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Encased: A Sci-Fi Post-Apocalyptic RPG similar games & best alternatives

Encased: A Sci-Fi Post-Apocalyptic RPG

PC (Microsoft Windows) • 2021

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Quick resume

A tactical sci-fi RPG set in an alternative 1970's, where an enormous and inexplicable artifact –the Dome– is discovered in a remote desert. Fight enemies, explore the anomalous wasteland, level up your character, join one of the forces in the ruined world.

Global score

77/100

Genres

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

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    Pros

    • Rich and immersive story and worldbuilding
    • Meaningful player choices and multiple endings
    • Deep character customization and skill systems
    • Engaging exploration and quest variety
    • Solid voice acting and atmospheric audio

    Cons

    • Content and story quality drop in later acts
    • Slow pacing and tedious travel
    • Combat can become repetitive and easy
    • Companions lack depth and interaction
    • Inventory management and ui could improve

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to choose character builds, playstyles, and multiple quest solutions, emphasizing personal decision-making."

      Capsule for UnderRail UnderRail

      "Players have freedom to choose character builds, playstyles, and multiple ways to solve quests, with meaningful choices and branching dialogue."

    • Competence

      Game with the same Competence vibe

      3

      "Combat and crafting systems provide skill challenges and progression, though some combat is described as simple or repetitive."

      Capsule for Swords 'n Magic and Stuff Swords 'n Magic and Stuff

      "Combat and skill systems offer challenge and progression, though combat can become easy or repetitive; crafting and exploration require some mastery."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal pace and self-set goals; no evidence of ranked modes or direct player competition."

      Capsule for Mission in Snowdriftland Mission in Snowdriftland

      "Focus is on personal pace and self-set goals; no evidence of ranked modes or direct player-vs-player competition."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players invest hundreds of hours, but the small player base and slow content updates may limit long-term habitual play for some."

      Capsule for Duelyst II Duelyst II

      "Many players invested 30-70+ hours; some report slowing or loss of interest in later acts due to pacing and content drop-off."

    • Cooperation

      Game with the same Cooperation vibe

      1

      "Companions (the Rot) assist in combat and puzzles, but gameplay is primarily a single-player experience without multiplayer cooperation."

      Capsule for Kena: Bridge of Spirits Kena: Bridge of Spirits

      "Companions assist in combat and some story interactions but have limited depth; game is primarily single-player focused."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players can customize character builds, weapons, and approach quests in multiple ways"

      Capsule for ELEX ELEX

      "Players can customize characters extensively, craft and upgrade weapons, and choose different approaches to quests."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions emphasize balanced challenge and mutual respect; no evidence of power imposition or trash talk."

      Capsule for Catacomb Kids Catacomb Kids

      "Interactions emphasize balanced relationships and mutual respect; no evidence of power imposition or trash talk."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive sci-fi post-apocalyptic setting provides strong escape from real life."

      Capsule for Shadow Empire Shadow Empire

      "Immersive sci-fi post-apocalyptic setting and narrative provide strong escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Secret Ponchos Secret Ponchos

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

    • Experimenting

      Game with the same Experimenting vibe

      4

      "The game encourages trying different builds, exploring multiple quest solutions, and experimenting with skills and flaws."

      Capsule for The Outer Worlds 2 The Outer Worlds 2

      "Encourages trying different builds, skills, and quest solutions; high replayability with multiple endings and approaches."

    • Exploration

      Game with the same Exploration vibe

      4

      "Rich world with many locations, secrets, and lore encourages curiosity-driven discovery."

      Capsule for Pillars of Eternity Pillars of Eternity

      "Rich world with many locations, hidden encounters, and lore encourages discovery and curiosity-driven play."

    • Expression

      Game with the same Expression vibe

      3

      "Character appearance customization and equipment upgrades allow personal expression."

      Capsule for STAR WARS™ Knights of the Old Republic™ STAR WARS™ Knights of the Old Republic™

      "Character customization and equipment upgrades allow personal expression; companions have some personality."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong fantasy elements including supernatural occurrences and imaginative fiction."

      Capsule for Higurashi When They Cry Hou - Ch.7 Minagoroshi Higurashi When They Cry Hou - Ch.7 Minagoroshi

      "Strong sci-fi and post-apocalyptic fantasy elements with paranormal abilities and imaginative fiction."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Some community feeling through companions and settlements, but primarily a solo experience."

