Convoy Thumbnail

Convoy similar games & best alternatives

Convoy

PC (Microsoft Windows), Mac, PlayStation 4, Xbox One, Nintendo Switch, Linux • 2015

Related articles

Quick resume

Convoy is a tactical roguelike-like inspired by Mad Max and FTL in which you cross a wasteland in search of parts for your broken ship. Presented in pixel art and set in a future post-apocalyptic setting, Convoy is a squad based tactical combat roguelike-like in its core.

Global score

78/100

Genres

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

Similar games

    Pros

    • Engaging tactical vehicular combat
    • Open map exploration with randomized quests
    • Strong post-apocalyptic and sci-fi atmosphere
    • Meaningful progression and unlocks
    • Humorous and referential narrative events

    Cons

    • Limited content and variety leading to repetition
    • Occasional bugs and ui clunkiness
    • High difficulty spikes and rng frustration
    • No multiplayer or social features
    • Fixed map layout reduces exploration novelty

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players can choose characters, unlock and customize moves, and explore an open map with quests, showing control over actions and decisions."

      Capsule for River City Girls River City Girls

      "Players freely choose routes on an open map, decide on combat tactics, vehicle upgrades, and quest choices, showing strong control over actions."

    • Competence

      Game with the same Competence vibe

      4

      "Combat requires tactical thinking, positioning, and skill management; character builds and itemization add depth and challenge."

      Capsule for Tower of Time Tower of Time

      "Combat requires tactical positioning, weapon management, and micromanagement; players improve skills over repeated challenging encounters."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on individual progression and personal challenge rather than direct competition or leaderboards."

      Capsule for Quasimorph Quasimorph

      "Focus is on individual progression and personal challenge rather than direct competition or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players engage in multiple runs with unlocks and progression, though some find the gameplay loop repetitive over time."

      Capsule for Inkulinati Inkulinati

      "Players often engage in multiple runs, unlocking vehicles and achievements, though some find replayability limited after several playthroughs."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Gameplay centers on managing a small squad independently; no multiplayer or cooperative play reported."

      Capsule for Classified: France '44 Classified: France '44

      "Gameplay centers on managing own convoy independently; no multiplayer or cooperative play reported."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players customize vehicles with weapons and modules, and choose unit compositions and strategies"

      Capsule for Hostile Waters: Antaeus Rising Hostile Waters: Antaeus Rising

      "Players customize convoy composition, vehicle loadouts, and tactical approaches, though within predefined vehicle and weapon options."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions emphasize balanced tactical combat and survival rather than exerting control or superiority over others."

      Capsule for Dungeon Rats Dungeon Rats

      "Interactions emphasize survival and tactical management rather than exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Post-apocalyptic setting and immersive story provide strong escapism and distraction from real life."

      Capsule for The Uncertain: Last Quiet Day The Uncertain: Last Quiet Day

      "Immersive post-apocalyptic setting and narrative provide strong escapism and distraction from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic interest in tactical gameplay and story; no indication of obligation or external pressure."

      Capsule for Hard West Hard West

      "Players engage voluntarily driven by interest in roguelike and tactical gameplay; no obligation or external pressure noted."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players try different vehicles, weapons, and strategies to complete missions and survive."

      Capsule for Zombie Driver HD Zombie Driver HD

      "Players try different convoy setups, weapons, and strategies to overcome challenges and unlock new content."

    • Exploration

      Game with the same Exploration vibe

      3

      "Large fixed map with randomized quests and resource locations encourages discovery and exploration, though the map itself is static."

      Capsule for SpellForce: Conquest of Eo SpellForce: Conquest of Eo

      "Open map with randomized quest locations and events encourages exploration, though map layout remains constant."

    • Expression

      Game with the same Expression vibe

      2

      "Vehicle customization and choice allow some self-expression, though limited cosmetic options."

      Capsule for Carmageddon 2: Carpocalypse Now Carmageddon 2: Carpocalypse Now

      "Customization of vehicles and convoy composition allows some self-expression, but limited cosmetic options."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Imaginative fiction with anthropomorphic characters and a fictional post-apocalyptic world."

