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Fate Hunters similar games & best alternatives

Fate Hunters

PC (Microsoft Windows), Mac, Linux • 2019

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Quick resume

Fate Hunters is a hardcore mix of strategy card battles and a roguelike adventure. Build your deck, explore the dangerous dark fantasy world and face fearsome foes! Risk your life to get powerful treasures!

Global score

79/100

Genres

Indie, Strategy, Adventure, Card & Board Game

Similar games

    Pros

    • Addictive and strategic deckbuilding gameplay
    • Unique treasure mechanic balancing risk and reward
    • Distinct classes with different playstyles
    • High replayability with meta progression
    • Engaging art style and thematic design

    Cons

    • Limited content and variety compared to genre leaders
    • Some balance issues and rng frustration
    • Minimal story and narrative depth
    • Lack of social or multiplayer features
    • Basic sound and animation polish

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players can freely build and customize their decks with few restrictions, choosing strategies and cards to suit their playstyle."

      Capsule for System Crash System Crash

      "Players have freedom to build and customize decks, choose when to continue or quit runs, and select upgrades, allowing control over gameplay decisions."

    • Competence

      Game with the same Competence vibe

      4

      "The game offers challenging tactical combat and deckbuilding that requires skillful planning and execution, with meaningful feedback and progression."

      Capsule for Dungeon Drafters Dungeon Drafters

      "The game offers challenging tactical deckbuilding and combat requiring skillful play and strategic choices, with feedback through progression and unlocks."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on single-player experience without mention of ranked modes or leaderboards; players compete against game challenges rather than others."

      Capsule for Thymesia Thymesia

      "Focus is on single-player experience without leaderboards or ranked modes; players compete against game challenges rather than others."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report addictive gameplay and repeated runs, with a desire to experiment with builds and unlock content, encouraging habitual play."

      Capsule for Gunlocked Gunlocked

      "Players report addictive gameplay with desire to keep playing runs and experimenting with different classes and strategies."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely single-player with no multiplayer or cooperative elements."

      Capsule for Black Myth: Wukong Black Myth: Wukong

      "Entirely single-player with no multiplayer or cooperative elements."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players build and modify decks with many cards and character skills, enabling creative strategic expression."

      Capsule for Yu-Gi-Oh! Duel Links Yu-Gi-Oh! Duel Links

      "Players create and modify decks with many cards and strategies, balancing treasure and combat cards, allowing creative deckbuilding."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over others; gameplay is individual and cooperative social dominance is absent."

      Capsule for Chasm Chasm

      "No evidence of exerting control or superiority over others; gameplay is individual and cooperative social dominance is absent."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a challenging, immersive distraction with dark fantasy atmosphere and engaging gameplay."

      Capsule for Keeper's Toll Keeper's Toll

      "Players use the game for immersive, engaging distraction with a dark fantasy theme and challenging gameplay."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for ELDEN RING NIGHTREIGN ELDEN RING NIGHTREIGN

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

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players try new deck builds, explore card synergies, and experiment with different strategies and game modes."

      Capsule for Eternal Card Game Eternal Card Game

      "Players try new deck builds, experiment with card synergies, and explore different classes and strategies."

    • Exploration

      Game with the same Exploration vibe

      2

      "Some exploration of new enemies and story content, but maps and encounters are often static and repetitive."

      Capsule for Immortal Empire Immortal Empire

      "Some exploration of new encounters and rooms, but environments and enemies are somewhat repetitive."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited character customization beyond skill upgrades; no cosmetic or avatar personalization described."

      Capsule for The Consuming Shadow The Consuming Shadow

      "Limited character customization beyond deckbuilding; no avatar personalization or cosmetic modifications."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong fantasy theme with magic, spells, mythical creatures, and dungeon crawling."

      Capsule for Runers Runers

      "Strong fantasy theme with dungeon crawling, magic, and mythical creatures."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; strictly solo play."

      Capsule for Gravity Field Gravity Field

      "No social or community features; strictly solo play."

    • Growth

      Game with the same Growth vibe

      4

      "Players learn complex mechanics, improve deckbuilding skills, and develop strategies over multiple runs."

      Capsule for Deepest Chamber: Resurrection Deepest Chamber: Resurrection

      "Players learn mechanics, improve deckbuilding skills, and develop strategies over multiple runs."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity involved; sedentary gameplay."

      Capsule for Broken Reality Broken Reality

      "No physical activity involved; sedentary gameplay."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention and strategic thinking; not suited for idle or background play."

      Capsule for Age of Wonders 4 Age of Wonders 4

      "Requires focused attention and strategic thinking; not suited for idle or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social interactions or relationship building."

      Capsule for The House of Da Vinci The House of Da Vinci

      "No social interactions or relationship building."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles."

      Capsule for Getting Over It with Bennett Foddy Getting Over It with Bennett Foddy

      "No leadership or group management roles."

    • Progression

      Game with the same Progression vibe

      4

      "Players accumulate cards, upgrades, and improve decks to progress through the game."

      Capsule for Space Food Truck Space Food Truck

      "Players accumulate gold, unlock new cards and characters, and improve starting decks through meta progression."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Some players find it relaxing and satisfying, but the game also involves tension and challenge."

      Capsule for Dungeon Warfare Dungeon Warfare

      "Some players find it relaxing and addictive, but the game also involves tension and challenge."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visual and auditory elements are pleasant but not highly stimulating; enjoyable animations and graphics."

      Capsule for Planet S Planet S

      "Visual and auditory elements are appreciated but minimal; art style praised though animations are limited."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or leaderboards; achievements are personal."

      Capsule for Bleak Faith: Forsaken Bleak Faith: Forsaken

      "No social recognition or leaderboards; achievements are mostly personal."

    • Story

      Game with the same Story vibe

      -3

      "Minimal narrative or lore; focus is on gameplay rather than story immersion."

      Capsule for BPM: BULLETS PER MINUTE BPM: BULLETS PER MINUTE

      "Minimal narrative or lore; focus is on gameplay rather than story immersion."

    • Strategy

      Game with the same Strategy vibe

      5

      "High emphasis on strategic deck building, positioning, and tactical combat decisions."

      Capsule for Beneath Oresa Beneath Oresa

      "High emphasis on strategic deckbuilding, tactical combat, and planning."

    • Thrill

      Game with the same Thrill vibe

      3

      "Risk and RNG create suspense and excitement during runs."

      Capsule for DOG WITCH DOG WITCH

      "Risk/reward mechanics and RNG create suspense and excitement during runs."

    • Value

      Game with the same Value vibe

      4

      "Players feel they receive good entertainment value for the price and gameplay time."

      Capsule for Restaurats Restaurats

      "Players feel they get good entertainment value, especially on sale, with many hours of gameplay."

    • Violence

      Game with the same Violence vibe

      2

      "Combat involves defeating enemies through card-based attacks; violence is stylized and abstract."

      Capsule for Slay the Spire Slay the Spire

      "Combat involves defeating monsters and bosses, but violence is stylized and card-based."

    • Survival

      Game with the same Survival vibe

      4

      "Core gameplay involves avoiding threats, managing health, and surviving encounters."

      Capsule for White Day: A Labyrinth Named School White Day: A Labyrinth Named School

      "Core gameplay involves managing health and resources to survive encounters and progress."

    Analysis

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