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Bad North: Jotunn Edition similar games & best alternatives

Bad North: Jotunn Edition

PC (Microsoft Windows), Mac, iOS, PlayStation 4, Xbox One, Android, Nintendo Switch • 2018

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Quick resume

Bad North is a charming but brutal real-time tactics roguelite. Defend your idyllic island kingdom against a horde of Viking invaders, as you lead the desperate exodus of your people. Command your loyal subjects to take full tactical advantage of the unique shape of each island.

Global score

93/100

Genres

Action, Indie, Simulator

Similar games

    Pros

    • Simple yet deep tactical gameplay
    • Beautiful minimalist art and sound design
    • Accessible for newcomers with challenging higher difficulties
    • Procedurally generated islands increase variety
    • Good value especially on sale

    Cons

    • Limited content and replayability after multiple runs
    • No multiplayer or social features
    • Some players find late game difficulty spike harsh
    • Minimal character customization and narrative depth
    • Lack of quality of life features like better ui info

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. It leans lower than usual among comparable games on Expression, Cooperation, Fellowship.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Motivations

    • Autonomy
      4

      "Players have control over unit deployment, positioning, and strategic decisions on each island, with freedom to adapt tactics."

    • Competence
      4

      "The game offers challenging tactical depth, requiring skillful unit management and strategic planning, especially at higher difficulties."

    • Competition
      -3

      "Focus is on solo play and personal progression; no multiplayer or ranked modes mentioned."

    • Continuation
      2

      "Players report replayability through multiple runs and unlocking traits/items, though some find content limited after several playthroughs."

    • Cooperation
      -5

      "The game is single-player only with no cooperative multiplayer or team-based mechanics."

    • Creativity
      2

      "Some tactical creativity in unit positioning and strategy, but limited by fixed unit classes and predefined mechanics."

    • Domination
      -5

      "No evidence of dominating others; gameplay is individual and cooperative social dominance is absent."

    • Escapism
      3

      "Players describe immersion in the Viking-themed world and emotional engagement as a form of escape."

    • Expectation
      -4

      "Players engage voluntarily for enjoyment and challenge, with no indication of obligation or external pressure."

    • Experimenting
      3

      "Players experiment with different unit combinations, island tactics, and item/trait synergies."

    • Exploration
      2

      "Procedurally generated islands provide some variety and discovery, though environments are small and limited."

    • Expression
      -4

      "Minimal character customization or cosmetic expression; focus is on gameplay rather than avatar personalization."

    • Fantasy
      3

      "Set in a stylized Viking fantasy world with heroic narratives and imaginative combat scenarios."

    • Fellowship
      -5

      "No social or community features; gameplay is solitary without shared group identity."

    • Growth
      3

      "Players develop skills and knowledge of unit interactions and strategies; some meta-progression through unlocks."

    • Health
      -5

      "No physical activity or health-related gameplay elements; typical sedentary gaming experience."

    • Idle
      -3

      "Requires focused attention and strategic decision-making; not suited for idle or background play."

    • Intimacy
      -5

      "No social or emotional relationship-building features; interactions are limited to game mechanics."

    • Leadership
      3

      "Players lead and manage up to four commanders and their squads, making strategic decisions and upgrades."

    • Progression
      3

      "Progression through unlocking items, traits, and upgrading commanders; campaign advancement unlocks new challenges."

    • Relaxation
      1

      "Some players find the game relaxing and aesthetically pleasing, though gameplay can be tense and challenging."

    • Sensation
      2

      "Enjoyable visual style and sound design provide sensory pleasure and emotional engagement."

    • Status
      -5

      "No social recognition or status systems; achievements are personal and not publicly ranked."

    • Story
      2

      "Minimal narrative with some lore and atmosphere; story is subtle and emergent rather than explicit."

    • Strategy
      5

      "Core gameplay revolves around strategic planning, tactical positioning, and problem solving."

    • Thrill
      3

      "Players experience suspense and tension during battles, especially on higher difficulties and late game."

    • Value
      3

      "Generally considered good value for time and money, especially on sale; praised for quality and polish."

    • Violence
      3

      "Combat and defeating Viking enemies is central; stylized violence is part of the core experience."

    • Survival
      4

      "Strong survival elements with permanent unit loss and resource management under threat from enemies."

    Last update: 29/04/2026