DEAD IN VINLAND is a survival/management indie game with RPG and adventure elements, and is the sequel of DEAD IN BERMUDA.

Exiled on a faraway, 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, if you want, and some will be less docile…
Unveil the esoteric mysteries of Vinland. They could save your life… or lead you to your demise.


  • Deep survival management simulation: Manage the physical and mental health of your team, ration their food, choose their daily activities.
  • Challenging and turn based: Take your time to make the best decisions to adapt to the situation! Randomized elements make it that there is no perfect strategy, you must make the best of what is given to you.
  • Build your community of up to 14 playable characters. Meaningful choices will alter the relationships in your team and the story. Expect romances, hatred and betrayals!
  • Evolutive camp: craft more than 150 upgrades to help you settle on this cursed island.
  • Fight the elements: face terrible storms and droughts. Manage your potable water stocks wisely!
  • An island to explore: more than 150 map areas, discover the secrets of the island in a non-linear story. And maybe... Other survivors?
  • Full RPG system: usable objects, skills to upgrade, characters to level-up, character Traits, ...
  • Turn-based combat system
  • *************************** Secret Feature ****************************
  • *************************** Secret Feature ****************************


We started the big adventure with Dead In Bermuda. From the start, we wanted to build a world where all the games in the series would fit. If you played DiB, you may have noticed... Strange... Things. With no real explanations. More explanations will come in DiV, which is not a direct sequel but shares the same base gameplay and backstory.

Each game is totally independant, you won't miss a thing if you haven't played DiB, but in the end you'll learn in each game more about a common thread that ties everything together.

Gameplay-wise, while keeping the same basic original gameplay we developed in DiB, DiV is a major improvement in nearly all aspects: More characters, more stories, deeper survival mechanics, more crafts, more to explore, more replayability... And other surprises!


CCCP is a small french development studio. For a dozen years, we've kept on surviving by making educational games, but now we want to focus on making games that we'd like to play ourselves, especially MANAGEMENT and RPG games, with NARRATIVE elements. We want to make CHALLENGING and MEANINGFUL SOLO, PREMIUM games, where the player has to THINK and DISCOVER by himself.

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Non-linear quests

News 2 comments

Hello survivors! A new year, new good resolutions that we take, but never fulfill… A bit like personal… “quests” *hint* *hint* So today we’ll talk a bit about the new quest system!


Good job Eirik, you can scratch that from your todo-list!

GoldenArrow Website 3

In Dead In Bermuda, we didn’t want to have a full-featured, complex, quest system. We didn’t know exactly where we were going, gameplay-wise. For a long time we thought the game would be more sandboxy than it actually is… We still wanted from the beginning to have a little story to follow that would conclude the player’s playthrough, giving players some actual “real” objectives they would want to follow. We love sandbox games, but we noticed that often players would drop the game because of a sense of lack of purpose. In general, these kind of gameplays require a strong “meta game”, a way to interect with other players, so that players will give self-objectives on their own. (For example, in Minecraft, build a Disney princess castle from scratch. Things like that…)


The Crazy Old Geezer… The beginning of your Quest In Bermuda

We didn’t have that, so we needed this small storyline quest that would lead the player to a conclusion of the game. At first, we thought that just giving hints to the player by dialogs would be enough, but… It clearly needed some feedbacks, early testers were totally lost in this “quest”, that didin’t look like one.

One of the many things that game designers fantasize about, are hidden objectives and features, not giving the player too much clues about what he must do… But you almost everytime realize that it’s a bad idea.

So well, we soon realized that we needed some way to show the player that he was indeed following a “quest”, and recalling him what his current task was. We quickly implemented a little HUD feedback for that, which did his job, but was really “simple” (a linear sequence of steps, the last one being shown in the HUD)

GoldenArrow Website 3

For Dead In Vinland, one thing we all agreed upon starting this new development is that we didn’t want to have this linear quest anymore. We wanted the player to be able to follow several paths at the same time, without too much constraints, to reach the “end” of the game.

So that’s what we have now! Questlines are triggered by several encounters throughout the game, which stack on a todo-list. You can handle them in any order you want, until you reach a choke point which will lead you toward the end of the game.

In terms of system, they still basically consist as steps that you reach, that are necessary to unlock new dialogs. It’s all rendered possible by our new “condition system” that enables us game designer to trigger different dialogs and lines with conditions. It’s quite similar to the conditions during the exploration that we talked in a previous blog post.


Quest log, at the start of the game

But like in Dead In Bermuda, this little quest system needed to be shown to the player, so we expanded our HUD to show a rather simple task-list, organized in several categories. It’s simple and it works well. Since the system and the display are totally independant, we also had the possibility to add a million tasks to show to the player, very step by step, something that you would have in many games. We didn’t want that either, we wanted to keep a certain sandboxy feeling, so we only track important steps in the quests.

Well… For now we have 67 quest steps… Better than the dozen we had in Dead In Bermuda, isn’t it? ;)

GoldenArrow Website 3

Right now we are playtesting a bit the game, since all is slowly coming together (at last!), and we noticed something that we find interesting in terms of design: players have these rather “big picture” quests to fulfill, but the early game is filled with micro quests that the player gives to himself, generated by the context of the game. For example, after days of heavy rain, the player would think “okay, I have plenty of water, but my characters are totally worned out everyday… I should build another bed to make them rest! But for that, I need those resources…” and a few days later “it’s been a while since it rained, I’m really struggling with my water supplies. It would be cool to stock more water when it’s raining…”

I think (I hope) that these contextual quests will be very important for the player in the beginning of the game, until reaching some stabilization point, and you’ll only have to deal with the “crisis”. That’s when the real quests should step in, and give you a new challenge, to keep you entertained until the end of the game.

That was something a bit disappointing in Dead In Bermuda: you could reach a point where the survival challenge was beaten, and you didn’t have contextual quests to handle anymore, and just wanted to reach the end of the game, without much challenge (to reach this point, you need a bit of retries still… So it was not completely a failure).

We think this time the challenge should last longer, in a longer overall game. Yay!

GoldenArrow Website 3

There is still one thing to talk about to be complete on the storyline quest, it’s the ending… But that will be the topic of another blog post! =)

Sickness revamp in Dead In Vinland

Sickness revamp in Dead In Vinland


Besides deadly foes, hunger, depression, you'll have another element to deal with in Dead In Vinland: sickness! We need a doctor... Oh wait.

Vinland's cooking

Vinland's cooking


To survive you need water AND food. But how do you make tasty meals on an unknown island where everything is trying to kill you? Let's do some cooking!

Gameplay Trailer!

Gameplay Trailer!


Hello survivors, today we share the official gameplay trailer of Dead In Vinland! Wondering what you will do on Vinland? Then you're at the right place!



News 2 comments

Survivor n°12: Shanaw! A strong skraeling that hates men more than anything. Who is she, and will she be helpful to Eirik and his family?


This game looks awesome!!! I hope you did get some reviews from the testers at the PGW.

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Le_CCCP Creator

Oh thanks a lot! We did get some positive feedbacks, which is good!

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