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Buriedbornes2 - Dungeon RPG - similar games & best alternatives

Buriedbornes2 - Dungeon RPG -

PC (Microsoft Windows) • 2024

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Quick resume

"The oldest and most abhorrent Prophecy has become reality. This is endless and merciless warfare for Buriedbornes, army can revive forever." The long-awaited sequel to the easy-to-play turn-based dungeon RPG series is finally here!

Global score

84/100

Genres

Casual, Role-playing (RPG), Free To Play

Similar games

    Pros

    • Deep strategic gameplay and customization
    • High replayability with meta-progression
    • Free to play with fair monetization
    • Dark fantasy atmosphere and art style
    • Cross-platform play with mobile and pc

    Cons

    • Steep learning curve and obtuse mechanics
    • Limited skill uses can frustrate players
    • Ui and translation issues reported
    • Some rng elements can feel punishing
    • Minimal social or cooperative features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have extensive freedom to choose races, classes, builds, and playstyles with many unlockables and modding options."

      Capsule for Tales of Maj'Eyal Tales of Maj'Eyal

      "Players have freedom to choose race, class, origin, unions, and customize builds extensively, with many strategic decisions and reroll options."

    • Competence

      Game with the same Competence vibe

      4

      "The game requires skillful management of resources, tactical combat, and strategic planning with a steep learning curve."

      Capsule for Total Conflict: Resistance Total Conflict: Resistance

      "The game has a steep learning curve, requires skillful management of limited skill uses, strategic planning, and mastery of complex mechanics."

    • Competition

      Game with the same Competition vibe

      1

      "Some PvP modes exist but are limited; most gameplay focuses on personal progression and cooperative play rather than direct competition."

      Capsule for Trove Trove

      "There is a PvP mode (battlefield) but it is volatile and niche; most play focuses on personal progression and dungeon runs."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long play sessions, habitual play, and repeated runs with meta progression encouraging continued engagement."

      Capsule for Commander Quest Commander Quest

      "Players report habitual play, repeated dungeon runs, and long play sessions with meta-progression encouraging continued engagement."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Gameplay is primarily single-player; limited social features like guilds exist but no direct cooperative gameplay."

      Capsule for Nimble Quest Nimble Quest

      "Gameplay is primarily single-player focused; unions are NPC guilds, and cooperation with other players is minimal or indirect."

    • Creativity

      Game with the same Creativity vibe

      5

      "Extensive build customization, dual-class system, devotion constellation system, crafting, and skill combinations encourage creative experimentation."

      Capsule for Grim Dawn Grim Dawn

      "High creativity through mixing races, classes, origins, customizing skills, lab parts, crafting, and build experimentation."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions emphasize cooperative and balanced play rather than exerting control or superiority over others."

      Capsule for Shape of Dreams Shape of Dreams

      "Interactions emphasize balanced play and strategy rather than exerting superiority or dominance over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "The dark fantasy setting, immersive world, and engaging gameplay provide strong escapism from real life."

      Capsule for Banners of Ruin Banners of Ruin

      "Dark fantasy setting, roguelike mechanics, and immersive dungeon crawling provide strong escapism and distraction from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and intrinsic motivation; no evidence of obligation or external pressure."

      Capsule for The Evil Within 2 The Evil Within 2

      "Players engage voluntarily out of interest and intrinsic motivation; no evidence of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      5

      "Strong emphasis on trying new builds, skill combinations, and strategies each run."

      Capsule for Flamebreak Flamebreak

      "Strong emphasis on trying new builds, rerolling skills and gear, exploring different unions and strategies."

    • Exploration

      Game with the same Exploration vibe

      3

      "Dungeon crawling with multiple floors, secrets, and side quests encourages discovery."

      Capsule for Sakura Dungeon Sakura Dungeon

      "Dungeon crawling with multiple floors, events, and secrets encourages discovery, though some players find it repetitive."

    • Expression

      Game with the same Expression vibe

      3

      "Customization through skins and cosmetics allows self-expression; players appreciate unique character designs and visual styles."

      Capsule for Marvel Rivals Marvel Rivals

      "Character portraits and cosmetic skins are customizable; some players value this self-expression."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Dark fantasy setting with undead, death contracts, immortality, and supernatural elements."

      Capsule for Death's Gambit: Afterlife Death's Gambit: Afterlife

      "Dark fantasy world with undead corpses, necromancers, and imaginative lore and mechanics."

