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Evolution of Ages: Settlements similar games & best alternatives

Evolution of Ages: Settlements

PC (Microsoft Windows) • 2018

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Quick resume

Evolutiuon of Ages is a game of managing resources in the ruins of our world. Recruit characters and level their skills and equipment from the stone age until the space age, while trying your best to avoid the very thing that led to our destruction previously.

Global score

86/100

Genres

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

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    Pros

    • Deep and engaging gameplay
    • Unique blend of strategy, rpg, and settlement management
    • Active and responsive developer
    • Long playtime and addictive progression
    • Complex character and combat systems

    Cons

    • Outdated and clunky ui
    • Poor graphics and sound design
    • Steep learning curve and micromanagement
    • Late-game grind and repetitive combat
    • Lack of tutorial and documentation

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to create unique characters, choose skills, builds, and play styles; open world exploration and settlement building support high autonomy."

      Capsule for Soulash 2 Soulash 2

      "Players have freedom to direct their settlements, assign tasks, equip characters, and choose pace of progression."

    • Competence

      Game with the same Competence vibe

      4

      "Game offers deep strategic and tactical challenges, requiring skillful management and combat decisions."

      Capsule for Eador. Imperium Eador. Imperium

      "Game offers deep strategic and tactical challenges, including micromanagement, combat tactics, and resource optimization."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal mastery and progression rather than competing against others; no mention of multiplayer or leaderboards."

      Capsule for Arctic Eggs Arctic Eggs

      "Focus is on personal progression and management rather than competing against others; no mention of multiplayer or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      5

      "Many reviews mention addictive gameplay, long play sessions, and habitual engagement with the game."

      Capsule for King of Retail King of Retail

      "Many reviews mention addictive gameplay, long sessions, and difficulty putting the game down."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience focused on individual management without multiplayer cooperation."

      Capsule for IXION IXION

      "Single-player experience focused on individual settlement management and character control without multiplayer cooperation."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players design and customize their settlement layout and resource strategies, though building types are limited."

      Capsule for Banished Banished

      "Players customize settlements, assign skills, and develop strategies, though within predefined game mechanics and limited building slots."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions are balanced and cooperative within the game systems; no evidence of exerting control or superiority over others."

      Capsule for Mind Over Magic Mind Over Magic

      "Interactions are balanced and cooperative within the game systems; no evidence of exerting control over other players."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a deep immersive experience to escape and explore a mysterious world and story."

      Capsule for Void Stranger Void Stranger

      "Players use the game as a deep immersive experience to escape real life, with engaging story and world exploration."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Slay the Spire Slay the Spire

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

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players experiment with combos, classes, and crafting, though late-game grind limits novelty."

      Capsule for Continent of the Ninth Seal Continent of the Ninth Seal

      "Players experiment with different strategies, skill builds, and combat tactics, though some late-game grind limits novelty."

    • Exploration

      Game with the same Exploration vibe

      4

      "Exploration of maps, discovery of new territories, and uncovering secrets are core gameplay elements."

      Capsule for Sid Meier's Civilization® V Sid Meier's Civilization® V

      "Exploration of new settlements, scouting missions, and uncovering secrets are core gameplay elements."

    • Expression

      Game with the same Expression vibe

      2

      "Some character customization through equipment and choices, but limited cosmetic or avatar personalization."

      Capsule for Felvidek Felvidek

      "Some character customization and naming, but limited cosmetic or avatar personalization."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Set in a post-apocalyptic fictional world with story-driven RPG elements and imaginative scenarios."

      Capsule for Caravaneer 2 Caravaneer 2

      "Set in a post-apocalyptic world with RPG elements and fictional story, blending realistic and imaginative elements."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; gameplay is solitary and self-directed."

      Capsule for Garden of the Sea (VR) Garden of the Sea (VR)

      "No social or community features; gameplay is solitary and self-directed."

    • Growth

      Game with the same Growth vibe

      5

      "Strong emphasis on learning, skill acquisition, and character progression through teachers and quests."

      Capsule for Gothic 1 Gothic 1

      "Strong emphasis on learning, skill development, and personal progression of characters and settlements."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires continuous attention and micromanagement; not suited for passive or background play."

      Capsule for Sid Meier's Civilization IV: Colonization Sid Meier's Civilization IV: Colonization

      "Requires active micromanagement and attention; not suited for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No evidence of forming close relationships or emotional social interactions."

      Capsule for Darksiders II Deathinitive Edition Darksiders II Deathinitive Edition

      "No evidence of forming close relationships or emotional social interactions."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players lead and manage settlements, assigning roles and making strategic decisions for their community."

      Capsule for Against the Storm Against the Storm

      "Players lead and manage multiple settlements and characters, making strategic decisions and guiding development."

    • Progression

      Game with the same Progression vibe

      5

      "Core gameplay revolves around accumulating upgrades, unlocking towers, and expanding territory."

      Capsule for Bloons Monkey City Bloons Monkey City

      "Core gameplay revolves around advancing through technological ages, upgrading equipment, and expanding settlements."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Some players find the game relaxing and immersive, though micromanagement can cause tension."

      Capsule for City of Gangsters City of Gangsters

      "Some players find it relaxing and engaging, though micromanagement and combat can cause tension."

    • Sensation

      Game with the same Sensation vibe

      -2

      "Minimal sensory stimulation; graphics and sound are simple and dated."

      Capsule for Geneforge 1 Geneforge 1

      "Minimal sensory stimulation; graphics and sound are basic and sometimes criticized."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems; focus is on individual gameplay."

      Capsule for SteamWorld Build SteamWorld Build

      "No social recognition or status systems; focus is on individual gameplay."

    • Story

      Game with the same Story vibe

      3

      "Narrative and lore are present and motivate exploration, though story is somewhat understated."

      Capsule for Wall World 2 Wall World 2

      "Narrative and lore are present and motivate exploration and progression, though story delivery is sometimes obtuse."

    • Strategy

      Game with the same Strategy vibe

      5

      "Strong mental challenge requiring tactical combat, resource management, and long-term planning."

      Capsule for Sword of the Stars: The Pit Sword of the Stars: The Pit

      "Strong mental challenge with resource management, tactical combat, and long-term planning."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense and challenge in battles, but overall controlled gameplay."

      Capsule for SpellForce 3 Fallen God SpellForce 3 Fallen God

      "Combat and survival elements provide some suspense and challenge, but overall controlled gameplay."

    • Value

      Game with the same Value vibe

      5

      "Players report high value for money with extensive content and hours of gameplay."

      Capsule for 9th Dawn III 9th Dawn III

      "Players report high value for money with many hours of engaging gameplay."

    • Violence

      Game with the same Violence vibe

      3

      "Combat and fighting are core gameplay elements involving brawls and physical confrontations."

      Capsule for Garbage: Hobo Prophecy Garbage: Hobo Prophecy

      "Combat and battles are significant gameplay features involving fighting enemies and defending settlements."

    • Survival

      Game with the same Survival vibe

      4

      "Players must avoid failure by managing resources and defending against threats."

      Capsule for No Creeps Were Harmed TD No Creeps Were Harmed TD

      "Players manage threats, resource scarcity, and defend against attacks to avoid failure."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. It leans lower than usual among comparable games on Sensation, Cooperation, Fellowship.

    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