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Eiyuden Chronicle: Rising similar games & best alternatives

Eiyuden Chronicle: Rising

PC (Microsoft Windows), Xbox One, PlayStation 4, Xbox Series X|S, Nintendo Switch, PlayStation 5 • 2022

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Quick resume

Eiyuden Chronicle: Rising is an action RPG set in the same world as Eiyuden Chronicle: Hundred Heroes. Features town-upgrading mechanics, fast-paced combat. A prequel to the world of the Eiyuden Chronicle: Hundred Heroes.

Global score

86/100

Genres

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

Similar games

    Pros

    • Beautiful 2.5d graphics and art style
    • Engaging characters and charming story
    • Accessible and satisfying combat system
    • Addictive town building and progression
    • Good value for price and length

    Cons

    • Repetitive fetch quests and backtracking
    • Combat can feel clunky or too easy early on
    • Limited challenge and depth in gameplay
    • Some pacing issues with story and dialogue
    • Lack of multiplayer or social features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can explore levels, choose upgrades, and decide on quest actions with some freedom, though the game follows a structured progression."

      Capsule for The Adventure Pals The Adventure Pals

      "Players can freely explore dungeons, choose quests, and upgrade town and characters, though the game has some linear progression and quest structure."

    • Competence

      Game with the same Competence vibe

      2

      "Combat is straightforward with limited combos and skill variety, but mastering timing and character differences provides some challenge."

      Capsule for RWBY: Grimm Eclipse RWBY: Grimm Eclipse

      "Combat has some skill and strategy with character switching and combos, but overall is easy and accessible with limited challenge."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal progression and enjoyment without leaderboards or PvP; gameplay is casual and self-paced."

      Capsule for Nice Day for Fishing Nice Day for Fishing

      "Focus is on personal progression and story; no mention of PvP or leaderboards, and gameplay is casual and solo."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players engage in long sessions and habitual play, though some mention grind and slow progression as a downside."

      Capsule for Armajet Armajet

      "Players engage in long sessions with many sidequests and town building, though some find grind repetitive and may disengage."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Gameplay is primarily single-player with party members controlled by player; no multiplayer or cooperative modes."

      Capsule for Jesus Christ RPG Trilogy Jesus Christ RPG Trilogy

      "Gameplay is single-player focused with no multiplayer or cooperative elements; players control a party but no social cooperation."

    • Creativity

      Game with the same Creativity vibe

      1

      "Town-building and upgrading systems allow some creative choices, but core gameplay follows established RPG and learning routines."

      Capsule for Learn Japanese To Survive! Kanji Combat Learn Japanese To Survive! Kanji Combat

      "Town building and character upgrades provide some creative expression, but gameplay mostly follows predefined quests and structures."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over others; interactions are narrative and cooperative."

      Capsule for Dispatch Dispatch

      "No evidence of exerting control or superiority over others; interactions are cooperative and story-driven."

    • Escapism

      Game with the same Escapism vibe

      4

      "Game provides relaxing, immersive fantasy experience that serves as a stress relief and distraction."

      Capsule for Glittermitten Grove Glittermitten Grove

      "Game offers a relaxing, charming fantasy world with engaging story and characters, serving as a stress relief and distraction."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment, with no obligation or pressure reported."

      Capsule for SEVERANCE SEVERANCE

      "Players engage voluntarily out of interest and enjoyment, with no obligation or pressure reported."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players experiment with combat styles, character switching, and magic crafting, though many quests are repetitive."

      Capsule for FINAL FANTASY XV WINDOWS EDITION FINAL FANTASY XV WINDOWS EDITION

      "Players experiment with combat combos, character switching, and exploration, though quest structure is repetitive."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore multiple realms, dungeons, and unlock new areas as part of story progression"

      Capsule for Immortal Life Immortal Life

      "Players explore multiple dungeons and unlock new areas with abilities, though world size is limited and some backtracking occurs."

    • Expression

      Game with the same Expression vibe

      2

      "Character selection and upgrade customization allow some self-expression, though visual customization is limited."

      Capsule for Maniac Maniac

      "Character and town visual upgrades allow some self-expression, but customization is limited."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strong fantasy setting with imaginative fiction, mythical elements, and classic JRPG storytelling."

