Dead Age similar games & best alternatives
Dead Age
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
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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."
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."
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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."
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."
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Competition
Game with the same Competition vibe
-3"Focus is on personal progression and exploration; no evidence of player-vs-player or leaderboard competition."
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."
Cave Story+
"High replay value with multiple endings, random events, and progression through medals encourages repeated play despite some grind."
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Cooperation
Game with the same Cooperation vibe
2"Players manage a group of survivors cooperating to survive, but no multiplayer or external cooperation."
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."
Tales of Symphonia
"Players customize character skills, assign roles, and craft items, but limited visual customization and fixed environments."
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Domination
Game with the same Domination vibe
-4"Interactions emphasize mutual survival and cooperation; no evidence of dominance or power imposition over others."
State of Decay 2: Juggernaut Edition
"Interactions emphasize survival and mutual support within the group; no evidence of exerting control or superiority over others."
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Escapism
Game with the same Escapism vibe
4"Immersive post-apocalyptic setting and engaging gameplay provide distraction and stress relief"
Drifting Lands
"Immersive post-apocalyptic setting and survival gameplay provide escape from real life stress and distraction."
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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."
Sniper Ghost Warrior Contracts 2
"Players engage voluntarily out of interest and enjoyment; no indication of obligation or external pressure to play."
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Experimenting
Game with the same Experimenting vibe
3"Randomized levels, multiple characters, and branching event choices encourage trying new strategies and exploration."
Lovecraft's Untold Stories
"Randomized events, multiple character builds, and strategic choices encourage trying new approaches and tactics."
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Exploration
Game with the same Exploration vibe
2"Players explore different paths and zones with unique encounters, though environments are limited and somewhat repetitive."
Astronarch
"Players explore different zones with random encounters and loot, though locations are limited and somewhat repetitive."
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Expression
Game with the same Expression vibe
-3"Minimal character customization and cosmetic options; fixed aesthetics."
King Arthur: Legion IX
"Minimal character visual customization; mostly fixed appearances and limited cosmetic options."
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Fantasy
Game with the same Fantasy vibe
3"Zombie apocalypse setting with fictional elements and survival fantasy, though grounded in plausible scenarios."
Flesh Eaters
"Fictional zombie apocalypse with narrative and character-driven storylines, though grounded in plausible survival scenarios."
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Fellowship
Game with the same Fellowship vibe
1"Players manage a community of survivors, but no social multiplayer or strong community identity."
Into the Dead: Our Darkest Days
"Players manage a community of survivors with interpersonal storylines, but social interaction is single-player and limited."
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Growth
Game with the same Growth vibe
4"Character leveling, skill development, and learning game mechanics provide personal growth and mastery."
ATOM RPG: Post-apocalyptic indie game
"Character leveling, skill development, and learning from repeated playthroughs support personal growth and mastery."
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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."
Unrailed 2: Back on Track
"Game is sedentary with no physical activity; players engage in traditional gaming without health or exercise elements."
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Idle
Game with the same Idle vibe
-3"Requires focused attention for combat, exploration, and management; not designed for passive or background play."
Parkan 2
"Requires focused attention on resource management, combat, and decision-making; not designed for passive or background play."
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Intimacy
Game with the same Intimacy vibe
1"Some character relationship building and romance elements, but limited to scripted interactions."
Sunrider: Mask of Arcadius
"Some character relationships and romance options exist, but emotional connections are limited and scripted."
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Leadership
Game with the same Leadership vibe
3"Players lead survivor communities, assign roles, and make strategic decisions."
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."
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."
StarCrawlers
"Turn-based combat and management provide a paced experience with moments of flow, though some find combat grindy."
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Sensation
Game with the same Sensation vibe
1"Visuals and music create atmosphere but sensory stimulation is moderate and functional."
Shadowrun: Dragonfall - Director's Cut
"Visuals and audio create atmosphere but are modest; sensory stimulation is moderate and functional."
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Status
Game with the same Status vibe
-4"No social recognition or competitive ranking; achievements are personal."
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."
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."
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."
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."
Watch_Dogs™
"Good perceived value especially on sale due to replayability and depth despite some early access limitations."
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Violence
Game with the same Violence vibe
4"Combat involves defeating enemies with weapons, executions, and blood effects; violence is central."
Tails of Iron
"Combat involves killing zombies and hostile humans with weapons and melee attacks; violence is central."
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Survival
Game with the same Survival vibe
5"Core gameplay revolves around avoiding death, managing scarce resources, and overcoming threats."
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