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Dead Age similar games & best alternatives

Dead Age

PC (Microsoft Windows), Mac, Xbox One, PlayStation 4, Linux • 2016

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Quick resume

Survive the zombie apocalypse with a “Final Fantasy” turn-based combat and permanent death! Manage survivors, craft materials, and make difficult decisions. Defend your camp against hordes of the undead to prevail in this non-linear rogue-lite (comparable to FTL). Innovative Indie Survival-RPG!

Global score

82/100

Genres

Action, Adventure, Casual, Indie, Role-playing (RPG), Simulator, Strategy, Turn-based strategy (TBS)

Similar games

    Pros

    • Engaging turn-based combat
    • Strong survival and resource management
    • Meaningful story and character interactions
    • High replay value with randomized events
    • Strategic depth and progression systems

    Cons

    • Repetitive combat and environments
    • Limited visual customization
    • Some ui and inventory management issues
    • Early access bugs and performance problems
    • Short playtime due to level and day caps

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to customize characters, choose skills, and decide how to approach missions and combat, supporting personal control over actions."

      Capsule for Tom Clancy’s The Division™ Tom Clancy’s The Division™

      "Players have freedom to assign jobs, choose missions, and develop characters with skill points, allowing control over actions and decisions."

    • Competence

      Game with the same Competence vibe

      3

      "Game offers tactical turn-based combat with skill development and strategic planning, though some battles become repetitive."

      Capsule for King's Bounty: Warriors of the North King's Bounty: Warriors of the North

      "Game involves strategic turn-based combat and resource management requiring skill and planning, though combat can become repetitive."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal progression and exploration; no evidence of player-vs-player or leaderboard competition."

      Capsule for Dishwashing Simulator Dishwashing Simulator

      "Focus is on survival and personal progress with no evidence of player-vs-player or leaderboard competition."

    • Continuation

      Game with the same Continuation vibe

      4

      "High replay value with multiple endings, challenge modes, and secret content encourages repeated play."

      Capsule for Cave Story+ Cave Story+

      "High replay value with multiple endings, random events, and progression through medals encourages repeated play despite some grind."

    • Cooperation

      Game with the same Cooperation vibe

      2

      "Players manage a group of survivors cooperating to survive, but no multiplayer or external cooperation."

      Capsule for March of the Living March of the Living

      "Players manage a group of survivors working together, but gameplay is single-player with no multiplayer cooperation."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players can customize characters’ skills and equipment; crafting system and side quests add creative elements."

      Capsule for Tales of Symphonia Tales of Symphonia

      "Players customize character skills, assign roles, and craft items, but limited visual customization and fixed environments."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions emphasize mutual survival and cooperation; no evidence of dominance or power imposition over others."

      Capsule for State of Decay 2: Juggernaut Edition State of Decay 2: Juggernaut Edition

      "Interactions emphasize survival and mutual support within the group; no evidence of exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive post-apocalyptic setting and engaging gameplay provide distraction and stress relief"

      Capsule for Drifting Lands Drifting Lands

      "Immersive post-apocalyptic setting and survival gameplay provide escape from real life stress and distraction."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Sniper Ghost Warrior Contracts 2 Sniper Ghost Warrior Contracts 2

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

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Randomized levels, multiple characters, and branching event choices encourage trying new strategies and exploration."

      Capsule for Lovecraft's Untold Stories Lovecraft's Untold Stories

      "Randomized events, multiple character builds, and strategic choices encourage trying new approaches and tactics."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players explore different paths and zones with unique encounters, though environments are limited and somewhat repetitive."

      Capsule for Astronarch Astronarch

      "Players explore different zones with random encounters and loot, though locations are limited and somewhat repetitive."

    • Expression

      Game with the same Expression vibe

      -3

      "Minimal character customization and cosmetic options; fixed aesthetics."

      Capsule for King Arthur: Legion IX King Arthur: Legion IX

      "Minimal character visual customization; mostly fixed appearances and limited cosmetic options."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Zombie apocalypse setting with fictional elements and survival fantasy, though grounded in plausible scenarios."

      Capsule for Flesh Eaters Flesh Eaters

      "Fictional zombie apocalypse with narrative and character-driven storylines, though grounded in plausible survival scenarios."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Players manage a community of survivors, but no social multiplayer or strong community identity."

