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Clanfolk similar games & best alternatives

Clanfolk

PC (Microsoft Windows) • 2022

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Quick resume

Clanfolk is a colony sim set in the Scottish Highlands. Harness your environment to survive - fish, gather, hunt, and farm as you prepare for the winter. Build an inn, trade with other clans, have children and marry them off - live life and prosper across the generations.

Global score

92/100

Genres

Role-playing (RPG), Simulator, Strategy, Early Access, Indie

Similar games

    Pros

    • Deep survival mechanics
    • Generational clan growth
    • Immersive medieval setting
    • Active developer engagement
    • High replayability

    Cons

    • Early access with some rough edges
    • Limited late-game content
    • Ai task management issues
    • Lack of combat or conflict
    • Slow pacing for some players

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players manage their clan and make strategic decisions about marriages, education, business, and politics, with freedom to choose different play styles and approaches."

      Capsule for House of Legacy House of Legacy

      "Players manage their clan with freedom to assign priorities, build structures, and develop technologies, allowing personal control over survival strategies."

    • Competence

      Game with the same Competence vibe

      4

      "The game is challenging and rewarding, requiring skillful resource management, survival tactics, and combat proficiency."

      Capsule for Duskfont Duskfont

      "The game offers challenging survival mechanics, especially preparing for winter, requiring skillful resource management and planning."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on individual survival without leaderboards or direct player-vs-player competition; players set personal goals."

      Capsule for CHANGE: A Homeless Survival Experience CHANGE: A Homeless Survival Experience

      "Focus is on personal clan survival and growth without combat or ranked competition; players set their own goals."

    • Continuation

      Game with the same Continuation vibe

      4

      "Many players report long sessions, habitual play, and strong attachment to the game and community."

      Capsule for WEBFISHING WEBFISHING

      "Many players report long play sessions, habitual returns, and strong attachment to their clans and progression."

    • Cooperation

      Game with the same Cooperation vibe

      2

      "Game involves managing relationships and alliances with other clans, implying cooperative dynamics."

      Capsule for King of Dragon Pass King of Dragon Pass

      "Some interaction with other clans through trade and reputation systems, but mostly focused on managing own clan."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players design and customize their settlement layout and resource strategies, though building types are limited."

      Capsule for Banished Banished

      "Players build and customize their settlement layout and manage production chains with some freedom."

    • Domination

      Game with the same Domination vibe

      -5

      "No combat or dominance mechanics; interactions are peaceful and cooperative."

      Capsule for Airborne Kingdom Airborne Kingdom

      "No combat or power-over-others mechanics; interactions are peaceful and cooperative."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a relaxing, immersive escape into a medieval frontier setting with survival challenges."

      Capsule for Farthest Frontier Farthest Frontier

      "Players use the game as a relaxing, immersive escape into a medieval survival setting."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Ragnarock Ragnarock

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

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players experiment with resource management, expeditions, and settlement layouts, though late game can become routine."

      Capsule for Endzone - A World Apart Endzone - A World Apart

      "Players experiment with production chains, survival strategies, and settlement layouts."

    • Exploration

      Game with the same Exploration vibe

      2

      "Randomized missions and map elements encourage some discovery, though maps are limited and familiar over time."

      Capsule for The Red Solstice The Red Solstice

      "Randomly generated maps and a world map feature encourage discovery, though exploration is limited."

    • Expression

      Game with the same Expression vibe

      3

      "Players express themselves through clan customization and narrative choices."

      Capsule for King of Dragon Pass King of Dragon Pass

      "Players customize their clan's settlement and manage individual clanfolk, expressing personal style."

    • Fantasy

      Game with the same Fantasy vibe

      -3

      "The game emphasizes realistic medieval survival and city building without fantasy or mythical elements."

      Capsule for Farthest Frontier Farthest Frontier

      "The game emphasizes realistic medieval Scottish survival without fantasy or improbable elements."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Some community interaction via trading and alliances, but primarily a solo experience."

      Capsule for Surviving the Aftermath Surviving the Aftermath

      "Some community interaction via trade and clan reputation, but mostly a solo experience."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills, knowledge, and clan power over generations, with meaningful progression and learning."

      Capsule for House of Legacy House of Legacy

      "Players learn survival skills, manage complex systems, and develop their clan over generations."

    • Health

      Game with the same Health vibe

      -4

      "The game is sedentary with no physical activity involved and long sessions of focused screen time."

      Capsule for Medieval: Total War™ - Collection Medieval: Total War™ - Collection

      "The game is sedentary with no physical activity; players engage in long sessions of screen time."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires active micromanagement and attention; not suited for idle or background play."

      Capsule for Sapiens Sapiens

      "Requires active management and micromanagement; not suited for idle or background play."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Some social interaction and friendships form through clans and cooperative play, but limited emotional sharing."

      Capsule for Joint Operations: Combined Arms Gold Joint Operations: Combined Arms Gold

      "Players form emotional attachment to clanfolk and their family relationships, though social interaction is limited."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players lead and manage a clan, guiding decisions and survival strategies."

      Capsule for Ancestors: The Humankind Odyssey Ancestors: The Humankind Odyssey

      "Players lead and manage their clan, assigning tasks and guiding development."

    • Progression

      Game with the same Progression vibe

      4

      "Progression through resource management, clan growth, and narrative advancement."

      Capsule for King of Dragon Pass King of Dragon Pass

      "Strong focus on accumulating resources, unlocking technologies, and growing the clan."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Many players find the game relaxing and enjoyable despite some survival tension."

      Capsule for Forsaken Isle Forsaken Isle

      "Many players find the game relaxing and cozy despite survival challenges."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable visual style and sounds contribute to a pleasant sensory experience."

      Capsule for Doggone Hungry Doggone Hungry

      "Enjoyable visuals, lighting, and sound contribute to a pleasant sensory experience."

    • Status

      Game with the same Status vibe

      -3

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

      Capsule for Phoenix Point Phoenix Point

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

    • Story

      Game with the same Story vibe

      3

      "Emergent narrative through generational family histories and village development, though no scripted plot."

      Capsule for Ostriv Ostriv

      "Generational clan growth and survival create emergent narrative and immersion."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires planning, resource management, and problem solving to survive and progress."

      Capsule for One Hour One Life One Hour One Life

      "Requires planning, resource management, and problem solving to survive and thrive."

    • Thrill

      Game with the same Thrill vibe

      2

      "Combat and survival situations create suspense and tension, though not extreme or constant."

      Capsule for All Quiet in the Trenches All Quiet in the Trenches

      "Survival challenges and seasonal threats create tension and suspense, though no combat."

    • Value

      Game with the same Value vibe

      4

      "Players report high satisfaction and replayability for the price."

      Capsule for Overload Overload

      "Players report high replayability and satisfaction for the price, especially given active development."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or violent gameplay; focus is on peaceful interaction and cooperation."

      Capsule for Fe Fe

      "No combat or violent mechanics; focus is on peaceful survival and community."

    • Survival

      Game with the same Survival vibe

      5

      "Core gameplay centers on managing threats, resource scarcity, and environmental hazards to stay alive."

      Capsule for Stationeers Stationeers

      "Core gameplay centers on overcoming environmental threats and managing resources to stay alive."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Cooperation, Fellowship, Intimacy, Leadership. Here, the score leans higher than usual among comparable games on Leadership. It leans lower than usual among comparable games on Violence, Fantasy.

    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