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Children of Morta similar games & best alternatives

Children of Morta

PC (Microsoft Windows), Mac, iOS, PlayStation 4, Xbox One, Android, Nintendo Switch, Linux • 2019

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Quick resume

Children of Morta is a story-driven action RPG game about an extraordinary family of heroes. Lead the Bergsons, with all their flaws and virtues, against the forthcoming Corruption. Will you be able to sacrifice everything to save the ones you care for?

Global score

88/100

Genres

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

Similar games

    Pros

    • Beautiful pixel art and animations
    • Emotional and well-integrated story
    • Unique family-based character progression
    • Engaging cooperative multiplayer
    • Frequent updates and developer support

    Cons

    • Limited variety in dungeon design and items
    • Some grind and repetition in gameplay
    • Lack of online co-op at launch
    • Short main story length
    • Imbalance between ranged and melee characters

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have extensive control over character customization, class builds, and strategic decisions, including managing family lineage and skill inheritance."

      Capsule for Dice Gambit Dice Gambit

      "Players can choose among multiple family members with unique skills and playstyles, encouraging switching and experimentation rather than following fixed routines."

    • Competence

      Game with the same Competence vibe

      3

      "The game offers skill trees, combat challenges, crafting complexity, and progression that require player mastery."

      Capsule for Craftopia Craftopia

      "The game offers skill trees and upgrades, with a moderate difficulty curve and engaging combat requiring learning and mastery."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal progression and roleplay rather than competing against others; multiplayer is cooperative with no ranked modes."

      Capsule for Police Simulator: Patrol Officers Police Simulator: Patrol Officers

      "Focus is on personal progression and story; multiplayer is cooperative local or remote play, with no emphasis on ranked or competitive modes."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report habitual play, grinding for upgrades, and replaying modes; some find it addictive and return regularly."

      Capsule for Bardbarian Bardbarian

      "Players report habitual play, replaying dungeons for upgrades and story, with motivation to keep playing despite some grind."

    • Cooperation

      Game with the same Cooperation vibe

      4

      "Co-op multiplayer is a major feature with teamwork, reviving allies, and shared progression enhancing cooperative play."

      Capsule for Heroes of Hammerwatch II Heroes of Hammerwatch II

      "Strong cooperative play focus with local co-op and remote play together; multiplayer is about teamwork and shared goals."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players can customize characters through skill upgrades and item builds, but the game mostly uses predefined structures and repeated dungeon layouts."

      Capsule for Heroes of Hammerwatch Heroes of Hammerwatch

      "Players can customize skill trees and build different characters, but dungeon layouts and items have limited variety."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions emphasize cooperation and mutual support rather than dominance or power over others."

      Capsule for Lynked: Banner of the Spark Lynked: Banner of the Spark

      "Interactions emphasize family cooperation and mutual support rather than dominance or power over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a relaxing and immersive distraction with nostalgic pixel art and engaging gameplay."

      Capsule for The Rangers In The South The Rangers In The South

      "Players use the game as a relaxing, immersive escape with emotional storytelling and atmospheric pixel art."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of intrinsic interest and enjoyment, often with friends."

      Capsule for BOKURA: planet BOKURA: planet

      "Players engage voluntarily for enjoyment and personal interest, often playing with family or friends."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players try different party builds, tactics, and strategies; procedural generation encourages experimentation."

      Capsule for Low Magic Age Low Magic Age

      "Encouraged to try different characters and skill builds; procedural generation adds some novelty to each run."

    • Exploration

      Game with the same Exploration vibe

      2

      "Procedurally generated dungeons and different biomes provide some discovery, though dungeons are relatively short and limited."

      Capsule for Sproggiwood Sproggiwood

      "Procedurally generated dungeons and random events provide some discovery, though overall areas are limited in variety."

    • Expression

      Game with the same Expression vibe

      2

      "Character skill trees and weapon customization allow some degree of personal expression, though visual customization is limited."

      Capsule for Borderlands: The Pre-Sequel Borderlands: The Pre-Sequel

      "Character skill trees and upgrades allow some personal expression, but visual customization is minimal."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Fantasy setting with gods, magic, and mythical creatures in a pixel art world."

      Capsule for Realm of the Mad God Exalt Realm of the Mad God Exalt

      "Strong fantasy setting with mythical corruption, heroic family, and magical abilities in an imaginative pixel art world."

