게임 정보 / ROGUE BY ROGUEBad North
원문 · 영어Bad 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.
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플레이어 의견 요약
원문 · 영어A minimalist real-time tactics roguelite by Plausible Concept (published by Raw Fury) where you command up to four squads to defend procedurally generated diorama islands from Viking raiders, with permadeath for your commanders.
원문 · 영어Bad North is widely liked by players (Steam 'Very Positive', about 93% of roughly 14.4k reviews) mainly for its striking minimalist art, readable terrain-based tactics and quick, low-stress sessions. Professional critics were more lukewarm: Metacritic sits at 72 (Switch page; PC 74, Xbox 65) and OpenCritic at 71 with only 46% of critics recommending, spanning Nintendo Life 9/10 down to Destructoid 5.5/10 and TheSixthAxis 5/10. The recurring verdict from both camps is 'brilliant core, thin content': it is short (roughly 4 to 12 hours), has few unit classes and enemy types, and little reason to replay. The free Jotunn Edition update (July 2019) added commanders, traits, items and skills and improved replayability, but the game is essentially finished and has had no major content since; newer Steam reviews still ask for more classes, a harder difficulty and a level creator.
플레이어가 칭찬한 점
- 원문 · 영어Minimalist low-poly diorama art and sound: islands stained with blood as battles go on, small details like shields turning toward incoming arrows
- 원문 · 영어Broad-stroke control scheme: you position squads, not individual soldiers, so it is easy to learn in minutes yet still tactical
- 원문 · 영어Terrain matters: cliffs, ramps, chokepoints and beaches on each procedural island shape where you defend
- 원문 · 영어Rock-paper-scissors between infantry (shield), pikes (anti-brute) and archers, with special skills, produce tense and satisfying last-second saves
- 원문 · 영어Slow-motion / pause-friendly flow feels more relaxed than typical RTS games
- 원문 · 영어Short, jump-in-jump-out sessions; a campaign does not overstay its welcome and suits Steam Deck / Game Pass play
- 원문 · 영어Emotional attachment to named commanders whose permadeath carries weight
- 원문 · 영어Jotunn Edition's extra commanders, traits and items added welcome variety for free
플레이어가 비판한 점
- 원문 · 영어Very little content: only three troop classes with a single skill each and a limited enemy roster; many players say they saw everything in a few hours
- 원문 · 영어Low replay value for a roguelite; one campaign clears most of the content and there is no other game mode
- 원문 · 영어Late-game giant archers / ballista-like units are a common complaint because they out-range and crush most units with no clear counter
- 원문 · 영어Difficulty curve is lopsided: the early campaign is trivially easy and the late game spikes sharply
- 원문 · 영어Perceived randomness (enemy landing spots, item and commander luck) can make late losses feel unfair
- 원문 · 영어Minimal unit control leaves you unable to fix AI behaviour, such as odd target choices and chasing fleeing enemies; hard to notice squads dying
- 원문 · 영어Full price ($14.99) is often judged too high for the length; widely recommended on sale or via Game Pass
- 원문 · 영어Shallow upgrade and preparation options: several reviewers say there are too few meaningful ways to spend coins, so it feels like a 'mini game' for the price
차별화된 특징
- 원문 · 영어A real-time tactics game stripped to its bones: four squads, no base building, no resource micromanagement
- 원문 · 영어Procedurally generated tile-like islands where geography is the main tactical resource
- 원문 · 영어Permadeath campaign of commanders across an archipelago with a pursuing fleet, a roguelite structure applied to RTS
- 원문 · 영어Houses you can lose or save: coins come from protecting villages, tying score and economy to defense
- 원문 · 영어Serene, meditative tone contrasted with brutal, blood-stained outcomes
의견이 갈리는 점
- 원문 · 영어Simplicity: praised as accessible and elegant by some, called shallow and 'mini game'-like by others; one critic said it streamlines strategy into something that does not wholly satisfy either casual or veteran fans
- 원문 · 영어Randomness versus skill: some feel mastery is rewarded, others feel RNG decides late runs
- 원문 · 영어Length and value: a tight 5-10 hour campaign is a virtue to some, a dealbreaker at $14.99 to others
- 원문 · 영어Jotunn Edition balance: some felt buffed archers made pikemen less needed and skewed balance
반복과 부담
- 원문 · 영어The first quarter of a run is easy and slow, with little challenge and upgrades only after several coins are earned; restarting after a loss means replaying that stretch
