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Griftlands similar games & best alternatives

Griftlands

PC (Microsoft Windows), Mac, PlayStation 4, Xbox One, Xbox Series X|S, Nintendo Switch, Linux • 2021

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Quick resume

Griftlands is a deck-building roguelite where you negotiate, fight, steal or otherwise persuade others to get your way. Every decision is important, be it the jobs you take, the friends you make, or the cards you collect.

Global score

94/100

Genres

Indie, Turn-based strategy (TBS), Strategy, Role-playing (RPG), Card & Board Game

Similar games

    Pros

    • Unique dual deck combat and negotiation system
    • Deep narrative with branching storylines
    • Strong character and worldbuilding
    • Polished art and animations
    • Meaningful player choices and progression

    Cons

    • Runs can be lengthy and repetitive
    • Some difficulty spikes and balance issues
    • Limited multiplayer or cooperative play
    • Story dialogue can be overwhelming for some
    • Lack of recent content updates or dlc

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players make meaningful choices that affect their path and outcomes, with multiple characters offering different quests and options, supporting player control over decisions."

      Capsule for The Warlock of Firetop Mountain The Warlock of Firetop Mountain

      "Players have meaningful choices affecting story, quests, and deckbuilding; multiple paths and strategies available"

    • Competence

      Game with the same Competence vibe

      3

      "Gameplay requires skillful shooting, positioning, and weapon management; some players find difficulty spikes challenging."

      Capsule for Serious Sam 4 Serious Sam 4

      "Requires strategic deckbuilding and mastery of two distinct combat systems; some players find difficulty spikes challenging"

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal story progression and influence rather than direct competition or leaderboards."

      Capsule for Ambition: A Minuet in Power Ambition: A Minuet in Power

      "Focus is on personal story progression and self-improvement rather than direct competition or leaderboards"

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report long sessions and repeated playthroughs due to strategic depth and ongoing challenges."

      Capsule for Cartel Tycoon Cartel Tycoon

      "Players report long sessions and repeated playthroughs due to story and deckbuilding depth, though some find runs lengthy"

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Single-player experience with limited or no multiplayer cooperative elements"

      Capsule for Sonic Frontiers Sonic Frontiers

      "Primarily single-player experience with limited multiplayer or cooperative elements"

    • Creativity

      Game with the same Creativity vibe

      4

      "Players customize decks, experiment with various card synergies and builds, and make meaningful choices affecting story and gameplay."

      Capsule for Black Book Black Book

      "Players customize decks, choose upgrades, and influence story outcomes; unique dual deck system encourages creative strategies"

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions emphasize balanced relationships and consequences rather than exerting control or superiority over others."

      Capsule for Headliner: NoviNews Headliner: NoviNews

      "Interactions emphasize consequences and relationships rather than exerting superiority or control over others"

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive sci-fi narrative provides strong escape from real life."

      Capsule for Choice of Robots Choice of Robots

      "Immersive sci-fi world, narrative depth, and engaging mechanics provide strong escape from real life"

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for enjoyment and narrative interest rather than obligation or external pressure."

      Capsule for Mafia: Definitive Edition Mafia: Definitive Edition

      "Players engage voluntarily for enjoyment and narrative interest, not out of obligation or pressure"

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Encourages trying new builds, adapting decks, and exploring different character and side job combinations."

      Capsule for Yi Xian: The Cultivation Card Game Yi Xian: The Cultivation Card Game

      "Encourages trying different decks, negotiation vs combat approaches, and story branches"

    • Exploration

      Game with the same Exploration vibe

      2

      "Exploration of different story branches and map areas, though story is mostly linear"

      Capsule for Joe Dever's Lone Wolf HD Remastered Joe Dever's Lone Wolf HD Remastered

      "Some exploration of story branches and side quests, but world is relatively small and somewhat linear"

    • Expression

      Game with the same Expression vibe

      3

      "Players express preferences through choices affecting relationships and story outcomes."

      Capsule for Knowledge, or know Lady Knowledge, or know Lady

      "Players express themselves through deckbuilding choices and narrative decisions affecting relationships"

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Set in a fictional sci-fi universe with imaginative characters and scenarios."

