我来自江湖 From Jianghu similar games & best alternatives

我来自江湖 From Jianghu

2020

Should you play it?

《我来自江湖》是一款结合武侠、角色扮演、模拟经营多种元素的独立游戏。在游戏中,你需要扮演一个小势力的掌门,带领弟子在开放的江湖里自由探索,发展自己的势力,经营不同产业,在风云诡谲的江湖里生存下去。

What works
  • Deep and strategic combat system
  • Rich wuxia-themed world and lore
  • High player autonomy and customization
  • Extensive content and exploration
  • Active modding community and mod support
Things to keep in mind
  • Simplistic and minimal graphics
  • Steep learning curve and complexity
  • Repetitive and sometimes tedious management tasks
  • Slow update pace and some bugs
  • Limited social and cooperative features

What to play next

Top picks

Games that feel the closest overall

  • Warsim: The Realm of Aslona

  • High Sea Saga DX

  • Gladiator School

  • KeeperRL

  • Dungeonmans

  • Songs of Syx

  • The Lost Village

  • Renowned Explorers: International Society

  • Soulash 2

Hidden Gems

Less popular games with surprisingly high similarity

  • Gladiator School

  • Abalon: Roguelike Tactics CCG

  • Deity Empires

If you liked…

Recommendations by what you enjoyed most

  • Fantasy

    Hero's Adventure: Road to Passion

  • Autonomy

    Havenhold

  • Competence

    Astral Ascent

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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 (hidden on purpose).

我来自江湖 From Jianghu: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Competition, Fellowship, Status, Domination. Here, the score leans higher than usual among comparable games on Idle. It leans lower than usual among comparable games on Fellowship, Sensation.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    4

    "Players have freedom to choose abilities, create or join sects, and direct their own playstyle and strategies."

    Capsule for Havenhold Havenhold

    "Players have significant control over sect management, character development, and combat strategies, with freedom to choose martial arts and build their sect."

  • Competence

    Game with the same Competence vibe

    4

    "Combat is skill-based with a high skill ceiling; players learn enemy patterns and improve through repeated runs and mastery of mechanics."

    Capsule for Astral Ascent Astral Ascent

    "Combat is described as deep and strategic, requiring skill and tactical thinking; players improve through training and mastery of martial arts."

  • Competition

    Game with the same Competition vibe

    1

    "Some competitive elements exist in comparing strategies and character builds, but mostly single-player focused."

    Capsule for Heroes of the Three Kingdoms 2 Heroes of the Three Kingdoms 2

    "Some competitive elements exist such as fighting enemies and rival sects, but mostly single-player focused without strong emphasis on player-vs-player competition."

  • Continuation

    Game with the same Continuation vibe

    3

    "Many players report long playtimes and habitual engagement, though some experience fatigue due to difficulty."

    Capsule for Understand Understand

    "Players report long play sessions and habitual engagement due to depth and complexity, though some mention fatigue from repetitive tasks."

  • Cooperation

    Game with the same Cooperation vibe

    -2

    "Gameplay centers on individual control of party members and solo exploration; some cooperative elements in story but no multiplayer cooperation emphasized."

    Capsule for Ys VIII: Lacrimosa of DANA Ys VIII: Lacrimosa of DANA

    "Gameplay centers on individual sect management and solo exploration; limited evidence of multiplayer cooperation or teamwork."

  • Creativity

    Game with the same Creativity vibe

    3

    "Players can customize characters, builds, and gear; crafting system and mod support enhance creative expression."

    Capsule for Dragon Age™ Inquisition Dragon Age™ Inquisition

    "Players can customize sect buildings, craft weapons, write martial arts, and mod the game, indicating creative expression."

  • Domination

    Game with the same Domination vibe

    -1

    "Interactions with other sects and enemies are competitive but balanced; no evidence of toxic or dominating player behavior."

    Capsule for Amazing Cultivation Simulator Amazing Cultivation Simulator

    "Interactions with other sects and NPCs are mostly balanced; no strong evidence of dominance or power assertion over others."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players immerse in a richly detailed wuxia world with deep story and exploration, providing escape from real life."

    Capsule for Fate Seeker II Fate Seeker II

    "The game offers deep immersion in a fictional Wuxia world, providing escape through roleplaying and exploration."

  • Expectation

    Game with the same Expectation vibe

    -3

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

    Capsule for Strategic Command WWII: War in Europe Strategic Command WWII: War in Europe

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

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Players experiment with different units, strategies, and modding, exploring game mechanics and tactics."

    Capsule for Command & Conquer™ Tiberian Sun™ and Firestorm™ Command & Conquer™ Tiberian Sun™ and Firestorm™

    "Players experiment with different martial arts builds, strategies, and modding; exploration of mechanics is encouraged."

  • Exploration

    Game with the same Exploration vibe

    4

    "The game features a large open world with many areas to discover, secrets, and hidden items."

    Capsule for The Adventures of Tree The Adventures of Tree

    "The game features discovering new areas, secrets, and hidden treasures in a large open world."

  • Expression

    Game with the same Expression vibe

    3

    "Customization through character classes, subclasses, weapons, and god abilities allows personal expression."

