About the Game
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Take on the role of Gunnar, a young warrior forced into exile after his father, Jarl Gripr, is killed by the ruthless Steinarr Far-Spear.
With his home destroyed and his people scattered, you’ll guide Gunnar as he rebuilds his settlement, forms strategic alliances, and leads his warband in a relentless pursuit of vengeance.

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Engage in turn-based battles where positioning, unit synergy, and terrain matter.
Use elevation, flanking, and environmental hazards to your advantage.Each warrior has a unique skillset. Deploy them strategically to control the field and outsmart your enemies.
Recruit and train a variety of fighters, each with customizable gear and upgradeable abilities that shape your tactical options.

Oversee your Viking village as it grows from a small camp into a thriving stronghold.
Assign villagers to roles, manage resources, and upgrade buildings to unlock new units and equipment.
Scavenge the wilds, trade with allies, and gather key resources to craft authentic weapons and armor.
Upgrade your smithy, armory, and workshops to gain access to advanced equipment that directly impacts your combat effectiveness and village resilience.

Will you be able to lead Gunnar to triumph and restore his father’s legacy, or will the treachery of Steinarr Far-Spear be the end of your saga? The fate of your people lies in your hands.
Written by bestselling author Giles Kristian, NORSE: Oath of Blood delivers an unforgettable, immersive saga where your decisions will determine the fate of a people.

Screenshots
24 images
Version Information
Steam Patch Notes
Official update history
Save System
Fixed issue where difficulty setting was not changed to the setting saved when loading a save file
Open turn is now saved so when saving after starting an open turn you will now be able to switch unit after loading that game
Fixed issue where the incorrect combat area outlines could display when loading a game
Optimization
The system that adds footprints in the snow is now only being processed during the winter season
Enemy AI Improvements
AI is now able to judge the outcome of pushing targets and will aim to push units into walls or allied targets
AI is now able to detect that pushing someone off from high ground or into fire cause damage
AI now penalizes pushing units needlessly and recognizes that pushing unit against combat area border doesn't cause damage
AI now avoids just pushing units to a different tile without hitting something or pushing them off high ground
Fixed issue where sometimes the AI would not evaluate all options and miss out on possible actions
Now, AI is able to use Alert actively based on the situation
Increased the maximum range AI considers enemies relevant for alert on ranged units from 6 to 15
Abilities that affect units along its path is now taking those effects into consideration when AI estimates the outcome of abilities
Attacks that damage allies is now considered enemy damage when AI estimate ability outcomes
Enemy damage now reduce the ability estimate rating properly
Fixed issue where healing allies was interpreted as causing harm by the AI rating calculation, now is adds to benefit instead
When calculating rating for healing abilities the AI now rounds to closest whole instead of always down when healing by percentage amount so it matches the actual outcome when the ability is used
AI now culls away all actions that have a negative rating on the action itself (disregarding positioning) so it doesn't perform idiotic actions just to do something
Fixed issue where AI failed to detect that ability would end turn and end up trying to use abilities it in wrong order resulting in turn ending before it could use the last ability
AI is now able to judge if engaging would benefit it
AI now takes into account that engaged target reflex is nullified when calculating attack rating, making it realize it is more likely to deal damage to engaged targets
AI now correctly disregards dead units and no longer avoid moving to tiles of dead units
Combat
Fixed issue where sometimes unit would be placed outside the combat area when released from Meat Shield
Fixed being able to switch units during locked turns
Fixed a softlock that could occur if the last enemy unit dies during their turn
Fixed reinforcements not arriving if last enemy dies from bleed
The camera no longer changes zoom when deploying units
Fixed Rend status effect so it works as intended
Fixed turn getting skipped if you use Trance ability and end your previous turn with 0 AP while having a buff that is removed when the turn ends
Enemy Ability Changes
The following list of enemy types have been given the abilities listed under each
