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As Far As The Eye

PC (Microsoft Windows), Mac, PlayStation 4, Xbox One, Nintendo Switch, Linux • 2020

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Quick resume

Build a mobile village and travel with your tribe toward the center of the world, called The Eye. This roguelike turn-based resource-management game is made of procedural situations, natural events, skill-trees and hard choices. Ready to move?

Global score

72/100

Genres

Indie, Simulator, Strategy, Turn-based strategy (TBS)

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    Pros

    • Challenging and rewarding gameplay
    • Beautiful art style and relaxing music
    • Unique blend of roguelike and resource management
    • Deep strategic planning and progression
    • Immersive fantasy world and lore

    Cons

    • Steep learning curve and difficulty
    • Some ui and clarity issues
    • Random events can feel punishing
    • Limited tutorial and in-game explanations
    • Lack of save/load flexibility in campaign

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to direct their own strategies, manage resources, and make decisions on logistics and diplomacy."

      Capsule for Cartel Tycoon Cartel Tycoon

      "Players have freedom to assign roles, choose paths, and manage resources with strategic planning and adaptation."

    • Competence

      Game with the same Competence vibe

      4

      "Game is challenging, especially on higher difficulties, requiring skillful resource management and strategic planning."

      Capsule for Marble Age: Remastered Marble Age: Remastered

      "The game is challenging, requiring skillful resource management, planning, and overcoming random events."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal campaign progress and survival rather than direct comparison or ranked competition with others."

      Capsule for Armoured Commander II Armoured Commander II

      "Focus is on personal progress and survival rather than direct comparison or ranked competition."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players often engage in repeated runs and attempts to improve, showing habitual play and replayability."

      Capsule for TTV2 TTV2

      "Players engage in repeated runs with a desire to improve and overcome difficulty despite frequent failures."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Gameplay centers on individual management and decision-making; interactions with tribes are unilateral (trade, conquest) without cooperative multiplayer."

      Capsule for Predynastic Egypt Predynastic Egypt

      "Gameplay centers on managing a small tribe independently, with limited multiplayer or cooperative elements."

    • Creativity

      Game with the same Creativity vibe

      3

      "Crafting, skill point allocation, and village building allow players to customize gameplay and approach."

      Capsule for Primal Planet Primal Planet

      "Players customize their tribe's skills, assign roles, and choose strategic paths, but within defined game mechanics."

    • Domination

      Game with the same Domination vibe

      -5

      "Interactions are individual and balanced; no evidence of exerting control over others."

      Capsule for Stoneshard Stoneshard

      "Interactions are balanced and cooperative within the tribe; no evidence of exerting control over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Provides immersive fantasy world and challenging gameplay that distracts from real life."

      Capsule for Rabi-Ribi Rabi-Ribi

      "The game offers a unique fantasy world and immersive experience that distracts from real-life concerns."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily driven by intrinsic interest and challenge rather than obligation."

      Capsule for Green Hell Green Hell

      "Players engage voluntarily, driven by intrinsic interest and challenge rather than obligation."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players try different strategies and adapt to random elements each playthrough."

      Capsule for Terraformers: First Steps on Mars Terraformers: First Steps on Mars

      "Players try different strategies, paths, and role assignments to adapt to random maps and events."

    • Exploration

      Game with the same Exploration vibe

      4

      "Exploration of a procedurally generated map with discovery of islands, resources, and secrets is a core gameplay element."

      Capsule for Merchant of the Skies Merchant of the Skies

      "Exploration of procedurally generated maps and discovery of resources and secrets is a core gameplay element."

    • Expression

      Game with the same Expression vibe

      2

      "Some character customization through skills and equipment, but limited cosmetic personalization."

      Capsule for Moonring Moonring

      "Some character customization through naming and role specialization, but limited cosmetic modification."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "The game features supernatural spirits and ghostly creatures in a stylized, imaginative setting."

      Capsule for Yomawari: Night Alone Yomawari: Night Alone

      "The game features shapeshifting animal spirits and a mystical journey in a fictional world."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Gameplay is focused on solo play with minimal social interaction or community involvement."

      Capsule for Gears Tactics Gears Tactics

      "Gameplay is focused on solo play managing a tribe, with minimal social or community interaction."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills and knowledge over repeated runs, learning mechanics and strategies."

      Capsule for Rogue Rogue

      "Players develop skills, knowledge, and strategies over multiple runs, learning from failures."

    • Health

      Game with the same Health vibe

      -4

      "The game involves sedentary play with no physical activity or health-related mechanics."

      Capsule for Wasteland 3 Wasteland 3

      "The game involves sedentary play with no physical activity or health-related mechanics."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires sustained attention and focus; players must constantly manage resources and threats."

      Capsule for DayZ DayZ

      "Requires constant attention and planning; players must actively manage resources and actions each turn."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited social interaction; relationships are minimal and mostly functional."

      Capsule for Vangers Vangers

      "Limited social interaction; relationships are minimal and mostly functional within the tribe."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players lead and manage their tribe’s development and survival, making strategic decisions and directing tasks."

      Capsule for Dawn of Man Dawn of Man

      "Players lead and manage their tribe, assigning tasks and guiding progression."

    • Progression

      Game with the same Progression vibe

      4

      "Strong progression through leveling, skill trees, equipment upgrades, and unlocking new abilities."

      Capsule for The Vagrant The Vagrant

      "Strong progression through skill trees, upgrades, and unlocking new content over multiple runs."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "While some find the music and art relaxing, the challenging gameplay and difficulty create tension."

      Capsule for Fly'N Fly'N

      "The game has a relaxing art style and music but also involves tension and challenge."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable visual and auditory experience with charming art style and soothing soundtrack."

      Capsule for REKA REKA

      "Enjoyable visual and auditory experience with charming art and soothing soundtrack."

    • Status

      Game with the same Status vibe

      -4

      "Achievements and progress are personal; no social recognition or leaderboards."

      Capsule for Little Big Workshop Little Big Workshop

      "Achievements and progress are personal; no emphasis on social recognition or leaderboards."

    • Story

      Game with the same Story vibe

      3

      "Includes narrative elements, quests, lore, and campaign scenarios enhancing immersion."

      Capsule for Fallen Enchantress: Legendary Heroes Fallen Enchantress: Legendary Heroes

      "Narrative elements and lore are present, especially in the campaign/tutorial, enhancing immersion."

    • Strategy

      Game with the same Strategy vibe

      5

      "Core gameplay revolves around complex mental challenge, planning, and problem solving."

      Capsule for Desperados III Desperados III

      "Core gameplay revolves around mental challenge, planning, and problem solving."

    • Thrill

      Game with the same Thrill vibe

      3

      "Tension arises from managing resources and avoiding death, creating suspense."

      Capsule for Reigns: Game of Thrones Reigns: Game of Thrones

      "Tension arises from time limits, random events, and resource scarcity, creating suspense."

    • Value

      Game with the same Value vibe

      3

      "Players report good value for time spent due to story length, replayability, and quality."

      Capsule for ACE Academy ACE Academy

      "Players report good value for time spent, enjoying the depth and replayability."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destruction; gameplay focuses on constructive resource management."

      Capsule for Turmoil Turmoil

      "No combat or destruction; gameplay focuses on constructive resource management and survival."

    • Survival

      Game with the same Survival vibe

      5

      "Survival against threats, resource management, and avoiding death are central to gameplay."

      Capsule for Caves of Qud Caves of Qud

      "Survival against threats, resource scarcity, and disasters is a central gameplay theme."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. Here, the score leans higher than usual among comparable games on Survival. It leans lower than usual among comparable games on Violence, Domination.

    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