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DEAD IN VINLAND is a survival/management game, mixed with RPG and adventure elements, about a Viking family trying their best to survive on a mysterious island.
Exiled on a faraway and unknown land, lead Eirik and his family on their quest to survive.
Manage their physical and mental health, explore the island, organize your camp and deal with other human beings. Some will help you, and some will be less... friendly.
Unveil the esoteric mysteries of Vinland. They could save your life… or lead you to your demise.

KEY FEATURES

  • Deep survival management simulation : find and gather resources, secure a supply of food, take care of the mental and physical health of your characters, fight diseases and wounds, ration your water supplies, endure the elements (storm, drought, rain…).
  • Challenging: the game is turn-based so you have time to take the best decisions, but the challenge is high! You’ll have to adapt to the crisis the game throws at you, with your own reasoning.
  • 3 modes of difficulty: if you just want to enjoy the story, we added an easy mode and, for the crazy lunatics, we added both an extreme difficulty and iron man mode, that even the developers of the game can’t beat!
  • Build your camp: expand your shelter with 18 activity stations, each one with its own mechanics. Craft more than 130 upgrades and dozens of items to give you precious bonuses. Choose well, you won’t be able to craft everything.
  • Manage a community: 14 playable characters, each one with their own strengths, flaws and stories. Influence how their relationships evolve with meaningful dialog choices, achieve one of the 7 possible romances or kick annoying characters from your camp and recruit new ones. And some surprises!
  • Explore the island: 150 areas to discover with hundreds of objects to interact with. Unveil the many secrets of the island and its beautiful, hand-painted landscapes.
  • Don’t just survive, settle: you can hunt, harvest, fish… but you can also grow a garden and breed sheep! Advanced camp stations with special mechanics.
  • Live your own adventure: complete 70 non-linear quests to reach the end of the game. Depending on your choices, learn about what happened to your characters after the end.
  • Animosity and tribute system : be “welcomed” by the infamous tyrant Björn Headcleaver and his merry band of robbers. Bend the knee and pay him weekly tributes, or rebel… and face the consequences.
  • Full RPG system: 5 health states to care for, 20 skills to develop, more than 600 character traits, 100 items to collect, 30 diseases and 20 wounds to die from… Customize your characters: choose from 5 randomly generated special traits every time they level up.
  • Turn-based tactical combat: quick and deadly 3 vs 3 battles against Björn’s minions. 5 unique playable character classes, each with its own set of fighting skills, and 5 passive classes.
  • HUGE content: more than 150 000 words - twice the size of the first Harry Potter book - telling a mature yet humorous story.
               

    DEAD IN VINLAND is the second installment in the “Dead In…” universe, after DEAD IN BERMUDA. The two games are standalones, but you’ll learn a bit more about the secrets behind these strange islands and the general background in each game of the series.
Dead In Vinland
Ishtar GamesDeveloper
Ishtar GamesPublisher
2018-04-12Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Mostly Positive (1106 reviews)
Captain's Log #07 - The Sounds of Dead in Antares

Hello everyone and welcome to this last devblog before the holidays! We will all be taking a well deserved break as were entering the final lap of the development of Dead in Antares.

Starting in January, our devlog will be released at a faster pace, as we still have some very cool things to show you before you can put your hands on this game

Todays blogpost is very special. For those who already tried the demo of Dead in Antares (and if you havent, you definitely should!), you may have noticed that the music in the game is very special.

[dynamiclink href=\"https://store.steampowered.com/app/3858220/Dead_in_Antares_Demo/\"][/dynamiclink]For this game, were working with our dear collaborator Antoine BOUCHERIKHA. Antoine has been working with us for more than 3 years, and hes basically been our sound magician. He not only created amazing sound effects for several of our games, but he also composed the OST of Dead in Antares.

First of all, can you introduce yourself and tell players whats your role on Dead in Antares?

My name is Antoine Boucherikha, Im a composer and sound designer, and I worked on the original music and sound design for Dead in Antares. My role was to create the sound identity of the game and make sure the soundtrack supports both the atmosphere of Antares Prime and the players moment-to-moment decisions.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45528810/780d542508ce5b26522aa0c748785467d998e4ac.jpg\"][/img]

What were your biggest inspirations for the music of Dead in Antares?

I was inspired by a mix of science-fiction soundtracks (Outer Wilds, Subnautica), experimental electronic music (Oneohtrix Point Never, Autechre), and ambient composers (Brian Eno or Sigur Rs). I also took a lot of inspiration from nature sounds and ecological systems, even if Antares Prime is fictional. The idea was to blend something alien and unknown with something organic and emotionally grounded.

What are the main instruments players will be able to hear while managing their characters in Dead in Antares?

Players will mainly hear acoustic and electric guitars, synthesizers, modular textures, evolving pads, and processed organic sounds. There are also subtle percussive elements and drones, often created from heavily transformed acoustic sources rather than traditional instruments.

You did modular music on Dead in Antares, can you explain what this means exactly?

Modular music means the soundtrack is built from multiple musical layers that can be combined, removed, or transformed in real time. Instead of playing a fixed track from start to finish, the music adapts dynamically to whats happening in the game and to the players actions.

Why choose modular music over traditional music?

Because Dead in Antares is a game about survival, tension, and decision-making. Modular music allows the soundtrack to react instantly to changes in gameplay, creating a more immersive and less repetitive experience. It helps the music feel alive, just like the planet itself.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45528810/659f6674934b74338dd64d72541c47dc7a38cfd8.jpg\"][/img]

Antares Prime is a completely fictional planet, with creatures that are nothing like what we see on earth. Can you explain what happens between you being presented a concept art and the moment the final sound is included in the game?

It usually starts with observing the concept art and discussing intentions with the team: mood, scale, danger, mystery. Then I experiment a lot, recording sounds, designing textures, and testing ideas in Fmod. The final step is iteration: adjusting the sound or music until it feels coherent with gameplay and visual feedback.

How do you imagine what a creature is supposed to sound like?

I try not to imagine it as a monster sound right away. Instead, I think in terms of behavior, size, environment, and function in the ecosystem. I often start from real animal or natural sounds and transform them until they feel unfamiliar but still believable.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45528810/764493363cff9866779cf11dd30ff5737af228f0.jpg\"][/img]

Dead in Antares is the first creation by Ishtar Games set in space. What were your biggest challenges when being asked to create a science fiction atmosphere?

The biggest challenge was avoiding clichs. Space and science fiction come with strong musical stereotypes. The goal was to create something that feels sci-fi but still unique to Dead in Antares, something that belongs specifically to Antares Prime.

Do you have a fun anecdote or moment from the development of the OST to share with the players?

One fun moment came from working with our narrative designer, Christophe, who is also passionate about sound and music. While we were looking for intriguing sonic textures for the Atlantes, he suggested recording his handpan. It was extremely fun to record and integrate into the soundtrack, and the result works really well in the game. It also perfectly illustrates how enjoyable and creatively rich development can be when interdisciplinarity is allowed to truly express itself.

If you could use a word to describe the original soundtrack of the game, what would it be?

Soothing.

One more thing

Before we go, we have a nice present for you The holiday season is perfect for long evenings with some hot chocolate, reading your favourite book (and not on a faraway planet trying to survive with pieces of a broken spaceship).

And to come with this hot chocolate and book, were very happy to unveil the very first song from the Original Soundtrack of Dead in Antares: Aster.

Enjoy!

[ 2025-12-19 15:45:51 CET ] [Original Post]
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