Spearman/Seasoned Spearman
Bandage
Starved Wolf-Hood/Ulfhedinn/Berserkr
Alert
Seasoned Archer
Mighty Shot
Shieldman/Seasoned Shieldman/Duelist
Shield Slam
Wolf Hood Alpha
Chopper (passive)
Outcast Shieldbearer/Holdman
Bandage
Shield Slam
Wolf-Hood Bloodletter
Bandage
Alert
Skyti
Blood Seeker
Gnawing Wounds
Bonebreaker/Warrior/Seasoned Warrior
Bandage
Alert
Defend
Viking Spearman
Bandage
Defend
Alert
Skullsplitter
Embolden
Expose Weakness (passive)
Holmgangr
Alert
Defend
Dead Leg
Brawler (passive)
Game Balance
Fixed the Wolf-Hood Pelter to not have their AP reduced to 2 on story mode difficulty which caused them to not afford any ability and therefore couldn't do anything besides moving"
Fixed the difficulty modification for basic units that reduced skill by 10 on hard difficulty vs normal, now it is increased by 10 instead
Arch Type was removed from SoTW Djarfr and SoTW Ulfhednar allied units so they don't get nerfed/boosted based on difficulty
Story mode has had the stats of many enemy arch types adjusted
Armor Tank
Added Health -25%
Added Reflex -20
Added Critical hit chance -100%
Basic
Changed Health from -1 to -25%
Kept Reflex at -20
Added Critical hit chance -100%
Boss
Changed Health from -2 to -25%
Kept Reflex at -20
Added Critical hit chance -100%
Dodge
Added Health -25%
Changed Reflex from -20 to -50%
Added Critical hit chance -100%
Health Tank
Changed Health from -20% to -25%
Added Reflex at -20
Added Critical hit chance -100%
Graphics
Fixed a few instances where lootable corpses would fail to display the sheen effect on the face
User Interface
Added new camera shake effect that occurs when taking damage, this can be turned off in the game options if it is not to your liking
[img src="https://media.tripwirecdn.com/051926/norse%20camera%20shake%20options.png"]
Critical Hit Chance is now displayed in the attack preview
Adjusted the Hit Announcements Look and feel
Low health red vignette indicator now has been refined and flashes when taking damage in addition to displaying when low on health
Now Status Effects that are replaced don't show a remove indicator and the buff icon in the unit list show an animation to indicate that it was updated
Fixed issue where using highlighting feature within a combat encounter would highlight units outside of that encounter
Removed unintended dark gradient from Guard icon
Removed Hide Screen Messages from Interface Options as this is not usable in release builds
Missions
Borre
Fixed issue where you could end up in a bad state and get stuck during the combat tutorial
Night Terrors
Fixed issue where intro sequence played when loading a save made during the mission
Tides of War
Fixed an issue where loading the mission's first autosave caused the first combat encounter to be skipped
Debt of Blood
Blocked navigation on the left side so units can't move past the shield wall
[img src="https://media.tripwirecdn.com/051926/norse%20navagation%20battle%20dob.jpeg"]
Changed the No Movement setup on the shield wall in the first encounter so they start moving if attacked or they attack you
Added a combat event when player moves past the shield wall that remove the AI logic that makes them stationary from all enemy units
Adjusted the turn order of the first encounter to give an archer the turn earlier so it signals to the player that they can't just remain passive
Made archers on first encounter able to use attack so they aren't forced to hurt the shield wall to damage the player
Combat
Fixed an issue where the alert indicator for players disappeared when set
[img src="{STEAM_CLAN_IMAGE}/45076955/fadb819ba29536b4b25c46efdf10ca51eec803bb.png"]
Optimization
Decreased hitching when enemies spawn
AI Improvements
Enemy AI no longer move away when using an ability other than attacking
Enemy AI units will now avoid moving into bog tiles
Enemy AI for defensive archers are now much less defensive and won’t just move away
Combat
Enemies that start with alert enabled now have the affected tiles marked when you enter combat
When hovering alert tiles, all enemies that are targeting that tile now get highlighted
Disabled feature that would sometimes block unit placement based on where other units were already placed
Fixed an issue where combat encounters got additional empty slots when an allied team was the active team
Fixed an issue that would sometimes cause auto-deployment to fail
Fixed a crash that could sometimes happen when a status effect ends and the unit changes idle animation
Fixed issue where the unit orientation was not updated during deployment initialization, which lead to various elements displaying incorrectly
Loading
Fixed a rare crash that could occur during loading of missions
Graphics
Fixed Steinarr Warrior enemy type sometimes missing a head model
User Interface
