On a Venn diagram of Oregon Trail, Lost, and gritty Nordic themes, CCCP‘s Dead in Vinland rests comfortably in the middle. The game follows Eirik and his family, freshly exiled to a mysterious island, and aims to capture both the brutality of survival and the complexity of the human condition.

Survive the Human Condition in Dead in Vinland
Dead in Vinland’s art style falls somewhere between Banner Saga and Adult Swim’s Metalocalypse

Life is Complicated

Dead in Vinland promises a highly involved management system with tactical-RPG and exploration elements. In practice, this means that characters need food, water, and rest to live. Failure to meet these needs can leave them sick or depressed. Engaging in bloody combat may leave them wounded or dead. Furthermore, the characters all have individual relationships with those around them. Relationships which ultimately influence their actions. Players must meticulously control these needs and actions, for better or worse.

The player’s choices not only guide day-to-day survival, they also shape the story of the game, which the developers say is full of “esoteric mysteries.” Dead in Vinland features a malleable quest system that is influenced by dialogue decisions and interaction.

The game is built around the core of CCCP’s first entry in the Dead in series, Dead in Bermuda. (You can check out a free demo of DiB on Steam.) If you’re familiar with Dead in Bermuda, you’ll have a good understanding of what to expect out of this newest entry.

Survive the Human Condition in Dead in Vinland

There is a lot going on in Dead in Vinland. That’s part of the magic. Every action carries weight. You never quite know the consequences of your choices until after you’ve made them. Each situation is varied, defined by circumstance as much as desired outcome.

Dead in Vinland launches on Steam on April 12th. You can find the game’s Steam page, here.

Geron Graham

Geron Graham

Geron is a freelance journalist currently holed up in Interior Alaska. He is in love with gaming both for its potential as a storytelling medium in the modern world and its simpler role as an endlessly entertaining past time. When he isn’t gaming or writing about games, he can usually be found singing loudly to his children, complaining about the cold, or climbing hills in search of scenic views.
Geron Graham

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