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ANEURISM IV similar games & best alternatives

ANEURISM IV

PC (Microsoft Windows), Mac • 2025

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Quick resume

A dystopian simulator where your choices shape a decaying city. Join other players to protect the metropolis from ruin, hasten its downfall, or simply work in the factories. With no set goals or rules, every action has consequences in a world teetering on the brink.

Global score

78/100

Genres

Action, Role-playing (RPG), Simulator, Indie

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    Pros

    • Immersive dystopian atmosphere
    • Deep emergent roleplay and social interaction
    • Player-driven economy and justice system
    • Active developer engagement
    • Unique faction and survival mechanics

    Cons

    • Steep learning curve
    • Server lag and connectivity issues
    • Limited tutorial and onboarding
    • Some balance and content depth issues
    • Toxic player behavior in some servers

    Motivations

    • Autonomy

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      "Players have high control over game settings, character builds, and lobby customization, enabling personal freedom in gameplay."

      Capsule for BAPBAP BAPBAP

      "Players have high freedom to choose roles, actions, and emergent gameplay without admin interference."

    • Competence

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      "Engages players in skillful crafting, combat, resource management, and problem solving with feedback and progression."

      Capsule for My Time at Sandrock My Time at Sandrock

      "Players engage in skillful tasks like crafting, combat, and role-specific jobs with meaningful feedback and consequences."

    • Competition

      Game with the same Competition vibe

      2

      "Some competitive elements exist such as gang wars and player vs player combat, but not strongly emphasized."

      Capsule for BROKE PROTOCOL BROKE PROTOCOL

      "Some competitive elements exist such as faction wars and player conflicts, but much focus is on personal and group survival."

    • Continuation

      Game with the same Continuation vibe

      4

      "Many players report long play sessions and habitual engagement due to the game's depth and emergent storytelling."

      Capsule for Space Haven Space Haven

      "Many players report long sessions and deep engagement with emergent stories and social dynamics."

    • Cooperation

      Game with the same Cooperation vibe

      4

      "Strong emphasis on teamwork within factions (Town, Coven, etc.) and collaboration to achieve goals."

      Capsule for Town of Salem 2 Town of Salem 2

      "Strong emphasis on teamwork in jobs, faction activities, and social groups like unions and cults."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players customize characters, build decks, and make tactical choices; some desire for more random or sandbox scenarios noted."

      Capsule for The Lord of the Rings: Journeys in Middle-earth The Lord of the Rings: Journeys in Middle-earth

      "Players create emergent stories, form groups, and roleplay unique characters within the sandbox."

    • Domination

      Game with the same Domination vibe

      3

      "Players exert control over rivals through political power, blackmail, and violence."

      Capsule for The Guild II Renaissance The Guild II Renaissance

      "Some players exert power through violence, gang leadership, and intimidation, but balanced by social consequences."

    • Escapism

      Game with the same Escapism vibe

      4

      "Dystopian setting and immersive story provide strong escape from real life."

      Capsule for No Umbrellas Allowed No Umbrellas Allowed

      "The dystopian setting and immersive roleplay provide strong escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -3

      "Players engage voluntarily out of intrinsic interest and enjoyment rather than obligation."

      Capsule for Astro Colony Astro Colony

      "Players engage voluntarily out of intrinsic interest and emergent fun rather than obligation."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players explore many mechanics, roles, and strategies in a dynamic evolving environment"

      Capsule for Eco Eco

      "Players explore different roles, strategies, and social interactions in a dynamic environment."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players explore a small but detailed city environment with verticality and some hidden elements, though map size is limited."

      Capsule for UNDEFEATED UNDEFEATED

      "Players navigate a complex city and discover social and environmental secrets, though map size is moderate."

    • Expression

      Game with the same Expression vibe

      2

      "Some character customization (e.g. gender choice) and roleplaying options allow personal expression."

      Capsule for Sorcery! Parts 1 and 2 Sorcery! Parts 1 and 2

      "Roleplay and social identity allow for personal expression, though character customization is limited."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Fictional dystopian sci-fi setting with surreal elements and imaginative narrative."