Fixed an issue where a previously highlighted unit would remain highlighted when changing to hover a different unit
Improved the layout on Mission end screen, so the height of graphical element stays consistent when earning medals or losing hirdmen
Medals now display a tooltip when hovered over
Version number is now displayed on save slots created in version 1.0.7 or newer
Localization
Fixed spelling errors (The Little Magpie message and Hammer Time mission objectives)
Removed <> from Utlagi Camp title in french translation
Removed </> from Map tutorial text
Removed duplicated words in Utlagi Camp message
Fixed “under attack” dialog in No Lamb for Lazy Wolf mission not being translated
The Runestone tooltip in Hammer Time mission now displays the correct translated description
Missions
A Karl Comes Begging
Increased deployment area size
Debt of Blood
The enemies in tower encounter no longer remain passive during their first turn
You can no longer see dead bodies on the ground during the a late game cinematic
No Lamb for the Lazy Wolf
Updated the cinematic sequence to better match the final deploy locations
Tides of War
Made Svala Short-Tongue wait until next turn before escaping the second encounter to better communicate what is happening
As always, thanks for your continued support!
[img src="{STEAM_CLAN_IMAGE}/45076955/3fae46f43a760145fc3b7b45f7f15bf2262367ae.png"]
Optimization
Reduced hitching during deployment
Reduced hitching when loading combat idle animations
Reduced hitching during AI calculations
Reduced hitching when unit reaches its destination when moving during combat
Reduced hitching when changing hovered grid tile
Reduced hitching when hovering units during combat
Combat
Fixed an issue where triggering the ‘Frustration’ status effect ability from Frida's Club would crash the game
Recovering AP/MP on executions is now limited to once per turn via Adrenaline Rush Status effect to prevent endless execution chains
Enabled alert attacks during charge abilities
Removed Shield Slam from all AI units. This is a temporary measure until AI fixes allow them to use it more intelligently
Abilities
War Cry
Increased range from 1 to 2 and now get extended range (+3) when on high ground
Sound of Death
Increased range from 2 to 3
Strong as Oaks
Increased range from 1 to 3
Graphics
Fixed bald player units after loading saves in missions that use default clothing, such as "Ullr's Arrow" and "No Lamb For The Lazy Wolf”
Fixed issue where player units would wear helmets during some cutscenes
User Interface
Fixed high ground tooltip showing incorrect numbers and missing a letter
Localization
Updated all languages to reflect changes applied to the game since release
Village
Equipment worn by hirdmen who fall in battle is now returned to the village
Ulfsgap settlement no longer appears on the map until after Into the Lair of the Beast has been completed.
Removed Sacrifice requirement from Freysblot project
Missions
Hammer Time
Fixed an issue that prevented saving the game in this mission
Debt of Blood
Buffed allied Sons of the Wolf units across the board
Longshot for a Longship
Fixed issue where you could end up stuck on the roof if leaping inside the warehouse
Reduced mission party size from 6 to 5 as the mission only uses 5 units from the village
Reinforcements for warehouse encounter is no longer standing outside before the fight
Baldur now joins your village if freed in the mission
Settling In
Removed a horn from held by one of the nithing warriors in the pre-boss cutscene as it caused the character to be offset from the tile center
Woodcarver's Chisel
Removed passive behavior from reinforcement axemen
Credits
The credits section has been updated
As always, thanks for your continued support!
Fixed an issue that would cause a crash during AI turn calculations in certain scenarios.
This should address the most common crash users have reported.
The development team will continue to monitor for feedback from the community on this issue. As always, please report on the forums and in a support ticket if you are still experiencing this issue with as much detail as possible, including crash zips and game save files.
[img src="https://media.tripwirecdn.com/040126/norseversion16x9.jpg"]
Optimization
With patch 1.0.5 comes some significant optimizations (Up to 38% performance improvements under certain conditions) for both gameplay, combat and cinematics. Players can expect a lot less hitching/stuttering overall, along with frame rate increases across the board. This of course comes from data from internal testing on various hardware configurations, so the team will continue to monitor player feedback to ensure the community is seeing similar results. Optimization work will continue with future updates, as needed.