    • Fellowship

      Game with the same Fellowship vibe

      -3

      "Community exists but gameplay is solo; social interaction is limited to sharing levels and leaderboards."

      Capsule for Open Hexagon Open Hexagon

      "Community exists but gameplay is mostly solo; unions are NPC-based and social interaction is limited."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills and knowledge through repeated runs and progression systems."

      Capsule for Ancient Dungeon Ancient Dungeon

      "Players develop skills, knowledge, and meta-progression through repeated runs and learning complex systems."

    • Health

      Game with the same Health vibe

      -4

      "Sedentary gameplay typical of RPGs; no physical activity or health-related features."

      Capsule for LIGHTNING RETURNS™: FINAL FANTASY® XIII LIGHTNING RETURNS™: FINAL FANTASY® XIII

      "Sedentary gameplay typical of dungeon RPGs; no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and strategic planning; not designed for casual or background play."

      Capsule for ATOM RPG: Post-apocalyptic indie game ATOM RPG: Post-apocalyptic indie game

      "Requires focused attention and strategic planning; not designed for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Minimal social or emotional connections; interactions are mostly surface-level or absent."

      Capsule for Battlestar Galactica Deadlock Battlestar Galactica Deadlock

      "Minimal social or emotional connections; interactions are mostly surface-level or absent."

    • Leadership

      Game with the same Leadership vibe

      -4

      "No evidence of leadership roles; gameplay is individual and cooperative features are limited."

      Capsule for DX-Ball 2: 20th Anniversary Edition DX-Ball 2: 20th Anniversary Edition

      "No evidence of player leadership roles; gameplay is individual and cooperative roles are limited."

    • Progression

      Game with the same Progression vibe

      5

      "Strong meta-progression with unlocking classes, races, items, and upgrades between runs."

      Capsule for Desktop Dungeons: Rewind Desktop Dungeons: Rewind

      "Strong meta-progression with unlocking classes, races, contracts, lab parts, and gear upgrades."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Gameplay is tense and challenging with sustained pressure; some players find it stressful rather than relaxing."

      Capsule for Graviteam Tactics: Operation Star Graviteam Tactics: Operation Star

      "Gameplay is challenging and tense with strategic depth; some players find it stressful rather than relaxing."

    • Sensation

      Game with the same Sensation vibe

      3

      "Dark atmospheric visuals and music provide sensory immersion and emotional engagement."

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

      "Dark atmospheric visuals and music provide sensory stimulation; some players enjoy the art style and effects."

    • Status

      Game with the same Status vibe

      1

      "Some recognition through ranks and leaderboards but limited social status emphasis."

      Capsule for Storm Chasers Storm Chasers

      "Some recognition through leaderboards and PvP, but mostly individual progression with limited social status emphasis."

    • Story

      Game with the same Story vibe

      3

      "Rich lore and worldbuilding with narrative elements, though story is secondary to gameplay."

      Capsule for Tales of Maj'Eyal Tales of Maj'Eyal

      "Narrative and lore are present with world building and events, but gameplay is largely focused on mechanics and runs."

    • Strategy

      Game with the same Strategy vibe

      5

      "High strategic depth in building, resource management, and combat tactics."

      Capsule for Forts Forts

      "High strategic depth in build customization, skill management, combat tactics, and resource allocation."

    • Thrill

      Game with the same Thrill vibe

      3

      "Roguelike risk and random events create suspense and excitement."

      Capsule for Buriedbornes - Dungeon RPG Buriedbornes - Dungeon RPG

      "Roguelike risk and random elements create suspense and excitement, though some frustration reported."

    • Value

      Game with the same Value vibe

      4

      "Free to play with fair monetization; players feel rewarded for time invested without pressure to pay."

      Capsule for Clicker Heroes Clicker Heroes

      "Free to play with fair monetization; players feel rewarded for time invested with meaningful progression."

    • Violence

      Game with the same Violence vibe

      3

      "Combat involves attacking enemies with various skills and abilities; violence is stylized and fantasy-based."

      Capsule for Rise of the Third Power Rise of the Third Power

      "Combat involves defeating enemies with various skills and attacks; violence is stylized and fantasy-based."

    • Survival

      Game with the same Survival vibe

      4

      "Players must manage resources and avoid defeat to survive through dungeon floors and bosses."

      Capsule for Vivid Knight Vivid Knight

      "Players must manage limited skill uses, health, and resources to survive dungeon floors and enemies."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Relaxation, Survival, Violence, Fellowship. Here, the score leans higher than usual among comparable games on Status, Competition, Expression.

    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