The Deep North: What We Know and How to Prepare
Valheim's Deep North is a frozen placeholder hiding the game's most ambitious update. Here's what exists now, what IronGate has teased, and how to get ready.
A Frozen Wasteland With a Massive Future
Sail far enough north on any Valheim map and the terrain shifts. Green coastlines give way to white shores, the sky turns pale, and sheets of ice scrape against your hull. The Deep North stretches across the top of the world, a vast expanse of snow, rock mounds, and silence. Right now, it is one of the emptiest places in the game. No dungeons. No bosses. No meaningful resources. Just freezing cold and the occasional Northern Salmon swimming beneath the ice.
But "empty" is temporary. IronGate has been teasing the Deep North update for over a year through blog posts, screenshots, and the ongoing story of Hervore Bloodtooth. What they have shown suggests this will be Valheim's final and most ambitious biome update, potentially reworking how the entire endgame functions. If you are a player who has conquered the Ashlands and is wondering what comes next, the Deep North is your answer. It just is not ready yet.
Visiting the Deep North Today
You can sail to the Deep North right now, though there is very little reason to unless curiosity is enough. The biome occupies the northernmost landmasses on your world map. Coastlines are relatively flat compared to the Ashlands' jagged spikes, but floating icebergs and ice sheets along the shore can damage your ship if you are not careful. You can break these with a pickaxe, though they drop nothing.
The freezing effect is the primary hazard. Like the Mountain biome, the Deep North applies continuous freezing damage unless you have frost resistance. A Wolf Fur Cape, Lox Cape, or Frost Resistance Mead will keep you alive. At higher elevations, the Deep North can blend into Mountain terrain, meaning Frost Caves and Tetra Pools may spawn in those transitional zones. That is currently the only content of any value up here.
What IronGate Has Revealed So Far
While the in-game Deep North remains a placeholder, the developers have been anything but quiet about their plans. Through a series of blog posts, screenshots, and the narrative journey of Hervore Bloodtooth, IronGate has painted a surprisingly detailed picture of what this biome will become.
Terrain, Trees, and Atmosphere
Every screenshot IronGate has shared points to a biome that is more deep forest than towering mountain. The terrain appears mostly flat, dense with snow-covered trees, and thick with atmosphere. Aurora Borealis lights up the sky. Seals rest along the shoreline. The overall impression is a place that feels quiet, isolated, and deceptively calm. Hervore repeatedly describes feelings of being watched, of an unsettling emptiness. The Deep North looks like the kind of place where danger does not announce itself.
Enemies and Structures
One of the most striking teased images shows a lantern-carrying creature emerging at night, something skeletal and undead in appearance. This suggests the Deep North will have enemies that are active after dark, fitting the theme of a biome where nighttime is genuinely terrifying. IronGate has also shown frozen Grey Dwarf statues, though whether Grey Dwarves actually inhabit the biome or are simply remnants frozen in place remains unclear.
Structures play a significant role in the teasers. Hervore discovers ruins, enters buildings, and at one point appears to be kidnapped or pulled underground. Several images show what looks like an upgraded wood village, more developed than the Draugr villages in the Black Forest. The leading theory among the community is that the Deep North's dungeons will not be places you seek out. Instead, you fall into pit-like entrances (possibly concealed by tree roots or snow) and must find your way back out. That is a fundamentally different dungeon design than anything else in Valheim.
New Gear and Crafting
IronGate has shown a detailed new sword design and mysterious crafting molds. The molds appear connected to a new crafting station called the Frost Foundry, which functions like a forge for ice-based materials. Think of it as a regular foundry, except the metal is poured into specialized molds to create frost-infused equipment. This lines up with the progression pattern Valheim has always followed: each biome introduces a new material tier and crafting station. The Deep North's tier will almost certainly revolve around ice and frost.
“The Deep North looks like the kind of place where danger does not announce itself. It finds you.
Fimbulwinter: The World-Changing Event
The most exciting (and controversial) element of the Deep North teasers has nothing to do with the biome itself. IronGate released screenshots of frozen versions of existing biomes: a snow-covered Meadows with a massive ice crater, a frozen Plains with Fuling camps still intact, a wintery Swamp. Hervore's journey includes a dream sequence where she flies as a raven over a world that has gone "from green and fertile to cold and barren."