Optimized animations during cinematics and gameplay
Optimized movement calculations during combat
Optimized the facial animation system
Fixed stalls that happened when switching between units during combat which got worse the more units had been moving
View distance optimizations are now more aggressively applied to dead enemies
Disabled facial animations for characters looking away from the camera
Made adjustments to AI calculations to minimize framerate impact
Saving & Loading
Animations are now synchronized when loading a save
Pre-mission autosaves are no longer made for missions that automatically start which made saves that, when loaded, would leave the game in a bad state
Combat
Fixed a crash that could occur during combat. Players experiencing this would receive a ‘Fatal Error’ message.
Fixed a crash at the beginning of deployment on some maps after the first encounter
Fixed issue where alert would fail to trigger
Fixed alert indicator marking tiles outside the actual range diagonally, leading to ineffective tiles being indicated
Fixed alert range sometimes not taking passive abilities into account
Units using the Meat Shield ability now turn towards approaching enemies
Death animations from the meat shield ability are no longer played twice
Fixed attack animations not playing when performed right after a missed attack or an execution animation
Status effects now get checked for condition changes after performing actions as well as during movement
Added fail safe when reinforcement fails to move into position, it will teleport to destination if not making any progress
Ability and Status Effects
Fixed Piercing Shot ability sometimes failing to damage all units in its path and not applying bleed like it should
Missions
Night Terrors
Removed Shield Slam ability from allied Drengr in the first encounter
Battle Of The Borg
Made changes to the level to improve character pathfinding
Optimized collision in the level
Set up a fade effect for all buildings that the camera may intersect with while exploring the environment
Longshot for a Longship
Fixed Baldur model breaking when loading a game save made during mission
Stealing the show
Fixed bad spawn point placement on the reinforcement group entering the gate at final encounter
Tides of War
Fixed so intro sequence doesn't play when loading a save made during the mission
Fixed navigation being allowed too close to the climbable stone building in the final encounter
Village
There is now a camera pan sequence shown after completing village expansion projects
Game Options
Save Issues Fixes (Many of the in-game options would not save properly. These have been addressed):
The ‘Upscaler Type’ Intel XeSS is now saved correctly when selected
The chosen ‘Upscaler Quality’ option is now saved correctly
The chosen ‘Motion Blur’ option is now saved correctly
The chosen ‘Cover Indicator’ option is now saved correctly
The chosen ‘Play Audio in Background’ option is now saved correctly
The ‘Frame Rate Limiter’ option is now saved correctly
Fixed an issue where the selected ‘Upscaler Quality’ option would not appear in the selection box
Fixed the ‘Full Screen’ option not working correctly at game startup when disabled
The ‘Combat Animation Speed’ option has been removed, as it was never functional. The development team is reviewing whether this will make a return in a future update
We have removed the ‘Hardware’ Ray Tracing setting for the moment as it was a source of crashes. For now, the game will utilize ‘Software’ Ray Tracing by default
User Interface
Item listings no longer gets reduced when out of action points
Fixed unassigned skills notifier. Now, it is correctly shown on the village from the start
Fixed an issue where highlighted ability rank would sometimes display incorrectly when switching between units on the Hirdmen screen
Controller
Added support for scrolling while hovering over clickable items inside the scroll area
The cursor now appears while the ‘Unit Details’ screen is open when using a controller
The ‘Unit Details’ screen now allows for turning the character around using the right analog stick
Cinematics
Tides of War
Removed vignette from post-process
Debt of Blood
Added missing background elements to final cutscene
Sword Brothers
Fixed issue where there were two sets of faces on the village workers, causing issues
General
Fixed an issue where characters in cutscenes could sometimes jitter
Localization
Added missing cutscene translations and various small fixes to translations for several languages
[img src="https://media.tripwirecdn.com/031726/norseupdate104169.jpg"]
Save & Load System
Fixed an issue where saving the game would be blocked after interacting with a health interactable
Fixed wrong amount of attack hits after loading a game during a mission - the bug was present only when a unit had identical weapons in both hands
