The Great Dead in Vinland Is Spreadsheet Management with a Story

Dead In Vinland is difficult to describe. It’s a game about managing a family, and eventually a small band, of refugees displaced by vikings, storms, shipwrecks and other nightmares of the pseudo-medieval era. It’s a game about managing resources like water, food, lumber, and ore to keep your small colony operational. There are jobs, skills and emotional levels of colonists who have to be managed. And, on top of that, it’s a game that tells a story about a group of people brought together by tragedy and violence. Somehow it all coheres into something wonderful. Dead In Vinland is one of the most interesting games I’ve ever played.
In strategy games, there’s this idea of “one more turn.” The basic concept is that a game of that kind can get its hooks into you. You take a turn, and at the end of that turn you yearn to do just one more. And at the end of that turn you take just one more. And then you’re awake at 3 a.m. wondering what happened to your life. For me, Dead In Vinland hits that exact same rhythm as those strategy games, and the reason is simple. It is a game that demands you manage it, intimately, day-to-day. It is a game of small-group micromanagement. It’s a fiddly object.
The rhythm goes like this: The player controls a family who was hounded off their homestead by raiders. Escaping via boat, horrible storms washed them up on a strange island. Now they live in a small homestead, and the world moves on in days and nights. A day is split up into two phases, and your family can do different jobs in each of those phases. In the morning, you might fish, scavenge, and explore the island. In the afternoon, you might cook meals, work on building new facilities, and chop wood.
All of that is in preparation for the night. This is when your family eats the food you’ve made, drinks the potable water you’ve boiled up, and talks about the major events of the day. Sometimes those events include talking about the new people you’ve recruited to your village. Sometimes they have to do with the tithes that you’ve had to pay to Bjorn, the warlord who controls much of the island. In many other instances, it is merely the continuation of narrative threads about the family, their history, and the strange moments that happen on the islands.
During these days and nights, you have to manage the physical and emotional states of those village members. These states are measured with numbers, and they’re named things like “illness” and “depression,” and if any of those values crack 100 for a core character, your game is over. In many ways, this tight focus on individuals and their numbers feels a lot like Darkest Dungeon, a game that always keeps the player on the tightrope of feeling like they’re succeeding and knowing that they’re a mere moment from failing. Each night is an opportunity to double down on your failure or to pull yourself up from the abyss, and those moments are often determined by slim margins. Were you able to harvest enough water today for everyone to drink? Did you gather enough berries so everyone can eat?