    Capsule for Jotunnslayer: Hordes of Hel Jotunnslayer: Hordes of Hel

    "Customization of characters, sects, and martial arts manuals allows for personal expression."

  • Fantasy

    Game with the same Fantasy vibe

    5

    "Strong wuxia martial arts fantasy setting with mythical elements and imaginative storytelling."

    Capsule for Hero's Adventure: Road to Passion Hero's Adventure: Road to Passion

    "Strongly rooted in Wuxia fantasy with martial arts, mythical elements, and roleplaying in an imaginative setting."

  • Fellowship

    Game with the same Fellowship vibe

    -3

    "Mostly single-player experience with minimal social or community interaction."

    Capsule for Medieval Blacksmith Medieval Blacksmith

    "Mostly single-player experience with minimal social or community interaction."

  • Growth

    Game with the same Growth vibe

    4

    "Players develop characters through skill trees, learn new martial arts, and improve over long play sessions."

    Capsule for 河洛群俠傳 (Ho Tu Lo Shu : The Books of Dragon) 河洛群俠傳 (Ho Tu Lo Shu : The Books of Dragon)

    "Players develop skills, learn new martial arts, and improve their sect and characters over time."

  • Health

    Game with the same Health vibe

    -3

    "Primarily sedentary gameplay with no physical activity; some reports of long play sessions without breaks."

    Capsule for STORY OF SEASONS: Friends of Mineral Town STORY OF SEASONS: Friends of Mineral Town

    "Game involves long sedentary play sessions with some reports of fatigue and repetitive tasks."

  • Idle

    Game with the same Idle vibe

    3

    "Includes automation and idle mechanics allowing players to reduce micromanagement and play at own pace."

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

    "Features semi-automated sect management and some idle elements allowing players to engage at their own pace."

  • Intimacy

    Game with the same Intimacy vibe

    -4

    "No close relationship formation; interactions are superficial and task-oriented."

    Capsule for The Ship: Single Player The Ship: Single Player

    "Limited evidence of forming close relationships; interactions mostly functional and task-oriented."

  • Leadership

    Game with the same Leadership vibe

    4

    "Players lead and manage their disciples and religion, making strategic decisions and guiding development."

    Capsule for Godhood Godhood

    "Players lead their sect, manage disciples, assign tasks, and make strategic decisions."

  • Progression

    Game with the same Progression vibe

    4

    "Strong emphasis on accumulating cultivation levels, skills, and equipment upgrades."

    Capsule for Spirit Realm Spirit Realm

    "Strong focus on accumulating resources, upgrading buildings, learning martial arts, and growing the sect."

  • Relaxation

    Game with the same Relaxation vibe

    1

    "Some players find the game relaxing and enjoyable, but others report frustration due to repetitive and slow gameplay."

    Capsule for METAL DOGS METAL DOGS

    "Some players find the game engaging and satisfying, but others report frustration due to complexity and repetitive tasks."

  • Sensation

    Game with the same Sensation vibe

    -2

    "Minimal sensory stimulation due to text-based format; relies on imagination rather than audiovisual excitement."

    Capsule for Vampire: The Masquerade — Night Road Vampire: The Masquerade — Night Road

    "Minimal sensory stimulation due to text-based graphics; focus is on imagination rather than audiovisual excitement."

  • Status

    Game with the same Status vibe

    1

    "Some recognition through in-game awards and achievements, but social status is limited to single-player context."

    Capsule for Holy Potatoes! A Weapon Shop?! Holy Potatoes! A Weapon Shop?!

    "Recognition comes from in-game achievements and sect reputation, but social status is limited to single-player context."

  • Story

    Game with the same Story vibe

    3

    "Narrative and character quests engage players, though some find story elements underdeveloped."

    Capsule for Subterrain: Mines of Titan Subterrain: Mines of Titan

    "Narrative elements and quests are present but some players find story and character development underwhelming."

  • Strategy

    Game with the same Strategy vibe

    4

    "Combat and resource management require planning, tactical thinking, and decision making."

    Capsule for A Legionary's Life A Legionary's Life

    "Combat and sect management require planning, resource allocation, and tactical decision-making."

  • Thrill

    Game with the same Thrill vibe

    2

    "Combat and exploration have moments of tension and challenge but overall moderate suspense."

    Capsule for BLACKTAIL BLACKTAIL

    "Combat and exploration provide some suspense and challenge, though overall tone is moderate."

  • Value

    Game with the same Value vibe

    3

    "Players perceive good value for time invested due to depth and ongoing updates."

    Capsule for Plutocracy Plutocracy

    "Players perceive good value for time spent due to depth and content, despite some rough edges and slow updates."

  • Violence

    Game with the same Violence vibe

    3

    "Combat and defeating enemies are core gameplay elements, involving destruction and fighting."

    Capsule for Soulash 2 Soulash 2

    "Combat and fighting are core gameplay elements involving defeating enemies and rival sects."

  • Survival

    Game with the same Survival vibe

    2

    "Players manage resources, defend bases, and avoid threats; survival elements present but not extreme."

    Capsule for Vampires: Bloodlord Rising Vampires: Bloodlord Rising

    "Players manage resources and defend their sect from threats, but survival elements are moderate rather than extreme."

Last update: 10/07/2026