Gone Rogue similar games & best alternatives

Gone Rogue

PC (Microsoft Windows) • 2023

Should you play it?

Gone Rogue is a tactical stealth game with RPG elements. Get into the role of a thief from the city slums. Lurking in the shadows, sneak unnoticed past enemies, get behind any locked doors, and carry off rich loot.

What works
  • Deep stealth mechanics with multiple approaches
  • Engaging skill progression and customization
  • Atmospheric dystopian setting
  • Well-designed levels with exploration and secrets
  • Addictive and challenging gameplay
Things to keep in mind
  • Limited save system frustrating for some
  • Occasional clunky controls and camera issues
  • Simplistic or rushed story for some players
  • Ai and pathfinding bugs reported
  • Repetitive mission structure and linearity

What to play next

Top picks

Games that feel the closest overall

  • Soulestination

  • Cheap Car Repair

  • Insurmountable

  • Dawnfolk

  • Farlanders

  • Pixel Cafe

  • American Theft 80s

  • Word Game: Episode 0

  • Midnight Protocol

Hidden Gems

Less popular games with surprisingly high similarity

  • Soulestination

  • Farlanders

  • Midnight Protocol

If you liked…

Recommendations by what you enjoyed most

  • Strategy

    Death to Spies: Moment of Truth

  • Autonomy

    Night Raider

  • Competence

    Tom Clancy's Splinter Cell®

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).

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

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 approach, paths, gear, and tactics in missions with multiple solutions and procedural elements."

    Capsule for Night Raider Night Raider

    "Players have freedom to choose playstyle, tools, and approach to missions, with multiple paths and strategies available."

  • Competence

    Game with the same Competence vibe

    4

    "The game demands skillful stealth, timing, and patience; challenging AI and mechanics require player mastery and provide feedback through trial and error."

    Capsule for Tom Clancy's Splinter Cell® Tom Clancy's Splinter Cell®

    "Game requires skillful stealth, timing, and strategic use of tools; progression and skill trees reward mastery."

  • Competition

    Game with the same Competition vibe

    -3

    "Focus is on personal stealth and completion scores rather than direct competition or leaderboards."

    Capsule for Assassin’s Creed® Chronicles: China Assassin’s Creed® Chronicles: China

    "Focus is on individual stealth and personal progression rather than competing against others or leaderboards."

  • Continuation

    Game with the same Continuation vibe

    3

    "Players report addictive gameplay with desire to replay missions and daily challenges, though some find content limited and repetitive over time."

    Capsule for After Inc: Revival After Inc: Revival

    "Players report addictive gameplay and desire to replay missions with different builds and difficulties."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single-player experience focused on individual stealth and problem solving without multiplayer or cooperative play."

    Capsule for Thief Gold (1999) Thief Gold (1999)

    "Single-player experience focused on individual stealth and problem solving without multiplayer or teamwork."

  • Creativity

    Game with the same Creativity vibe

    4

    "Multiple ways to approach missions and solve puzzles encourage creative problem solving."

    Capsule for Desperados III Desperados III

    "Multiple ways to approach missions, tool combinations, and skill builds encourage creative problem solving."

  • Domination

    Game with the same Domination vibe

    -4

    "Gameplay emphasizes stealth and evasion rather than exerting control or dominance over others."

    Capsule for Serial Cleaners Serial Cleaners

    "Game emphasizes stealth and avoidance rather than exerting control or dominance over others."

  • Escapism

    Game with the same Escapism vibe

    3

    "Immersive dystopian setting and strategic gameplay provide distraction and engagement away from real life."

    Capsule for Frostrain Frostrain

    "Players appreciate the immersive dystopian world and use gameplay as a form of escape and engagement."

  • Expectation

    Game with the same Expectation vibe

    -4

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

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

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

  • Experimenting

    Game with the same Experimenting vibe

    4

    "Encourages trying different characters, skill combinations, and map routes; experimentation is rewarded."

    Capsule for Zombie Rollerz: Pinball Heroes Zombie Rollerz: Pinball Heroes

    "Encouraged to try different tools, skills, and routes; experimentation is rewarded."

  • Exploration

    Game with the same Exploration vibe

    3

    "Levels contain hidden collectibles, secret areas, and side quests encouraging discovery and exploration."