      Capsule for Dead Synchronicity: Tomorrow Comes Today Dead Synchronicity: Tomorrow Comes Today

      "The dystopian, surreal setting and faction lore provide a strong fictional fantasy experience."

    • Fellowship

      Game with the same Fellowship vibe

      4

      "Strong community bonds, group identity, and social interaction reported by many players."

      Capsule for Unturned Unturned

      "Community and group identity are central, with players forming lasting social bonds and reputations."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn complex mechanics, develop strategies, and improve skills over time."

      Capsule for ICBM ICBM

      "Players learn complex mechanics, social dynamics, and improve roleplay skills over time."

    • Health

      Game with the same Health vibe

      -4

      "Gameplay is sedentary with no physical activity; some players note stress from micromanagement and difficulty."

      Capsule for Surviving the Aftermath Surviving the Aftermath

      "Gameplay is sedentary with no physical activity; some players report stress from harsh social interactions."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires continuous attention and coordination during gameplay; downtime exists but is minimal."

      Capsule for PULSAR: Lost Colony PULSAR: Lost Colony

      "Requires continuous attention and engagement; downtime is minimal and players must actively participate."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Players form social bonds and friendships through cooperative play, though emotional sharing is limited."

      Capsule for Left 4 Dead Left 4 Dead

      "Players form social connections and alliances, though emotional sharing is limited by game context."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players can lead guilds and factions, making decisions that affect groups."

      Capsule for The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009) The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)

      "Players can lead groups, gangs, or factions and influence server dynamics."

    • Progression

      Game with the same Progression vibe

      3

      "Players accumulate money, unlock cases, and gain achievements, though some progression resets on arrest or death."

      Capsule for JudgeSim JudgeSim

      "Players accumulate credits, items, and status through jobs and social roles, though resets occur."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Game is tense and challenging, with moments of stress and urgency."

      Capsule for PIT OF GOBLIN PIT OF GOBLIN

      "The game is tense and stressful at times due to violence and survival pressures."

    • Sensation

      Game with the same Sensation vibe

      3

      "Immersive audio-visuals and adrenaline-inducing encounters provide strong sensory stimulation."

      Capsule for DayZ DayZ

      "Strong sensory and emotional stimulation from immersive audio-visuals and chaotic social encounters."

    • Status

      Game with the same Status vibe

      3

      "Recognition through ranks, leaderboards, and community reputation is important to players."

      Capsule for MORDHAU MORDHAU

      "Recognition through reputation, leadership, and social standing is important to players."

    • Story

      Game with the same Story vibe

      4

      "Narrative immersion with quests, lore, faction politics, and story-driven content enriches player experience."

      Capsule for Dune: Awakening Dune: Awakening

      "Emergent narrative and lore immersion are key, with player-driven stories and faction conflicts."

    • Strategy

      Game with the same Strategy vibe

      3

      "Players plan ecosystem balance, species design, and evolutionary pressures requiring analytical thinking."

      Capsule for Ecosystem Ecosystem

      "Players plan social, economic, and combat strategies within a complex ecosystem."

    • Thrill

      Game with the same Thrill vibe

      4

      "High suspense and tension from realistic combat, sudden death, and unpredictable enemy encounters."

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      "High suspense and tension from risk of death, faction wars, and unpredictable player actions."

    • Value

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      4

      "Players feel the game offers great value for money and time spent, especially for relaxation and socializing."

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      "Players feel the game offers good value for time and money due to unique social experiences."

    • Violence

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      4

      "Combat and violent interactions are central gameplay elements."

      Capsule for Planet Alcatraz Planet Alcatraz

      "Violence and combat are frequent and integral to gameplay and social dynamics."

    • Survival

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      4

      "Strong survival elements with resource management, threat avoidance, and strategic defense."

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      "Strong survival elements with resource management, threat avoidance, and faction warfare."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Competition, Fellowship, Domination, Status. Here, the score leans higher than usual among comparable games on Story, Domination. It leans lower than usual among comparable games on Relaxation.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026