Optimization
Removed hitching when targeting enemies
PLEASE NOTE: We are actively working on improving performance in the game and will continue this going forward
Combat
Ranged AI units now knows it has additional skill and range while in high ground and attacking targets not in high ground
Fixed an issue where AI would not get all valid options when targeting specific targets
Fixed an issue where AI would fail to use push abilities
Hirdmen that join during a mission can now be injured during that same mission
Hirdmen that join during a mission will now gain experience during that same mission
All abilities that don't require selecting a target can now be used by double clicking the ability
Pushing a unit within an alert area now triggers an attack of opportunity
Ability and Status Effects
Guardian - This ability sometimes did not negate incoming damage correctly, this is now fixed
Odin's Chosen - This now allows you to redeploy units correctly
Whirlwind - AP cost in description of ability now reflect its correct cost
Shield Wall - Added filter to shield wall ability so it can't affect units already affected by meat shield
Missions
Battle of the Borg
Fixed some tiles being inaccessible during the battle on the bridge
Blood in the Water
Moved boss shield wall ability to start of encounter
Iron Will
The party will no longer automatically heal after finishing encounters
Night Terrors
Blocked area between bridges that should be possible to walk in
Woodcarver's Chisel
Fixed rare bug with wrong behavior of Woodcarver Chisel deployment, where it sometimes started a manual deployment instead of the intended auto deployment
Village
Fixed an issue where some items that were crafted by the Seamstress, Blacksmith, and Huntsman were duplicated
Added the completion sequences for Northern, Western, and Eastern Reach
Items
Fixed a small gap on Gunnar's armor caused by wrong armor mask settings
Trade
Fixed a bug with the resource list occasionally getting filled with items instead of resources
User Interface
Added support for different keyboard layouts (Azerty, Dvorak, etc.). The keyboard layout is detected automatically
Mission count and kill count now apply for hirdmen. These counts will not update retroactively
Resolved an issue where you were unable to confirm an untargeted ability using a controller while the cursor was positioned on a different tile than the selected unit was located in
Options
Fixed a problem with the Overall Quality setting in the video options menu, when clicking very fast made a button caption desync from the actual game setting
Fixed problems with changing resolution and Full Screen in the video option menu. Now when switching the screen mode the game selects the closest resolution to current scale or it will scale to current resolution
Cinematics
A Land of Men and Gods - Fixed lighting glitches
Save & Load
Saving is now blocked while actions triggered by interactions is carried out to prevent issues that could occur if loading a save made during the activities
Fixed wrong blocker in Borre when player save and load during ability tutorials
Fixed issue where engagement indicators remain stuck after loading a save during combat with engaged units.
Fixed A Debt Of Blood bug when Volva's party is replaced with the main party after loading the first autosave made during the first mission cutscene
Optimization
Replaced all smoke effects with an optimized version in Borre
Collision optimizations in Borre
Collision optimizations in Stealing the Show
LOD Bias updates on several assets
PLEASE NOTE: We are actively working on improving performance in the game and will continue this going forward.
Combat
Removed underutilized feature of deployment, where placing a Hirdman would block earlier available tiles used for deployment. You can now freely place Hirdmen in the deployment grid without any restrictions!
A character will now transition properly when leaping between different elevations
Fixed issue where game crashes when changing level while doing certain actions.
Fixed Second Wind ability not removing negative status effects
Added check during Ram ability that interrupts it if your unit is unable to move up to the target after pushing it backwards.
Fixed issue where Odin's Chosen ability did not display the deployment visuals
Fixed issue where you would be unable to move after ending Meat Shield ability by selecting the unit
Pushing a unit within an alert area now triggers attack of opportunity
Fixed issue where end turn triggered twice when using the keyboard shortcut which would skip your extra turn when using Trance ability.
Turn order entry: Fixed RMB (right mouse button) targeting not working
Added check during Ram ability that interrupts it if your unit is unable to move up to the target after pushing it backwards.
