Dungeon 100 similar games & best alternatives

Dungeon 100

PC (Microsoft Windows) • 2023

Should you play it?

The dragon-slayer becomes the dragon. Create unique builds without having to grind for equipment. After defeating a dungeon boss, you will take its place. Then, defeat your past selves to descend further into the dungeon.

What works
  • Unique self-competitive mechanic of fighting past builds
  • Deep and creative deck building with many synergies
  • Engaging strategic gameplay
  • Good replayability and experimentation
  • Automated combat allows casual play
Things to keep in mind
  • Punishing progression mechanic can frustrate players
  • Poor translation and ui clarity
  • Performance issues with complex builds
  • Lack of tutorial and guidance
  • Minimal narrative and social features

What to play next

Top picks

Games that feel the closest overall

  • Rift Wizard

  • Doom Sweeper

  • Bioprototype

  • Path of Achra

  • Tales & Tactics

  • FORCED SHOWDOWN

  • Dark Hunting Ground

  • Meteorfall: Krumit's Tale

  • Battlecruisers

Hidden Gems

Less popular games with surprisingly high similarity

  • Bioprototype

  • Battlecruisers

  • Poker Quest: Swords and Spades

If you liked…

Recommendations by what you enjoyed most

  • Autonomy

    Hobs

  • Competition

    Havocado: Ragdoll Fighter

  • Creativity

    One Turn Kill

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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 (hidden on purpose).

Dungeon 100: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Competition, Status, Story, Intimacy. Here, the score leans higher than usual among comparable games on Idle, Violence. It leans lower than usual among comparable games on Status.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    4

    "Players build their own decks and choose strategies freely, with tactical decisions on card placement and mana usage."

    Capsule for Hobs Hobs

    "Players freely build and arrange their decks, deciding card synergies and strategies before automated combat"

  • Competence

    Game with the same Competence vibe

    3

    "Game requires strategic deck building, understanding of mechanics, and skillful play to overcome challenging bosses and enemies."

    Capsule for Deathless. The Hero Quest Deathless. The Hero Quest

    "Requires skillful deck building, understanding of card interactions, and strategic planning to overcome bosses"

  • Competition

    Game with the same Competition vibe

    4

    "Core gameplay is last-man-standing multiplayer battles with direct competition against others."

    Capsule for Havocado: Ragdoll Fighter Havocado: Ragdoll Fighter

    "Core gameplay involves competing against previous player builds as bosses, creating a self-competitive environment"

  • Continuation

    Game with the same Continuation vibe

    3

    "Players engage in repeated runs with varied builds and difficulty levels, encouraging habitual play."

    Capsule for Skewer Squad Skewer Squad

    "Players engage in long runs and repeated attempts to beat their own past builds, showing habitual play"

  • Cooperation

    Game with the same Cooperation vibe

    -4

    "Primarily a single-player experience with minimal to no multiplayer or cooperative gameplay"

    Capsule for Hardspace: Shipbreaker Hardspace: Shipbreaker

    "Primarily a single-player experience with minimal to no cooperative gameplay"

  • Creativity

    Game with the same Creativity vibe

    4

    "High creativity in deckbuilding and experimenting with card synergies and combos; players create unique decks."

    Capsule for One Turn Kill One Turn Kill

    "High creativity in deck building and card arrangement to create unique and powerful combos"

  • Domination

    Game with the same Domination vibe

    -3

    "Interactions emphasize skillful play and mutual challenge rather than exerting power over others."

    Capsule for RAM: Random Access Mayhem RAM: Random Access Mayhem

    "Interactions focus on self-challenge rather than exerting power over other players"

  • Escapism

    Game with the same Escapism vibe

    3

    "Players use the game as a challenging distraction and engaging mental exercise."

    Capsule for Insider Trading Insider Trading

    "Players use the game as a mental challenge and distraction, engaging in strategic deck building and progression"

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest and enjoyment rather than obligation or external pressure"

    Capsule for Tropico 3 Tropico 3

    "Players engage voluntarily out of interest and enjoyment rather than obligation or external pressure"

  • Experimenting

    Game with the same Experimenting vibe

    4

    "Strong emphasis on trying new card combos, builds, and strategies to discover synergies and optimize production."

    Capsule for Terracards Terracards

    "Strong emphasis on experimenting with card synergies, build orders, and strategies to optimize performance"

  • Exploration

    Game with the same Exploration vibe

    -2

    "Gameplay occurs in familiar, repeated environments with limited new area discovery."

    Capsule for Quiplash 2 InterLASHional Quiplash 2 InterLASHional

    "Gameplay occurs in a fixed dungeon structure with repeated environments; discovery is limited to build experimentation"

  • Expression

    Game with the same Expression vibe

    3

    "Players express themselves through deck customization and strategic choices, though limited cosmetic options."