      Capsule for KARAKARA KARAKARA

      "Strong fictional post-apocalyptic and sci-fi setting with imaginative vehicles and narrative elements."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Minimal social interaction; gameplay is focused on solo play and individual progression without community or multiplayer features."

      Capsule for SpellForce: Conquest of Eo SpellForce: Conquest of Eo

      "Minimal social interaction; gameplay is solo focused with no community or multiplayer features."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills, unlock weapons and squads, and improve tactical knowledge over time."

      Capsule for Enlisted Enlisted

      "Players learn tactical combat, resource management, and improve skills through repeated play and unlocks."

    • Health

      Game with the same Health vibe

      -4

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

      Capsule for CODE VEIN CODE VEIN

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

    • Idle

      Game with the same Idle vibe

      -4

      "Requires continuous attention and focus during combat and strategic decisions."

      Capsule for Flamebreak Flamebreak

      "Requires continuous attention and active micromanagement during combat and strategic decisions."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No close social or emotional relationships formed; interactions are limited to NPC dialogue."

      Capsule for Immortals Fenyx Rising Immortals Fenyx Rising

      "No close social or emotional relationships; interactions are limited to text-based NPC encounters."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players lead a convoy and make strategic decisions, directing units and using abilities to achieve objectives."

      Capsule for Anomaly 2 Anomaly 2

      "Players lead and manage their convoy and tactical combat units, making strategic decisions and directing actions."

    • Progression

      Game with the same Progression vibe

      4

      "Strong progression through unlocking and upgrading vehicles, weapons, and completing missions."

      Capsule for Zombie Driver HD Zombie Driver HD

      "Strong progression through unlocking vehicles, upgrading equipment, and completing quests."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Gameplay can be tense and challenging, requiring careful planning and resource management."

      Capsule for Wasteland 2: Director's Cut Wasteland 2: Director's Cut

      "Gameplay is tense and challenging with frequent threats and resource management, limiting relaxation."

    • Sensation

      Game with the same Sensation vibe

      2

      "Pixel art and music provide pleasant sensory experience; combat animations add excitement."

      Capsule for Halcyon 6: Starbase Commander Halcyon 6: Starbase Commander

      "Pixel art and synth music provide moderate sensory stimulation; combat offers excitement but graphics are simple."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or status systems; achievements exist but are personal rather than social."

      Capsule for True Fear: Forsaken Souls Part 1 True Fear: Forsaken Souls Part 1

      "No social recognition or status systems; achievements exist but are personal rather than social."

    • Story

      Game with the same Story vibe

      4

      "Engaging narrative with well-developed characters and interconnected quests that immerse players in the world."

      Capsule for Eastshade Eastshade

      "Narrative-driven quests and text events immerse players in a post-apocalyptic story with multiple outcomes."

    • Strategy

      Game with the same Strategy vibe

      4

      "Tactical combat and resource management require planning and problem solving."

      Capsule for Crying Suns Crying Suns

      "Tactical combat and strategic resource and convoy management require planning and problem solving."

    • Thrill

      Game with the same Thrill vibe

      3

      "Permadeath, intense combat, and resource scarcity create suspense and excitement."

      Capsule for Sublevel Zero Redux Sublevel Zero Redux

      "Combat and resource scarcity create suspense and tension, especially with permadeath and boss fights."

    • Value

      Game with the same Value vibe

      3

      "Good value for price especially on sale; provides several hours of engaging gameplay."

      Capsule for LEAVES - The Journey LEAVES - The Journey

      "Good value for price, especially on sale; offers several hours of engaging gameplay and replayability."

    • Violence

      Game with the same Violence vibe

      4

      "Combat involves shooting, melee, and destruction in a violent post-apocalyptic setting."

      Capsule for Fallout 3: Game of the Year Edition Fallout 3: Game of the Year Edition

      "Combat involves vehicular destruction, ramming, and shooting enemies in a violent post-apocalyptic setting."

    • Survival

      Game with the same Survival vibe

      4

      "Core gameplay revolves around avoiding death, managing resources, and overcoming threats."

      Capsule for Dead Cells Dead Cells

      "Core gameplay revolves around managing resources, avoiding death, and overcoming threats to survive."

    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 Violence. It leans lower than usual among comparable games on Relaxation, Intimacy.

    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