Added Bogmathr execution animation and fixed bow mesh UVs
Ability and Status Effects
Drunk: Now being applied correctly at the start of combat
Ran's Wave: Are now correctly set as a delayed ability
Engage: Added disengage and rotation before engaging to make sure the characters face each other
Engage anim: Added EngageAttack_owner animation, with a unique variation of the spear attack to better fit other engage animation and fixed the spear engage animation not being timed correctly
Grit: Changed from being temporary armor to armor stat change and added "At the gates" to the list of trigger buffs
Gjallarhorn: Fixed heal amount adding the intended 25% heal.
Death's kiss: Reduced damage from 200% to 150%
Wrath: Fixed lifetime not accumulating
Ullr's arrow: Reduced damage from 400% to 300%
Cat's Tail: Fixed so the "Swift" effect are not being removed immediately
Missions
Borre
Fixed an issue where under some circumstances the mission wouldn't end once you reached the boat.
Fixed an issue where the game would freeze if paused shortly after the longhouse video sequence.
Fixed minor navigation issues
Replaced all smoke effects with an optimized versions in Borre (Also listed under Optimization)
Collision optimizations in Borre (Also listed under Optimization)
Lighting pass
Wild Hunt
Fixed boar boss starting out the fight too passively
A Karl Comes Begging
made sure the reinforcement archer keeps their position
Ullr’s Arrow
Fixed positions of some ground decals that were projecting on characters
Fixed Sigrid's duplicate bow in a cutscene
Ulfhedinn reinforcement now skips his first turn as intended
Hammer Time
It is no longer possible to deploy on the high ground area in the first encounter
Fixed reinforcements not joining if you kill all the enemies before reinforcements arrive
Woodcarver’s Chisel
Collision optimization
Fixed some navigation issues.
Battle of the Borg
Fixed softlock when reinforcements arrived in last encounter
Fixed some ground decals
Fixed unit that was mistakenly lootable despite not having any loot
Fixed a unit that dropped the wrong item
Added additional invisible walls on the sides of the bridge so enemies don't walk, charge or get pushed off it.
Fixed cutscene not appearing after loading a save
The Little Magpie
Fixed so the intro camera pan don’t block input and it can now be skipped
Into The Lair Of The Beast
Fixed navigation issues
Fixed minor bugs with foliage
Eliminated more hidden underground navmesh areas that caused issues when playing with controller
Debt of Blood
Turn order disappearing in some instances is now fixed
Polished transitions when switching teams and areas throughout the mission
Changed transitions at the gate after the second and fourth encounter
Fixed a bug when Steinarr uses enrage on Hardsteinn
Longshot for a Longship
Changed the turn order insertion method on second encounter from "Deployment" to "Every turn"
Stealing the Show
Fixed positions of some NPCs that were misplaced
Collision optimization (Also listed under Optimization)
Tides Of War
Fixed some collisions that were blocking a pass to healing resources near the final encounter
Night Terrors
Fixed some errors on some units in 2nd and 3rd encounters.
Village
Fixed a blocker after completing Large Dock project
Modified the events for Volva's Den so the project starts automatically after the Lair of the Beast mission, granted that you have created the project before the cutscene where Gunnar visits the Volva
Uncraftable items will no longer appear in the itemlist
When acquiring Masterwork items via trade that can't be unlocked you are able to craft them
Drakkrship is now added as "New Village Standing", not "New Project" as intended
Added lighting to Blacksmith 1 Upgrade phase when in process of building Master Smithy
Removed a Blacksmith light from Village correctly placed it in Master Smithy
Fixed issue where camera clips through Shipbuilder building
General
Fixed an issue where the game would crash when retrying a mission, returning to the title screen or loading a save while certain actions are taking place
Items
Boar Horn: Fixed wrong icon on effect for
Rune-etched drinking horn: Fixed knockback effect not being applied consistently
Fenrir Tunic: Fixed graphical issues
User Interface
Armor Display: Added an update event for buff change to compensate for "armor changed" not being called in every instance
Ability preview: Hit chance is now hidden when target is invalid
Action Point Tooltip: Made it more visually in-line with the rest of the tooltips
Fixed issue where the pause logic in Tutorial was running even when the tutorial window wasn't open, resulting in time being slowed down leading to practical soft locks when time (almost) stops. Now it only runs the logic while the tutorial is visible so this doesn't happen anymore.
