NORTHBOUND
Eight souls land on a strange shore. None of them will be the same when spring comes — if it comes.
NORTHBOUND is a Viking settlement saga. Build a village. Name your kin. Send out scouts. Found new halls across the strait. Weather raids. Write a chronicle that lasts.
Features
- 160×160 procedural world with three map types: Viking Origin, Pangea, Archipelago
- Multi-village economy — each outpost has its own working population, stockpile, and workplaces
- Drakkar warships — combat-rated longships that can intercept raiders before they touch shore
- Real seasons, real winters — kin freeze, animals migrate, the long night comes
- The Winter Solstice scene — every year, on midwinter, the world holds its breath
- A growing saga — every important moment is chronicled in your settlement's permanent record
- Founders remembered — the eight kin who first walked your shore are named in the saga across decades
- Lives that matter — when a notable kin dies, the world pauses to honor them
Controls
- Drag to pan the camera
- Mouse wheel to zoom
- Space to pause
- Number keys 1/2/4/8 to set game speed
- Click a kin to select; click an empty tile to assign work
A game of slow Viking time
This is not a fast game. It is a game about kin you remember, winters you survive, and a saga you keep. Play one in-game year, or twenty.
| Status | Released |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | APD Games |
| Genre | Simulation, Strategy, Survival |
| Tags | Atmospheric, colony-sim, Historical, Medieval, Norse, settlement, Singleplayer, viking |
| Content | No generative AI was used |
Development log
- 5.49 — A new world, named, remembered, and told32 days ago
- 5.47 — A new world, named, remembered, and told37 days ago
- 5.46 — A new world, named, remembered, and sailed.44 days ago
- 5.39 — Fixes for the freeze around Year 1 Day 844 days ago
- 5.38 — Buildings now have distinct visual identities49 days ago
- NORTHBOUND is live — a Viking settlement saga51 days ago






Comments
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lib.min.js?1781148504:2 Allow attribute will take precedence over 'allowfullscreen'.
northbound:1 Uncaught (in promise) NotSupportedError: screen.orientation.lock() is not available on this device.Understand this error
26index.html?v=1780725622:14905 Uncaught ReferenceError: modalOpen is not defined
at index.html?v=1780725622:14905:29Understand this error
index.html?v=1780725622:8146 Uncaught TypeError: Cannot read properties of undefined (reading '0')
at dayProduction (index.html?v=1780725622:8146:14)
at tickEconomy (index.html?v=1780725622:10269:16)
at loop (index.html?v=1780725622:14079:5)Understand this error
2index.html?v=1780725622:14905 Uncaught ReferenceError: modalOpen is not defined
at index.html?v=1780725622:14905:29Understand this error
index.html?v=1780725622:14905 Uncaught ReferenceError: modalOpen is not defined
at index.html?v=1780725622:14905:29
(anonymous) @ index.html?v=1780725622:14905Understand this error
weird maps frozen, everything else seems to be working tho. year 1 day 8
Thanks for the detailed report — you caught two real bugs and surfaced a third.
The freeze was a missing role definition (fisher was in the game but not in
the daily production table — it would crash the day-tick the first time a
fisher started working, which fits your "Year 1 Day 8" timing). The
ReferenceError every 30 seconds was the auto-save trying to look up a
variable that wasn't in scope.
Bigger fix: the game loop now catches errors so a single bad tick won't
freeze the whole game ever again — it logs the error and keeps running.
All three fixed in 5.39, just pushed. Hard-refresh and your save should
load right where you left off. Sorry you had to be the first one to hit
this — let me know if you find anything else.
— Adrian