    Capsule for Library Of Ruina Library Of Ruina

    "Players express themselves through deck customization and strategic card placement"

  • Fantasy

    Game with the same Fantasy vibe

    3

    "Fantasy setting with mythical bosses and RPG-inspired elements, though gameplay is abstracted."

    Capsule for He is Coming He is Coming

    "Fantasy elements present in character classes, spells, and dungeon setting, though gameplay is abstracted"

  • Fellowship

    Game with the same Fellowship vibe

    -4

    "Minimal social interaction; primarily solo play with some community sharing via mods."

    Capsule for Marvel’s Spider-Man Remastered Marvel’s Spider-Man Remastered

    "Minimal social interaction; mostly a solo experience with some indirect competition via save file sharing"

  • Growth

    Game with the same Growth vibe

    3

    "Players learn deck building, card synergies, and improve skills over time."

    Capsule for Monster Monpiece Monster Monpiece

    "Players learn game mechanics, card interactions, and improve deck building skills over time"

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay with no physical activity or health-related features"

    Capsule for Anvil Saga Anvil Saga

    "Sedentary gameplay with no physical activity or health-related features"

  • Idle

    Game with the same Idle vibe

    3

    "Combat is automated allowing for multitasking or casual play; some players use it as background entertainment."

    Capsule for Crown Champion: Legends of the Arena Crown Champion: Legends of the Arena

    "Combat is automated allowing players to watch and manage at their own pace, suitable for multitasking"

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No evidence of close social relationships or emotional sharing in gameplay"

    Capsule for Mech Armada Mech Armada

    "No evidence of close social relationships or emotional sharing in gameplay or community"

  • Leadership

    Game with the same Leadership vibe

    -4

    "No leadership or group management; players control only their own deck and heroes."

    Capsule for Heroes Wanted Heroes Wanted

    "No leadership roles; players manage their own decks independently without guiding others"

  • Progression

    Game with the same Progression vibe

    3

    "Progression through levels and unlocking numerous achievements and trading cards."

    Capsule for Zup! S Zup! S

    "Progression through leveling shop, upgrading cards, and unlocking higher tier cards"

  • Relaxation

    Game with the same Relaxation vibe

    2

    "Some players find the game relaxing and engaging, though others report frustration and tension."

    Capsule for Temperia: Soul of Majestic Temperia: Soul of Majestic

    "Some players find the game relaxing and satisfying, though others report frustration due to punishing mechanics"

  • Sensation

    Game with the same Sensation vibe

    2

    "Visual and auditory effects provide moderate stimulation; graphics are decent but not outstanding."

    Capsule for Victory At Sea Victory At Sea

    "Visual and auditory effects provide stimulation, though graphics are simple and sometimes cause performance issues"

  • Status

    Game with the same Status vibe

    -3

    "Recognition is mostly personal; no strong social status or popularity mechanisms."

    Capsule for Ziggurat 2 Ziggurat 2

    "Recognition is mostly personal and indirect; no strong social status or popularity systems"

  • Story

    Game with the same Story vibe

    1

    "Minimal narrative with some lore and objectives, but mostly context-free gameplay."

    Capsule for BrainBread 2 BrainBread 2

    "Minimal narrative or lore; some thematic elements but mostly context-free gameplay"

  • Strategy

    Game with the same Strategy vibe

    4

    "Strong emphasis on tactical positioning, deck building, and resource management requiring planning and problem solving."

    Capsule for Tetra Project - 原石计划 Tetra Project - 原石计划

    "Strong strategic and problem-solving elements in deck building, resource management, and countering past builds"

  • Thrill

    Game with the same Thrill vibe

    2

    "Some thrill from boss fights and dungeon challenges, but overall controlled and predictable gameplay."

    Capsule for Trove Trove

    "Some thrill from challenging bosses and overcoming difficult builds, but gameplay is mostly predictable"

  • Value

    Game with the same Value vibe

    3

    "Generally considered good value for price with 10-20 hours of gameplay and replayability."

    Capsule for How a Retired Strategist Saved the Country How a Retired Strategist Saved the Country

    "Generally considered good value for time spent, especially given depth and replayability"

  • Violence

    Game with the same Violence vibe

    3

    "Combat involves destroying enemies with spells; moderate level of fantasy violence."

    Capsule for Runers Runers

    "Combat involves spells and attacks with fantasy violence typical of dungeon crawlers"

  • Survival

    Game with the same Survival vibe

    3

    "Players must avoid death and manage resources to survive increasingly difficult dungeon floors."

    Capsule for Rustil: Eternal Labyrinth Castle Rustil: Eternal Labyrinth Castle

    "Players must manage resources and build decks to survive increasingly difficult dungeon floors and bosses"

Last update: 10/07/2026