Options
Help: Fixed empty entries (they were gathering description from the wrong place)
Video: Added gamma slider
Video: Added gamma name and description
Hirdmen
Hirdman presentation: Added fade out for "New Hirdman Text"
Audio
Added relevant soundscapes for the weather early in the level of a Longshot for a Longship
Made the weather audio in the covered section attenuate more consistently when the camera moves under cover.
Several audio tweaks within the village
Cinematics
Sword Brothers
Adjusted level visibility tracks in Sequencer to stop incorrect levels being show
A Promise Of Slaughter
Lighting pass
Performance
Fixed an issue where Dual Shock controller detection caused major hitches in-game
PLEASE NOTE: We continue to actively work on improving performance in the game and appreciate everyone’s continued feedback on this topic
Steam & GOG
Fixed detection of DLC. Now, the game is able to detect whether or not it is enabled in store settings
Loading and Saving
Added further changes to increase the robustness of the loading system
Players experiencing loading into ‘black screens’ has been greatly reduced based on internal testing. The team will continue to monitor community feedback on this topic
Fixed an issue where the loading screen showed that it had completed immediately and wouldn't start the game
Loading screens have seen improvements where it won’t end prematurely allowing the player to begin interacting with the game before it is ready and potentially causing issues
Fixed an issue where the save button wasn't blocked during events when saving isn't supported, such as during cutscenes and combat moves. Saves made during these kinds of events are likely to run into issues when loaded and it is therefore important to be prevented from being made
Fixed an issue where sometimes characters end up invisible after loading a save during a mission
Fixed an issue where movement events failed to trigger when loading a save during a mission
Fixed an issue where the game would start without any unit placeable if loading a save made during deployment with no unit placed
Fixed an issue where multiple copies of units where visible when loading a save made during deployment
Combat
Added a ‘Reset Ability’ button. You can now reset abilities on your Hirdmen at no cost and as often as you’d like!
[img src="https://media.tripwirecdn.com/022526/norseresetabilities.png"]Cycling units during deployment now skips already placed units
Fixed a bug where two units could end up occupying the same tile after being pushed when one of the units were in a prone state
Made vaulting over obstacles follow the movement path more closely preventing units from ending up at unintended locations at the end of the vault and sometimes even outside the combat area
Missions
Fixed an issue where missions would stop becoming available on the map
Added a fail safe system that adds back missions that have somehow gone past the deadline and gotten removed
Hammer Time
Removed the reinforcement event during the second encounter. Additionally, we have removed the accompanying reinforcement horn
It is no longer possible to deploy on the high ground area in the first encounter
Fixed issue where the game could soft lock on second encounter waiting for reinforcement that never came
Fixed an issue where the second encounter would not end after killing all enemies, soft locking the game
Wild Hunt
Fixed a bug where some boars became invisible
Battle of the borg
Fixed cutscene not appearing after loading a save
Village
Fixed an issue where Village UI elements would sometimes disappear after playing cutscenes
Removed empty wait time between events while progressing to next turn
User Interface
Fixed Einherjar row not flashing when level is reached and path is not yet selected
Localization
Added localization for the newly added "Reset abilities" button
A Message for Content Creators Streaming or Recording Content for NORSE: Oath of Blood:We are aware of an issue affecting a small subset of creators where the game's music is improperly triggering YouTube's ContentID system on behalf of Tunecore, causing videos to be demonetized. We have identified why this is happening and are working to correct it. If you plan to create YouTube content for NORSE, the ContentID flag can be avoided by utilizing the volume slider within the game's settings to turn the music volume down. We apologize for any inconvenience this may cause.
If your video has been demonetized by Tunecore, please contact Tripwire on social media or Discord so we can gather information and resolve the issue.
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Uploaded May 06, 2026
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How to Install
Norse.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
37.0 GB
23075830
64303A34
766715a2419f5d751caf9540028a187f9b83e9841d0b66cacfceb85c44f3552b
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