    • Fellowship

      Game with the same Fellowship vibe

      4

      "Community and family play emphasized through local multiplayer and shared experiences."

      Capsule for Disney Universe Disney Universe

      "Players feel part of a community through family narrative and cooperative multiplayer experiences."

    • Growth

      Game with the same Growth vibe

      4

      "Character leveling, skill upgrades, and progression systems provide clear learning and development."

      Capsule for One Piece Pirate Warriors 3 One Piece Pirate Warriors 3

      "Clear learning curve with character progression, skill upgrades, and improving gameplay over time."

    • Health

      Game with the same Health vibe

      -4

      "Typical sedentary gameplay with no physical activity elements."

      Capsule for Sniper Elite 4 Sniper Elite 4

      "Typical sedentary gameplay with no physical activity elements."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during runs and combat; not designed for passive or background play."

      Capsule for Hadean Tactics Hadean Tactics

      "Requires focused attention during runs and combat; not suited for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Emotional storytelling fosters a sense of closeness with characters and themes of family and memory."

      Capsule for Dordogne Dordogne

      "Emotional storytelling and family interactions create a sense of closeness and warmth."

    • Leadership

      Game with the same Leadership vibe

      -3

      "Gameplay emphasizes shared participation and cooperation rather than leadership or authority roles."

      Capsule for Rayman Raving Rabbids™ Rayman Raving Rabbids™

      "Gameplay emphasizes shared family effort and cooperation rather than leadership or authority roles."

    • Progression

      Game with the same Progression vibe

      4

      "Strong emphasis on accumulating experience, leveling up, unlocking skills, and upgrading stats."

      Capsule for Phantom Breaker: Battle Grounds Classic Phantom Breaker: Battle Grounds Classic

      "Strong emphasis on accumulating experience, upgrades, and unlocking new skills and family traits."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Many players find the game relaxing and enjoyable, with a good balance of challenge and flow."

      Capsule for Ascension: Deckbuilding Game Ascension: Deckbuilding Game

      "Many players find the game relaxing and enjoyable, with a good balance of challenge and flow."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable pixel art, animations, and sound effects provide sensory stimulation."

      Capsule for Death Coming/死神来了 Death Coming/死神来了

      "Appealing pixel art, animations, sound, and narration provide engaging sensory stimulation."

    • Status

      Game with the same Status vibe

      -4

      "Achievements and leaderboards exist but social recognition is minimal; focus is on personal accomplishment."

      Capsule for Ori and the Will of the Wisps Ori and the Will of the Wisps

      "Little focus on social recognition or leaderboards; achievements are personal and cooperative."

    • Story

      Game with the same Story vibe

      5

      "Narrative-driven game with strong emotional plot, character development, and cinematic presentation."

      Capsule for A Way Out A Way Out

      "Narrative-driven gameplay with strong story integration, character development, and emotional cutscenes."

    • Strategy

      Game with the same Strategy vibe

      3

      "Combat and dungeon navigation require some planning and tactical thinking; skill builds add complexity."

      Capsule for Forge Quest Forge Quest

      "Requires tactical combat decisions, skill tree planning, and adapting to procedural dungeon challenges."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense and challenge in boss fights, but overall a controlled experience."

      Capsule for Magic Research Magic Research

      "Moderate suspense and challenge from boss fights and dungeon hazards, but overall controlled experience."

    • Value

      Game with the same Value vibe

      4

      "Players report good value for money and time invested, praising frequent updates and content."

      Capsule for ContractVille ContractVille

      "Players report good value for time and money, appreciating frequent updates and meaningful content."

    • Violence

      Game with the same Violence vibe

      3

      "Combat and destruction of enemies are core gameplay elements, though stylized and non-gratuitous."

      Capsule for Thronefall Thronefall

      "Combat and destruction of enemies are core gameplay elements, though presented in a stylized and non-gratuitous manner."

    • Survival

      Game with the same Survival vibe

      3

      "Players must manage health, stamina, and resources to avoid defeat and progress through dungeons."

      Capsule for Dungeons of Aether Dungeons of Aether

      "Players must manage health, stamina, and resources to survive procedurally generated dungeons and bosses."

    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 Story. It leans lower than usual among comparable games on Leadership, Status.

    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