      Capsule for Starstruck Vagabond Starstruck Vagabond

      "Set in a sci-fi dystopian world with imaginative characters and scenarios"

    • Fellowship

      Game with the same Fellowship vibe

      2

      "Strong narrative focus on relationships and community, but social interaction is with NPCs in a single-player context."

      Capsule for A Story Beside A Story Beside

      "Strong narrative focus on relationships with NPCs, but social interaction is single-player and indirect"

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills, unlock talents, and improve characters through meta-progression and gameplay mastery."

      Capsule for Keeper's Toll Keeper's Toll

      "Players develop skills, unlock cards, and improve characters through meta-progression"

    • Health

      Game with the same Health vibe

      -4

      "Typical sedentary gameplay with no physical activity elements"

      Capsule for Relic Hunters Zero: Remix Relic Hunters Zero: Remix

      "Typical sedentary gameplay with no physical activity elements"

    • Idle

      Game with the same Idle vibe

      -3

      "Requires sustained attention and focus during runs; not designed for casual or background play."

      Capsule for Pacific Drive Pacific Drive

      "Requires focused attention during runs; not designed for casual or background play"

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Some emotional connection through story and NPC interactions, but limited depth in relationships."

      Capsule for Haven Park Haven Park

      "Narrative includes relationship building with NPCs, but limited to game context without deep emotional sharing"

    • Leadership

      Game with the same Leadership vibe

      -3

      "No leadership or group management roles; player controls only their own character."

      Capsule for Yakuza 0 Yakuza 0

      "Player controls own character; no leadership or group management roles"

    • Progression

      Game with the same Progression vibe

      4

      "Strong meta progression with unlocking spells, upgrades, and character improvements over runs."

      Capsule for Magicraft Magicraft

      "Strong meta-progression with unlocks, card upgrades, and character development across runs"

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Gameplay balances challenge and flow, but some difficulty spikes cause tension."

      Capsule for Space Pirates And Zombies 2 Space Pirates And Zombies 2

      "Game balances challenge and flow, but some difficulty spikes and long runs can cause tension"

    • Sensation

      Game with the same Sensation vibe

      3

      "Appealing art style, animations, and a dynamic soundtrack provide sensory enjoyment."

      Capsule for Beastieball Beastieball

      "Stylized art, animations, and soundtrack provide engaging sensory experience"

    • Status

      Game with the same Status vibe

      -4

      "Focus is on personal achievement and story rather than social recognition or popularity."

      Capsule for The Elder Scrolls IV: Oblivion® Game of the Year Edition Deluxe (2009) The Elder Scrolls IV: Oblivion® Game of the Year Edition Deluxe (2009)

      "Focus is on personal achievement and story, with little emphasis on social recognition or popularity"

    • Story

      Game with the same Story vibe

      5

      "Narrative-driven gameplay with branching storylines and character interactions"

      Capsule for Joe Dever's Lone Wolf HD Remastered Joe Dever's Lone Wolf HD Remastered

      "Narrative-driven gameplay with branching storylines, character arcs, and worldbuilding"

    • Strategy

      Game with the same Strategy vibe

      4

      "Combat and deck building require planning, problem solving, and tactical decision-making."

      Capsule for Black Book Black Book

      "Requires planning and tactical decision-making in deckbuilding, combat, and negotiation"

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense from combat difficulty and story consequences, but generally controlled gameplay."

      Capsule for City of Chains City of Chains

      "Some suspense from difficult encounters and consequences, but generally controlled gameplay"

    • Value

      Game with the same Value vibe

      4

      "Players find strong value in story depth and replayability relative to price."

      Capsule for Always Sometimes Monsters Always Sometimes Monsters

      "Players find strong value in gameplay depth, story, and replayability relative to price"

    • Violence

      Game with the same Violence vibe

      0

      "Violence is present but balanced with non-lethal options and psychological consequences; neutral overall."

      Capsule for Sacred Fire: A Role Playing Game Sacred Fire: A Role Playing Game

      "Violence is present but balanced with negotiation and non-lethal options; neither dominant nor absent"

    • Survival

      Game with the same Survival vibe

      3

      "Players manage resources and avoid defeat in challenging battles, requiring strategic defense."

      Capsule for FINAL FANTASY V FINAL FANTASY V

      "Players manage resources and avoid defeat through strategic combat and negotiation"

    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 Fellowship, Intimacy, Story.

    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