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Avowed similar games & best alternatives

Avowed

PC (Microsoft Windows), Xbox Series X|S, PlayStation 5 • 2025

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Quick resume

Avowed is a first-person fantasy RPG set in the world of Eora, where your choices carve a path through war, intrigue, and ancient mysteries. Navigate a land in turmoil, forge powerful alliances or deadly rivalries, and wield magic and steel to shape the fate of the Living Lands—and your own destiny.

Global score

77/100

Genres

Role-playing (RPG), Adventure

Similar games

    Pros

    • Engaging and varied combat
    • Rich exploration with rewarding secrets
    • Meaningful player choices impacting story
    • High-quality graphics and sound design
    • Well-written characters and dialogue

    Cons

    • Some performance issues and occasional bugs
    • Limited companion customization
    • Lack of npc routines and world interactivity
    • Story pacing and depth uneven in places
    • Price considered high by some players

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to customize characters, choose skills and builds, respec anytime, and decide playstyle."

      Capsule for Secrets of Grindea Secrets of Grindea

      "Players have freedom to customize characters, choose playstyles, respec skills anytime, and make meaningful story choices shaping the world."

    • Competence

      Game with the same Competence vibe

      3

      "Combat is skill-based with fluid combos and strategic ship battles; some players note difficulty balance is easy but enjoyable."

      Capsule for Like a Dragon: Pirate Yakuza in Hawaii Like a Dragon: Pirate Yakuza in Hawaii

      "Combat is engaging and skill-based with timing, combos, and tactical companion commands; some players note difficulty balancing issues."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal exploration and story progression without competitive or ranked modes."

      Capsule for BLACKTAIL BLACKTAIL

      "Focus is on personal exploration and story progression without competitive or ranked modes."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long playtimes (40-90+ hours), engagement with story and exploration, and repeated playthroughs."

      Capsule for Tower of Time Tower of Time

      "Players report long playtimes (50-90+ hours), rewarding exploration, and high replay value encouraging multiple playthroughs."

    • Cooperation

      Game with the same Cooperation vibe

      2

      "Players manage a party of companions with some teamwork elements in combat, but limited multiplayer or external cooperation."

      Capsule for Expeditions: Rome Expeditions: Rome

      "Companions assist in combat and have dialogue interactions, but player primarily controls actions; teamwork is supportive rather than central."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players can customize upgrades and respec builds; exploration and discovery of secrets encourage creative problem solving."

      Capsule for Minishoot' Adventures Minishoot' Adventures

      "Character customization and build respec allow creative playstyles; exploration and loot encourage creative problem solving."

    • Domination

      Game with the same Domination vibe

      -3

      "Interactions emphasize shared experience with companion; no evidence of dominating others or trash talk."

      Capsule for Shadwen Shadwen

      "Interactions emphasize balanced relationships with companions and NPCs; no evidence of power imposition or trash talk."

    • Escapism

      Game with the same Escapism vibe

      5

      "Highly immersive fantasy world with rich lore and exploration offers strong escape from real life."

      Capsule for Pillars of Eternity II: Deadfire Pillars of Eternity II: Deadfire

      "Highly immersive fantasy world with rich lore, exploration, and engaging combat provides strong escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment; no indications of obligation or external pressure."

      Capsule for Budget Cuts Budget Cuts

      "Players engage voluntarily out of interest and enjoyment; no indications of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players experiment with different skill combinations and character builds; exploration of secrets encourages novelty."

      Capsule for Doom & Destiny Doom & Destiny

      "Players experiment with different weapons, magic, and builds; exploration of hidden areas and secrets encourages novelty."

    • Exploration

      Game with the same Exploration vibe

      5

      "Game emphasizes discovering new areas, secrets, and lore with curiosity-driven activities."

      Capsule for Tunguska: The Visitation - Final Cut Tunguska: The Visitation - Final Cut

      "Game world is dense, handcrafted, and rewards curiosity with secrets, loot, and lore in every nook and cranny."

    • Expression

      Game with the same Expression vibe

      3

      "Character creation includes customization of portraits, stats, and traits, allowing personal expression within the game."

      Capsule for Depersonalization Depersonalization

      "Character creation is detailed with options for appearance and pronouns; players can customize godlike looks or opt out."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Set in a fantasy world with magic, mythical creatures, and imaginative lore."

      Capsule for The Doors of Trithius The Doors of Trithius

      "Set in a rich fantasy universe with magic, mythical creatures, and imaginative lore consistent with Pillars of Eternity."

