought, everything was purposefully crafted for this game. [*]There are already enough decorations and buildings to create a lively and detailed village. [*]The islands are randomly generated, offering some replay value. [*]Boats seem to open up new possibilities, but I haven't been there yet. While it's no secret that I love this game, there are a few areas for improvement. Some might even be dealbreakers for you, so you might want to wait a bit before purchasing: [*]The combat is stiff and awkward. However, I did enjoy using the bow. [*]Currently, there are only two playable characters with minimal customization. [*]No dedicated servers mean the host of your shared save must be online when you want to play. [*]Trees currently don't regrow, though I imagine this is an easy fix. Thanks for reading my review, and by Odin, please keep an eye on those Smolkrs. Let me tell you, they are up to something . You have been warned!
Expand the review

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The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

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Last Updates
Steam data 08 April 2025 12:04
SteamSpy data 09 April 2025 19:11
Steam price 13 April 2025 04:49
Steam reviews 12 April 2025 13:57

If you'd like to dive deeper into the details about ASKA, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about ASKA
  • SteamCharts - Analysis of ASKA concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck ASKA compatibility
ASKA
7.8
5,211
1,326
Online players
1,901
Developer
Sand Sailor Studio
Publisher
Thunderful Publishing
Release 20 Jun 2024
Platforms
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