This points to a Fimbulwinter event, drawn from Norse mythology. In the myths, Fimbulwinter is a catastrophic great winter that precedes Ragnarok: three consecutive winters with no summer, crops dying, food running out, chaos among people. In Valheim terms, this could mean a global weather shift that freezes every biome on the map after reaching a certain progression milestone, most likely defeating Fader in the Ashlands.
If Fimbulwinter works the way the community expects, it would stop crop growth across all biomes, force players to rely on the Shield Generator to protect farming areas from snow, and introduce new points of interest in previously explored biomes (like that ice crater in the Meadows). The Shield Generator already blocks snow from accumulating on the ground in the current game, which feels like deliberate future-proofing by IronGate.
This is speculative, but the evidence is strong. Valheim has always escalated difficulty after each boss kill, adding new raid events and nighttime dangers to earlier biomes. A world-freezing event is the logical extreme of that design philosophy, turning the entire map into a survival challenge rather than just the new biome.
Deep North: Current State
| Biome Status | Placeholder / Unfinished |
| Location | Northernmost world edge |
| Environmental Hazard | Freezing (continuous damage) |
| Frost Protection Required | Wolf Cape / Lox Cape / Mead |
| Creatures | Northern Salmon only |
| Resources | None (rock mounds, no drops) |
| Dungeons | None (Mountain overlap possible) |
| Icebergs | Breakable with pickaxe, no drops |
How to Prepare for the Deep North Update
The update is not here yet, but that does not mean there is nothing to do. If you want to be ready when the Deep North launches, there are concrete steps worth taking now.
First, complete the Ashlands. Every piece of teased information suggests the Deep North follows the Ashlands in progression. Hervore's story specifically references losing companions in the Ashlands before reaching the frozen north. You will almost certainly need Ashlands-tier gear as your baseline. The teased screenshots show a character wearing Asksvinn armor and carrying an Ashlands bow while exploring the Deep North. Treat that as your entry loadout.
Second, build Shield Generator infrastructure. Whether or not Fimbulwinter freezes the whole map, the Shield Generator is going to matter. IronGate has hinted at this repeatedly. Make sure your primary bases, especially farming bases, have Shield Generators ready to deploy. If global freezing does happen, unprotected crops will likely stop growing entirely.
Third, stockpile food. If crop growth gets disrupted, having a reserve of cooked meals will bridge the gap while you adapt. Prioritize foods that do not rely on farming: Serpent Stew, Lox Meat Pie, cooked meats from hunting. Diversify your food sources so a farming disruption does not cripple you.
Finally, explore your map thoroughly. The frozen Meadows screenshot shows a new point of interest (a crater with massive ice blocks) appearing in an existing biome. If the update adds new content to old biomes, players who have already mapped those areas will know exactly where new things spawn. Keep your map data, mark your key locations, and be ready to revisit places you thought you were done with.
When Is the Deep North Coming?
The honest answer: not soon. Community analysis of IronGate's communication patterns points to a 2027 release as part of Valheim's 1.0 launch, not a standalone update dropping any time in 2026. IronGate has been deliberately vague about timing while being specific about other announcements like the PlayStation release. That gap in certainty tells you where things stand.
The scope of the update explains the timeline. This is not just one new biome. Frozen variants of existing biomes, a potential world-changing weather event, new crafting systems, underground dungeons with unique mechanics, and what appears to be Valheim's final boss. IronGate has always taken the approach of finishing things properly rather than rushing content out the door. The Ashlands took years. The Deep North, as the game's conclusion, will likely take just as long.
That patience is worth it. Everything IronGate has shown suggests the Deep North will fundamentally reshape how endgame Valheim plays. Use the wait to finish your Ashlands progression, perfect your base infrastructure, and stockpile resources. When Fimbulwinter arrives, you will be glad you did.
Deep North Preparation Checklist
- Complete Ashlands progression and defeat Fader
- Craft full Asksvinn armor set
- Build Shield Generators at all major bases
- Stockpile non-farm food (meats, fish, stews)
- Set up a portal hub near the northern map edge
- Park a Longship at a northern coastal dock
- Map explored biomes thoroughly for future revisits
- Gather extra crafting materials for Frost Foundry (unknown recipes)