      Capsule for OCTOPATH TRAVELER™ OCTOPATH TRAVELER™

      "Strong fantasy setting with imaginative characters, magic, and story elements inspired by JRPG and Suikoden legacy."

    • Fellowship

      Game with the same Fellowship vibe

      -3

      "Single-player experience with minimal social interaction; community mainly through fandom rather than in-game."

      Capsule for Danganronpa Another Episode: Ultra Despair Girls Danganronpa Another Episode: Ultra Despair Girls

      "Single-player experience with limited social interaction; some community feeling through shared fandom but not in-game."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills through learning combat patterns and exploration; some equipment upgrades and progression."

      Capsule for FOUNTAINS FOUNTAINS

      "Players develop skills, upgrade equipment, and progress story and town, with learning curve in combat and exploration."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for NARAKA: BLADEPOINT NARAKA: BLADEPOINT

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during combat and questing; not designed for idle or background play."

      Capsule for Treasure Hunter Claire Treasure Hunter Claire

      "Requires focused attention during combat and questing; not a background or idle game."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Social interactions are limited to scripted NPC dialogue; no close relationship building or emotional sharing."

      Capsule for Final Profit: A Shop RPG Final Profit: A Shop RPG

      "Social interactions are limited to scripted NPC dialogue; no deep relationship building or emotional sharing."

    • Leadership

      Game with the same Leadership vibe

      -4

      "Players follow mission objectives and storylines; no evidence of leading or managing others."

      Capsule for The Falconeer: Revolution Remaster The Falconeer: Revolution Remaster

      "Players follow established quests and storylines; no evidence of leading others or managing groups."

    • Progression

      Game with the same Progression vibe

      4

      "Strong emphasis on leveling, skill mastery, equipment upgrades, and town development."

      Capsule for OCTOPATH TRAVELER 0 OCTOPATH TRAVELER 0

      "Strong emphasis on accumulating upgrades, town development, and character growth through quests and crafting."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "The game offers a low-stress, enjoyable experience with balanced challenge and flow."

      Capsule for BAKERU BAKERU

      "Game provides a relaxing, low-stress experience with balanced challenge and enjoyable flow."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visuals and music praised for beauty and atmosphere, providing sensory enjoyment."

      Capsule for Dreamfall Chapters Dreamfall Chapters

      "Visuals and music are praised for being beautiful and immersive, providing sensory enjoyment."

    • Status

      Game with the same Status vibe

      -4

      "No social status or recognition systems; focus is on individual experience and story."

      Capsule for Happy's Humble Burger Farm Happy's Humble Burger Farm

      "No social status or recognition systems; focus is on personal experience and story."

    • Story

      Game with the same Story vibe

      3

      "Narrative immersion with engaging characters and plot, though some find story predictable or slow to start."

      Capsule for Sea of Stars Sea of Stars

      "Narrative immersion with character development and plot twists, though story is light and sometimes slow to start."

    • Strategy

      Game with the same Strategy vibe

      2

      "Combat involves some planning with skill and weapon choices, but overall gameplay is straightforward and repetitive."

      Capsule for Action Taimanin Action Taimanin

      "Combat involves some tactical character switching and skill use, but overall gameplay is straightforward."

    • Thrill

      Game with the same Thrill vibe

      -2

      "The game is low risk and easy, with minimal suspense or tension; some boss fights add mild challenge."

      Capsule for Disney Alice in Wonderland Disney Alice in Wonderland

      "Game is mostly easy and relaxing with minimal suspense or risk; some boss fights add mild tension."

    • Value

      Game with the same Value vibe

      4

      "Players perceive good value for time and money, especially at discounted prices."

      Capsule for Car Mechanic Simulator 2014 Car Mechanic Simulator 2014

      "Players perceive good value for time and money, especially given price and content relative to expectations."

    • Violence

      Game with the same Violence vibe

      2

      "Combat involves fighting monsters and bosses, but violence is stylized and not a primary focus."

      Capsule for Toram Online Toram Online

      "Combat involves fighting monsters and bosses, but violence is stylized and not emphasized as a core appeal."

    • Survival

      Game with the same Survival vibe

      -3

      "Game operates in stable conditions with low threat; survival elements are minimal or absent."

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      "Game operates in relatively stable conditions with low risk; survival elements are minimal or absent."

    Analysis

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

    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.

    Where to buy

    Last update: 30/04/2026