- 원문 · 영어Repetition sets in after a few hours because of limited enemies and units
- 원문 · 영어Abilities must be placed the instant enemies land, which some find restrictive rather than strategic
- 원문 · 영어Feels 'like a mobile game' to several reviewers (it has iOS/Android ports), with lots of unused screen space and vague mechanics
- 원문 · 영어Losing to late-game archers after a long run, where skill cannot fully compensate
기대하는 개선 사항
- 원문 · 영어More unit classes, skills per class and enemy types, especially on higher difficulties
- 원문 · 영어A difficulty beyond Very Hard and/or a hold-out / endless style mode
- 원문 · 영어Larger unit caps (players suggest 6-8 squads instead of 4) and bigger maps
- 원문 · 영어More meaningful upgrade and preparation options so coins buy real choices
- 원문 · 영어A counter or rebalance for the late-game heavy archer, plus more island variety
- 원문 · 영어A level creator / mod-style tooling and DLC-style content expansions
원문 · 영어Launched August 2018 on Switch, PS4, Xbox One and PC (Xbox Game Pass at launch; Steam store lists release as Nov 16, 2018), with iOS and Android ports about a year later. Launch critic reception was mixed (Metacritic 65-74 by platform; scores ranged widely), and the launch build was called 'bare' in retrospect. The free Jotunn Edition (July 2019) added hero traits, extra commanders, items, skills and harder content, and Steam players rate the game much higher than critics. Nominated for Strategy/Simulation Game of the Year at the 22nd D.I.C.E. Awards. Steam revenue estimate (third party, Boxleiter method) is about $8.1M gross and $2.4M net, owners roughly 500k-1M; treat as order of magnitude. Still getting positive Steam reviews in 2026 (recent ones cite 4-190 hour playtimes) though players say it deserved more content. Mac supported, no Linux build.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (Bad North: Jotunn Edition) ↗
- 원문 · 영어Steam store page, Very Positive, ~93% of 14.4k reviews ↗
- 원문 · 영어Metascore 72 (Switch), user 7.0, PC 74 / Xbox 65 ↗
- 원문 · 영어OpenCritic 71, 46% critics recommend, 29 reviews, score list ↗
- 원문 · 영어Release, platforms, Jotunn Edition, Metacritic by platform, D.I.C.E. nomination ↗
- 원문 · 영어Jotunn Edition review, 7/10: few classes, low replay value, short ↗
- 원문 · 영어Destructoid 5.5/10 review (via search snippets; page returned 403): dull early game, repetition ↗
- 원문 · 영어PC Gamer 78/100 (via search result; page content not retrievable) ↗
- 원문 · 영어Nintendo World Report 7/10, accessible minimalist RTS (via search snippet) ↗
- 원문 · 영어God is a Geek 6/10 (via search/OpenCritic; page returned 403) ↗
- 원문 · 영어Steam community thread on archers being overpowered after Jotunn update ↗
- 원문 · 영어Estimated Steam gross/net revenue ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 4 (2025)
원문 · 영어Bad North is a real-time tactical roguelike where you command small armies to defend islands from Viking raids. He is drawn in by its cute visuals and vibe, and finds it visually and mechanically unique. However, he feels the core strategy is shallow and repetitive, and that it would have worked better as a non-roguelike. The roguelike layer is minimal, runs are long, and it is slow to get interesting. He still recommends it to fans of simple tactical games, but places it in C tier.
제작자가 칭찬한 점
- 원문 · 영어Cute, slightly disturbing visuals and strong overall vibe
- 원문 · 영어Sound design is incredible, including the little splash of enemies dropping into the water
- 원문 · 영어Real-time tactical roguelikes are rare, so it feels unique
- 원문 · 영어Permadeath of units makes close fights very tense
- 원문 · 영어Appealing for players who like simpler tactical games
제작자가 지적한 문제
- 원문 · 영어Core gameplay and strategy are shallow and repetitive (archers beat shields, lancers beat archers)
- 원문 · 영어Roguelike elements are too small: random islands and items barely change strategy
- 원문 · 영어Very little pre-run customization and the first islands are always the same
- 원문 · 영어Takes too long for things to get interesting, and runs are very long
- 원문 · 영어Unit level-ups are identical every run, so a fixed mission structure would have suited it better
- 원문 · 영어Losing a favorite army permanently 40 minutes in feels bad
설계에 대한 관찰
- 원문 · 영어Rare real-time tactical/RTS-style take on the roguelike genre
- 원문 · 영어Permadeath of army units adds tension, a double-edged pro and con given the long runs
- 원문 · 영어Each island is a self-contained small level with house-protection objectives that feed currency and upgrades