    • Fellowship

      Game with the same Fellowship vibe

      2

      "Friendship system and character relationships create a sense of community within the narrative, though social multiplayer is absent."

      Capsule for Onimusha 2: Samurai's Destiny Onimusha 2: Samurai's Destiny

      "Players experience a sense of community through companions and shared story, though social multiplayer is absent."

    • Growth

      Game with the same Growth vibe

      3

      "Character progression through skill trees and leveling provides learning and development opportunities."

      Capsule for Of Orcs And Men Of Orcs And Men

      "Leveling, skill trees, and lore discovery provide learning and character development opportunities."

    • Health

      Game with the same Health vibe

      -4

      "Typical sedentary gameplay with no physical activity or health-related mechanics."

      Capsule for Clair Obscur: Expedition 33 Clair Obscur: Expedition 33

      "Typical sedentary gameplay with no physical activity or health-related mechanics."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires active engagement and continuous attention; combat and exploration demand focus."

      Capsule for Dungeons of Eternity Dungeons of Eternity

      "Requires active attention and engagement; combat and exploration demand focus."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Companions have personal stories and interactions, but no romantic relationships; emotional connections are moderate."

      Capsule for Pillars of Eternity Pillars of Eternity

      "Companions have personality and dialogue, fostering emotional connection, but no deep relationship systems."

    • Leadership

      Game with the same Leadership vibe

      2

      "Player leads a party of companions with some decision-making authority, but companions act autonomously."

      Capsule for Planescape: Torment: Enhanced Edition Planescape: Torment: Enhanced Edition

      "Player leads companions in combat and decision-making, but companions act autonomously with limited direct control."

    • Progression

      Game with the same Progression vibe

      4

      "Players accumulate items, weapons, and upgrades through crafting and leveling, driving forward progression."

      Capsule for How to Survive How to Survive

      "Players accumulate items, upgrades, and skills; loot and crafting systems support continuous progression."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Atmospheric exploration and story provide moments of flow and relaxation, though combat can add tension."

      Capsule for Ghostwire: Tokyo Ghostwire: Tokyo

      "Exploration and story provide immersive flow; combat can be challenging but rewarding, balancing tension and relaxation."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visuals, sound, and combat feedback provide stimulating sensory experience."

      Capsule for Sanctum Sanctum

      "Visuals, sound design, and combat feedback offer stimulating sensory experiences."

    • Status

      Game with the same Status vibe

      -3

      "Achievements and social recognition are minimal; focus is on personal accomplishment rather than social status."

      Capsule for Vibrant Venture Vibrant Venture

      "Achievements and social recognition are minimal; focus is on personal experience rather than social status."

    • Story

      Game with the same Story vibe

      4

      "Narrative is a major focus with multiple story arcs, character interactions, and lore."

      Capsule for Fate/EXTELLA Fate/EXTELLA

      "Narrative is engaging with meaningful choices, character development, and rich lore; story impacts world state."

    • Strategy

      Game with the same Strategy vibe

      3

      "Combat and character builds require tactical thinking and planning."

      Capsule for Tainted Grail: The Fall of Avalon Tainted Grail: The Fall of Avalon

      "Combat and character builds require tactical thinking and planning; choices affect outcomes and gameplay."

    • Thrill

      Game with the same Thrill vibe

      2

      "Combat and exploration provide moments of suspense and excitement."

      Capsule for Reassembly Reassembly

      "Combat offers moments of tension and excitement; overall experience balances suspense with exploration."

    • Value

      Game with the same Value vibe

      3

      "Players report good value for time invested, especially given the length and depth of content."

      Capsule for OCTOPATH TRAVELER™ OCTOPATH TRAVELER™

      "Players report good value for time invested, especially with extensive content and replayability."

    • Violence

      Game with the same Violence vibe

      4

      "Combat involves defeating enemies with weapons and combos; destruction and combat are core gameplay elements."

      Capsule for Windblown Windblown

      "Combat involves defeating enemies with weapons and magic; destruction and fighting are core gameplay elements."

    • Survival

      Game with the same Survival vibe

      2

      "Combat requires managing stamina and avoiding death, though difficulty is not extreme."

      Capsule for Steelrising Steelrising

      "Combat requires managing health and stamina; some difficulty modes increase challenge but no hardcore survival mechanics."

    Analysis

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

    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