How a side project became a 'rare exception' of early access gaming
In short: While many early access titles feel incomplete, Valheim stands out as a polished exception. Starting as a hobby project by Richard Svensson, this Viking survival odyssey achieved massive success by focusing on meaningful simulations that enhance the player experience rather than just adding unnecessary complexity to the game world.
Valheim was not originally intended to be a major studio production. It began in 2017 as a side project by Richard Svensson under the working title 'Fejd.' After leaving his previous job at Pieces Interactive in 2018, Svensson teamed up with Henrik Tornqvist to form Iron Gate Studio specifically to develop the game. Their philosophy was shaped by Svensson's experience with an unreleased simulation game called Tolroko; he realized that simulation systems should only exist if they actively improve the player's experience rather than being implemented for their own sake.
The game follows fallen Vikings in a fictional tenth world within Yggdrasil, seeking to prove themselves fit for Valhalla. Players navigate procedurally generated biomes—ranging from meadows and swamps to the Mistlands and Ashlands—to gather resources, craft tools, and hunt enemies. The progression is tied to a skill-level system (up to level 100) and the defeat of eight distinct bosses. Each boss victory grants a permanent power-up at a central altar, creating a loop of exploration and mechanical growth.
Despite its small five-person team, Valheim became a breakout hit. Within one month of its February 2021 early access launch, it sold over five million copies. By July 2022, that number surpassed 10 million on Steam alone. Critics praised the game for its refined feel and stylized low-resolution graphics, with PC Gamer notably calling it a 'rare exception' in its genre. The studio continues to expand the world, with a full 1.0 release scheduled for September 9, 2026.
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- Summary by Intellect · source: Valheim
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