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Dungeons of Dredmor similar games & best alternatives

Dungeons of Dredmor

PC (Microsoft Windows), Mac, Linux • 2011

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Quick resume

Test your luck and cunning in this exciting RPG as you craft, cast, and pillage your way through Lord Dredmor's Dungeons.

Global score

94/100

Genres

Casual, Indie, Role-playing (RPG), Turn-based strategy (TBS)

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    Pros

    • Extensive character customization and skill variety
    • Challenging and rewarding gameplay
    • High replayability with procedural generation
    • Humorous writing and quirky art style
    • Affordable price with dlc and mod support

    Cons

    • No multiplayer or cooperative modes
    • Inventory management can be cumbersome
    • Graphics and character visuals are simple and unchanging
    • Some rng elements can be frustrating
    • Game can be punishing and difficult for newcomers

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to choose characters, skills, weapons, and playstyle with multiple skill trees and build customization."

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    • Competence

      Game with the same Competence vibe

      4

      "The game offers challenging combat, skill progression, and problem-solving that reward player mastery and strategic thinking."

      Capsule for Prey Prey

      "The game offers challenging combat, skill mastery, crafting complexity, and requires strategic thinking to progress."

    • Competition

      Game with the same Competition vibe

      -3

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

      Capsule for Magicraft Magicraft

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

    • Continuation

      Game with the same Continuation vibe

      5

      "Highly addictive with strong replay value, encouraging repeated runs and long play sessions."

      Capsule for Runestone Keeper Runestone Keeper

      "Highly addictive with strong replay value; players report repeatedly returning for new runs and builds."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single player focused with no multiplayer or cooperative gameplay elements."

      Capsule for Lonely Mountains: Downhill Lonely Mountains: Downhill

      "Single-player focused with no multiplayer or cooperative gameplay elements."

    • Creativity

      Game with the same Creativity vibe

      5

      "Extensive item combinations, character builds, and mod support encourage creative experimentation and customization."

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      "Extensive character customization, crafting system, and mod support encourage creative experimentation."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of player domination or power over others; gameplay is solitary and self-directed."

      Capsule for Decktamer Decktamer

      "No evidence of dominance or power over other players; gameplay is solitary and self-directed."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game for stress relief and immersion in a fantasy world with humorous and lighthearted content."

      Capsule for Megadimension Neptunia VIIR Megadimension Neptunia VIIR

      "Players use the game for immersive, humorous fantasy escapism and stress relief."

    • 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

      5

      "Game strongly encourages trying new skill combinations and strategies, with many possible builds."

      Capsule for Transistor Transistor

      "Encourages trying new skill combinations, builds, and strategies; random generation supports novelty."

    • Exploration

      Game with the same Exploration vibe

      3

      "Procedurally generated dungeons and secret areas promote discovery and curiosity."

      Capsule for One More Dungeon One More Dungeon

      "Procedurally generated dungeons and secret areas promote discovery, though environments share themes."

    • Expression

      Game with the same Expression vibe

      -2

      "Limited character customization; equipment does not change appearance; some build customization but minimal self-expression."

      Capsule for Chasm Chasm

      "Limited visual customization; character appearance does not reflect equipment, but skill builds allow expression."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strong fantasy setting with magic, mythical creatures, and imaginative storytelling."

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      "Strong fantasy setting with imaginative monsters, magic, and humorous lore."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community interaction within gameplay."

      Capsule for Harbinger Harbinger

      "No social or community gameplay within the game; interaction limited to external forums and modding."

    • Growth

      Game with the same Growth vibe

      5

      "Players develop skills, learn mechanics, and improve through repeated play and experimentation."

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    • Health

      Game with the same Health vibe

      -5

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

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

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention and strategic planning; not suited for casual or background play."

      Capsule for Warhammer 40,000: Rogue Trader Warhammer 40,000: Rogue Trader

      "Requires focused attention and strategic planning; not suited for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No close social relationships or emotional sharing within gameplay."

      Capsule for Hello Neighbor Alpha 4 Hello Neighbor Alpha 4

      "No close social relationships or emotional sharing within gameplay."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles; gameplay is individual."

      Capsule for Pro Office Calculator Pro Office Calculator

      "No leadership or group management roles; gameplay is individual."

    • Progression

      Game with the same Progression vibe

      5

      "Strong emphasis on leveling up, acquiring loot, upgrading skills, and character development."

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      "Strong emphasis on leveling up, acquiring loot, crafting, and character development."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Game is challenging and sometimes punishing, creating tension rather than pure relaxation."

      Capsule for Rogue State Rogue State

      "Game is challenging and punishing, creating tension rather than pure relaxation."

    • Sensation

      Game with the same Sensation vibe

      2

      "Bright colorful graphics and humorous audio create enjoyable sensory stimulation."

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      "Bright, quirky graphics and humorous audio provide sensory stimulation and emotional fun."

    • Status

      Game with the same Status vibe

      -4

      "No social status or recognition systems; achievements and progress are personal and offline."

      Capsule for Fate Seeker Fate Seeker

      "No social recognition or status systems; achievements are personal and offline."

    • Story

      Game with the same Story vibe

      1

      "Minimal narrative with light lore and thematic progression; story is secondary to gameplay and humor."

      Capsule for WHAT THE GOLF? WHAT THE GOLF?

      "Minimal narrative with light humor and lore; gameplay focuses on mechanics over story."

    • Strategy

      Game with the same Strategy vibe

      5

      "Requires careful planning, resource management, and tactical combat decisions."

      Capsule for One Way Heroics One Way Heroics

      "Requires careful planning, skill synergy, resource management, and tactical combat decisions."

    • Thrill

      Game with the same Thrill vibe

      3

      "High difficulty and risk of permadeath create suspense and tension during runs."

      Capsule for Gloom Gloom

      "Permadeath and random dangers create suspense and tension during runs."

    • Value

      Game with the same Value vibe

      5

      "Highly praised for offering extensive content and replayability at a low price."

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      "Highly praised for extensive content and replayability at a low price point."

    • Violence

      Game with the same Violence vibe

      3

      "Combat involves defeating enemies with various weapons; violence is cartoonish and humorous."

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      "Combat involves defeating monsters with weapons and magic; violence is cartoonish and humorous."

    • Survival

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      4

      "Players must avoid death, manage resources, and overcome threats to progress."

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      "Players must avoid death, manage resources, and overcome increasingly difficult threats."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Relaxation, Survival, Violence, Fellowship. Here, the score leans higher than usual among comparable games on Creativity, Experimenting. 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