    Capsule for TY the Tasmanian Tiger 4 TY the Tasmanian Tiger 4

    "Levels contain secrets, side quests, and multiple paths encouraging exploration within maps."

  • Expression

    Game with the same Expression vibe

    2

    "Character customization and skill trees allow some degree of personal expression."

    Capsule for Partisans 1941 Partisans 1941

    "Character customization via skill trees and specializations allows some personal expression."

  • Fantasy

    Game with the same Fantasy vibe

    -2

    "Set in a fictional but realistic dystopian setting; grounded in plausible scenarios rather than high fantasy."

    Capsule for Papers, Please Papers, Please

    "Set in a dystopian but plausible world; gameplay grounded in realistic stealth and thievery mechanics."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; experience is solitary."

    Capsule for Demon Hunter 2: New Chapter Demon Hunter 2: New Chapter

    "No social or community features; experience is solitary."

  • Growth

    Game with the same Growth vibe

    4

    "Character and squad progression, skill development, and tactical learning are core gameplay elements."

    Capsule for 7,62 High Calibre 7,62 High Calibre

    "Skill progression and learning new tactics are core to gameplay and player development."

  • Health

    Game with the same Health vibe

    -5

    "Typical sedentary gameplay without physical activity or health-related mechanics."

    Capsule for Void Bastards Void Bastards

    "Typical sedentary gameplay without physical activity or health-related mechanics."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention and timing; not suited for casual or background play."

    Capsule for SAMURAI SHODOWN SAMURAI SHODOWN

    "Requires focused attention and timing; not suited for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "Minimal social interaction or emotional connection beyond NPCs; no close relationships formed."

    Capsule for Merchant of the Skies Merchant of the Skies

    "Minimal social interaction or emotional connection beyond NPC dialogues."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management mechanics; single character control only."

    Capsule for Eschalon: Book I Eschalon: Book I

    "No leadership or group management mechanics; single-character control only."

  • Progression

    Game with the same Progression vibe

    4

    "Strong progression through skill unlocks, crafting, and item acquisition."

    Capsule for Within the blade Within the blade

    "Strong item collection, skill upgrades, and equipment crafting form key progression elements."

  • Relaxation

    Game with the same Relaxation vibe

    2

    "Some players find the game relaxing and satisfying, though others note tension from difficulty spikes."

    Capsule for Rogue Waters Rogue Waters

    "Some players find the tension balanced and satisfying, though others note frustration from difficulty spikes."

  • Sensation

    Game with the same Sensation vibe

    2

    "Visuals and sound design create atmospheric and immersive sensory experiences."

    Capsule for Carrier Command 2 Carrier Command 2

    "Sound design and atmospheric music contribute to immersive sensory experience."

  • Status

    Game with the same Status vibe

    -4

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

    Capsule for Resident Evil 2 Resident Evil 2

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

  • Story

    Game with the same Story vibe

    3

    "Narrative is present and drives the experience, though some find it predictable or underdeveloped."

    Capsule for Steel Seed Steel Seed

    "Narrative is present and appreciated by many, though some find it simplistic or rushed."

  • Strategy

    Game with the same Strategy vibe

    5

    "Strong emphasis on planning, timing, and tactical decision-making."

    Capsule for Death to Spies: Moment of Truth Death to Spies: Moment of Truth

    "High emphasis on planning, timing, and tactical decision-making throughout missions."

  • Thrill

    Game with the same Thrill vibe

    3

    "Stealth tension and risk of detection create suspense and excitement."

    Capsule for Thief VR: Legacy of Shadow Thief VR: Legacy of Shadow

    "Stealth tension and risk of detection create suspense and excitement."

  • Value

    Game with the same Value vibe

    4

    "Players feel the game offers good content and challenge for its price."

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

    "Players feel the game offers good content and challenge for its price."

  • Violence

    Game with the same Violence vibe

    -5

    "Combat is discouraged; emphasis on non-lethal stealth and avoidance rather than violence."

    Capsule for Thief Gold (1999) Thief Gold (1999)

    "Non-violent stealth focus; incapacitation is temporary and combat is discouraged."

  • Survival

    Game with the same Survival vibe

    3

    "Avoiding detection and managing limited resources adds survival-like tension in levels."

    Capsule for High Entropy: Challenges High Entropy: Challenges

    "Managing alert levels, limited saves, and resource constraints create survival-like tension."

Last update: 12/07/2026