      Capsule for Fallout 4 Fallout 4

      "Some community feeling through companions and factions, but primarily a solo experience with limited social connection."

    • Growth

      Game with the same Growth vibe

      4

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

      Capsule for Divine Divinity Divine Divinity

      "Character development, skill acquisition, and learning game mechanics provide personal growth and self-improvement."

    • Health

      Game with the same Health vibe

      -3

      "Sedentary gameplay with some survival mechanics but no physical activity or rehab."

      Capsule for Stoneshard Stoneshard

      "Sedentary gameplay with some survival mechanics (hunger, thirst, fatigue) but no physical activity or rehab."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires continuous attention and focus; fast-paced gameplay discourages passive or background play."

      Capsule for Geometry Wars™ 3: Dimensions Evolved Geometry Wars™ 3: Dimensions Evolved

      "Requires attention and focus; slow movement and combat pacing discourage idle or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited social or emotional connections; companions exist but interactions are shallow."

      Capsule for Wigmund Wigmund

      "Limited emotional or close relationships; companion interactions are shallow and mostly functional."

    • Leadership

      Game with the same Leadership vibe

      0

      "Not enough data on leadership roles or guiding others in multiplayer."

      Capsule for OUTBRK OUTBRK

      "Not enough data on leadership roles or managing groups; player leads companions but with limited depth."

    • Progression

      Game with the same Progression vibe

      4

      "Strong progression through skill trees, weapon upgrades, and collectibles."

      Capsule for Samurai Jack: Battle Through Time Samurai Jack: Battle Through Time

      "Strong progression through leveling, skill trees, perks, weapon upgrades, and acquiring items."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Some players find the game relaxing and immersive, but the difficulty and fast pace create tension."

      Capsule for Fancy Skulls Fancy Skulls

      "Some players find the game immersive and enjoyable, but slow pacing and survival mechanics can cause tension."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visuals, music, and voice acting provide sensory enjoyment; combat animations add excitement."

      Capsule for Expeditions: Rome Expeditions: Rome

      "Visuals, sound, and voice acting provide sensory stimulation; some combat excitement but also slow moments."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or leaderboards; focus on individual experience without external status."

      Capsule for Black One Blood Brothers Black One Blood Brothers

      "Focus on individual experience without social recognition or popularity; no leaderboards or public status."

    • Story

      Game with the same Story vibe

      4

      "Rich narrative with branching choices, character interactions, and immersive lore."

      Capsule for Eador: Genesis Eador: Genesis

      "Rich narrative with branching plots, meaningful choices, and immersive lore; story quality declines somewhat in later acts."

    • Strategy

      Game with the same Strategy vibe

      3

      "Combat and quest approaches require tactical thinking and planning."

      Capsule for Assassin's Creed® Odyssey Assassin's Creed® Odyssey

      "Combat and quest approaches require tactical thinking, planning, and problem solving; some combat simplicity noted."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense and tension in story and combat, but overall controlled and predictable gameplay."

      Capsule for STAR WARS™ Knights of the Old Republic™ II - The Sith Lords™ STAR WARS™ Knights of the Old Republic™ II - The Sith Lords™

      "Some suspense and tension in combat and exploration, but overall controlled and predictable gameplay."

    • Value

      Game with the same Value vibe

      3

      "Players report good value for time and money, especially given the depth and replayability."

      Capsule for Dune: Spice Wars Dune: Spice Wars

      "Many players report good value for time and money, especially with replayability and content depth."

    • Violence

      Game with the same Violence vibe

      1

      "Combat exists but is optional; lethal and non-lethal approaches both viable; violence is not the main focus."

      Capsule for Ctrl Alt Ego Ctrl Alt Ego

      "Combat is present and can be avoided; non-lethal options exist but lethal combat is common."

    • Survival

      Game with the same Survival vibe

      3

      "Survival mechanics like hunger, thirst, temperature, and sickness add meaningful challenge."

      Capsule for Farmer's Life Farmer's Life

      "Survival mechanics like hunger, thirst, fatigue, and resource management add challenge and risk."

    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 Fellowship, Cooperation. It leans lower than usual among comparable games on Leadership.

    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