      Capsule for Into the Dead: Our Darkest Days Into the Dead: Our Darkest Days

      "Players manage a community of survivors with interpersonal storylines, but social interaction is single-player and limited."

    • Growth

      Game with the same Growth vibe

      4

      "Character leveling, skill development, and learning game mechanics provide personal growth and mastery."

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

      "Character leveling, skill development, and learning from repeated playthroughs support personal growth and mastery."

    • Health

      Game with the same Health vibe

      -4

      "The game is sedentary with no physical activity elements; players engage in typical video game sitting play."

      Capsule for Unrailed 2: Back on Track Unrailed 2: Back on Track

      "Game is sedentary with no physical activity; players engage in traditional gaming without health or exercise elements."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention for combat, exploration, and management; not designed for passive or background play."

      Capsule for Parkan 2 Parkan 2

      "Requires focused attention on resource management, combat, and decision-making; not designed for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Some character relationship building and romance elements, but limited to scripted interactions."

      Capsule for Sunrider: Mask of Arcadius Sunrider: Mask of Arcadius

      "Some character relationships and romance options exist, but emotional connections are limited and scripted."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players lead survivor communities, assign roles, and make strategic decisions."

      Capsule for State of Decay 2: Juggernaut Edition State of Decay 2: Juggernaut Edition

      "Players lead and manage a group of survivors, assigning roles and making strategic decisions for the community."

    • Progression

      Game with the same Progression vibe

      4

      "Strong progression through leveling, equipment upgrades, and unlocking characters and abilities."

      Capsule for BERSERK and the Band of the Hawk BERSERK and the Band of the Hawk

      "Strong progression through character leveling, equipment crafting, and unlocking new classes and abilities."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Turn-based combat allows for thoughtful pacing, though some find grinding tedious."

      Capsule for StarCrawlers StarCrawlers

      "Turn-based combat and management provide a paced experience with moments of flow, though some find combat grindy."

    • Sensation

      Game with the same Sensation vibe

      1

      "Visuals and music create atmosphere but sensory stimulation is moderate and functional."

      Capsule for Shadowrun: Dragonfall - Director's Cut Shadowrun: Dragonfall - Director's Cut

      "Visuals and audio create atmosphere but are modest; sensory stimulation is moderate and functional."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or competitive ranking; achievements are personal."

      Capsule for Enigmatis 2: The Mists of Ravenwood Enigmatis 2: The Mists of Ravenwood

      "No social recognition or competitive ranking; achievements exist but focus on personal accomplishment."

    • Story

      Game with the same Story vibe

      4

      "Narrative driven with multiple endings, character interactions, and lore explored through gameplay and extras."

      Capsule for Clock Tower: Rewind Clock Tower: Rewind

      "Narrative-driven with multiple endings, character interactions, and meaningful player choices influencing plot."

    • Strategy

      Game with the same Strategy vibe

      4

      "Tactical turn-based combat requires planning, positioning, and resource management."

      Capsule for Crowntakers Crowntakers

      "Requires tactical turn-based combat, resource allocation, and planning to survive and progress."

    • Thrill

      Game with the same Thrill vibe

      3

      "Challenging missions and resource management create suspense and excitement."

      Capsule for Anomaly: Warzone Earth Anomaly: Warzone Earth

      "Tension from permadeath, resource scarcity, and timed missions creates suspense and excitement."

    • Value

      Game with the same Value vibe

      3

      "Good perceived value especially when purchased on sale; extensive content and replayability."

      Capsule for Watch_Dogs™ Watch_Dogs™

      "Good perceived value especially on sale due to replayability and depth despite some early access limitations."

    • Violence

      Game with the same Violence vibe

      4

      "Combat involves defeating enemies with weapons, executions, and blood effects; violence is central."

      Capsule for Tails of Iron Tails of Iron

      "Combat involves killing zombies and hostile humans with weapons and melee attacks; violence is central."

    • Survival

      Game with the same Survival vibe

      5

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

      Capsule for Teleglitch: Die More Edition Teleglitch: Die More Edition

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

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. Here, the score leans higher than usual among comparable games on Cooperation, Intimacy. It leans lower than usual among comparable games on 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