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Foretales similar games & best alternatives

Foretales

PC (Microsoft Windows), Nintendo Switch • 2022

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Quick resume

Decide the fate of the world in this ingenious story-driven card game. Foretales offers a unique take on the adventure genre, with a multitude of playstyles and story paths through which you can save the world… or bring about its end.

Global score

85/100

Genres

Adventure, Strategy, Indie, Card & Board Game

Similar games

    Pros

    • Unique narrative-driven card gameplay
    • High replayability with branching story paths
    • Beautiful art and music
    • Meaningful player choices
    • Immersive fantasy setting

    Cons

    • Repetitive gameplay on multiple runs
    • Lack of dialogue skipping frustrates replay
    • Some puzzles are obscure or trial-and-error
    • No multiplayer or social features
    • Save system limitations

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players make meaningful choices that shape the story and character progression, with freedom to explore different paths and outcomes."

      Capsule for Sorcery! Parts 1 and 2 Sorcery! Parts 1 and 2

      "Players make meaningful choices affecting story paths and mission approaches, with freedom to select characters and strategies."

    • Competence

      Game with the same Competence vibe

      3

      "Game involves strategic placement and puzzle solving with increasing complexity, rewarding skillful play."

      Capsule for Tile Cities Tile Cities

      "Requires puzzle solving, resource management, and strategic card use; some trial and error but skillful play rewarded."

    • Competition

      Game with the same Competition vibe

      -4

      "Focuses on personal story progression and puzzle solving without competitive or ranked elements."

      Capsule for Broken Sword - Shadow of the Templars: Reforged Broken Sword - Shadow of the Templars: Reforged

      "Focuses on personal narrative experience and puzzle solving without competitive or ranked elements."

    • Continuation

      Game with the same Continuation vibe

      4

      "High replay value with many endings and branching paths encourages multiple playthroughs."

      Capsule for Cinders Cinders

      "High replay value with multiple endings and branching paths encourages repeated playthroughs despite some repetitiveness."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Single-player experience focused on individual party management; no multiplayer or cooperative elements mentioned."

      Capsule for DRAGON QUEST VII Reimagined DRAGON QUEST VII Reimagined

      "Single-player experience focusing on individual decision making; party members are controlled by player, no multiplayer."

    • Creativity

      Game with the same Creativity vibe

      4

      "Players experiment with many card combinations, synergies, and build strategies, fostering creative problem solving."

      Capsule for 9 Kings 9 Kings

      "Players experiment with card combinations and multiple ways to solve puzzles and progress story."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions emphasize narrative and cooperation; no evidence of dominance or power assertion over others."

      Capsule for Shadowrun Returns Shadowrun Returns

      "No evidence of power over others or social dominance; interactions are narrative and cooperative within party."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive world and story provide strong escape from real life through detailed simulation and narrative."

      Capsule for Shenmue I & II Shenmue I & II

      "Immersive narrative and world provide strong escape from real life through story and exploration."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily driven by interest in story and gameplay, not obligation or external pressure."

      Capsule for Song of Farca Song of Farca

      "Players engage voluntarily driven by interest in story and mechanics, not obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      5

      "Core gameplay revolves around trial and error, discovering new card interactions and strategies."

      Capsule for Simmiland Simmiland

      "Core gameplay involves trying different card interactions, exploring new paths, and discovering hidden content."

    • Exploration

      Game with the same Exploration vibe

      4

      "Exploration of different missions with unique stories and objectives; discovery of new cards and secrets."

      Capsule for Hand of Fate 2 Hand of Fate 2

      "Strong emphasis on discovering new story branches, secrets, and card interactions in different missions."

    • Expression

      Game with the same Expression vibe

      3

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

      Capsule for Vampire Survivors Vampire Survivors

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

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong medieval fantasy setting with humorous anachronisms and fictionalized characters."

      Capsule for Rustler (Grand Theft Horse) Rustler (Grand Theft Horse)

      "Anthropomorphic characters and fictional medieval setting create a strong fantasy atmosphere."

    • Fellowship

      Game with the same Fellowship vibe

      -3

      "Mostly solo play with minimal social interaction; party members present but limited social depth."

      Capsule for Memories of a Vagabond Memories of a Vagabond

      "Primarily solo play with limited social interaction beyond narrative party dynamics."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn mechanics, character schedules, and story secrets over multiple playthroughs."

      Capsule for Lakeview Valley Lakeview Valley

      "Players learn mechanics, card synergies, and story secrets over multiple playthroughs for mastery."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity or health-related gameplay elements; sedentary video game experience."

      Capsule for Rugby 22 Rugby 22

      "No physical activity or health-related gameplay elements; sedentary video game experience."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires active management and attention; some waiting periods but mostly focused engagement."

      Capsule for Gladiator Guild Manager Gladiator Guild Manager

      "Requires focused attention to manage cards and resources; some waiting but generally active engagement."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited to party character interactions; no evidence of forming close social relationships or emotional sharing beyond story."

      Capsule for EARTHLOCK EARTHLOCK

      "Limited to narrative party relationships; no evidence of close social or emotional connections with others."

    • Leadership

      Game with the same Leadership vibe

      2

      "Players lead and manage their party, making decisions and guiding actions, though within a single-player context."

      Capsule for Wizardry: Labyrinth of Lost Souls Wizardry: Labyrinth of Lost Souls

      "Player directs party members and chooses strategies, exercising leadership within single-player context."

    • Progression

      Game with the same Progression vibe

      3

      "Players accumulate resources, cards, and unlock story chapters and endings through progression."

      Capsule for The Horror at Highrook The Horror at Highrook

      "Players acquire new cards, resources, and unlock story paths; progression tied to narrative and deck expansion."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Generally a calm, thoughtful experience with occasional tension from puzzles and story suspense."

      Capsule for Moebius: Empire Rising Moebius: Empire Rising

      "Generally a calm, thoughtful experience with some tension from puzzles and resource management."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable art, music, and sound effects provide sensory pleasure without overwhelming stimulation."

      Capsule for 月圆之夜 (Night of Full Moon) 月圆之夜 (Night of Full Moon)

      "Enjoyable art, music, and narration provide pleasant sensory stimulation without intense thrills."

    • Status

      Game with the same Status vibe

      -4

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

      Capsule for Detroit: Become Human Detroit: Become Human

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

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with branching storylines, character development, and impactful choices."

      Capsule for Road 96 🛣️ Road 96 🛣️

      "Strong narrative focus with branching storylines, character development, and meaningful choices."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires planning, logical reasoning, and strategic use of limited cards to solve puzzles efficiently."

      Capsule for Golf Peaks Golf Peaks

      "Requires planning card use, resource management, and puzzle solving to progress efficiently."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense from timed events and random challenges, but overall controlled and predictable gameplay."

      Capsule for Predynastic Egypt Predynastic Egypt

      "Some suspense from resource constraints and time limits, but overall controlled and calm gameplay."

    • Value

      Game with the same Value vibe

      4

      "Players report high value for price with deep gameplay, replayability, and engaging story."

      Capsule for Path Of Wuxia Path Of Wuxia

      "Players report high value for price due to unique gameplay, replayability, and narrative depth."

    • Violence

      Game with the same Violence vibe

      -3

      "Violence is minimal and symbolic; gameplay focuses on puzzle solving rather than combat."

      Capsule for Catherine Classic Catherine Classic

      "Violence is avoidable and often discouraged; game emphasizes negotiation and resource use over combat."

    • Survival

      Game with the same Survival vibe

      3

      "Players must manage resources and avoid unit losses to survive and succeed in scenarios."

      Capsule for Order of Battle: World War II Order of Battle: World War II

      "Resource management and avoiding failure are key; players must strategically survive challenges."

    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 Story, Relaxation. It leans lower than usual among comparable games on Violence.

    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