Holder of Place similar games & best alternatives

Holder of Place

Web browser, PC (Microsoft Windows) • 2025

Should you play it?

Holder of Place is a Roguelike Auto-Battler Card game. Recruit different follower cards, arrange them, watch them fight ever-stronger enemies. Along the way, unfold a dark science-fantasy tale of a ruined kingdom, meet strange characters, and visit exotic locations.

What works
  • Engaging strategic gameplay with deep synergies
  • Beautiful art, music, and immersive atmosphere
  • Strong replayability with varied builds and relic modifiers
  • Well-written lore and emergent narrative
  • Accessible yet challenging roguelike auto-battler
Things to keep in mind
  • Some balance issues with certain units and relics
  • Lack of mid-run saving and qol features
  • Limited content and enemy variety
  • Slow pacing and animations in late game
  • Short overall campaign length

What to play next

Top picks

Games that feel the closest overall

  • Hadean Tactics

  • None Shall Intrude

  • Guild of Dungeoneering Ultimate Edition

  • Trials of Fire

  • The Royal Writ

  • dotAGE

  • Holo vs Robo

  • Dice With Death

  • Starless Abyss

Hidden Gems

Less popular games with surprisingly high similarity

  • Holo vs Robo

  • Dice With Death

  • Starless Abyss

If you liked…

Recommendations by what you enjoyed most

  • Creativity

    Journey to Incrementalia

  • Experimenting

    BYTEPATH

  • Strategy

    Tavern of Gods

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).

Holder of Place: A very typical example of its motivational profile. Motivations that often define this kind of title include Survival, Violence, Fellowship, Intimacy. Here, the score leans higher than usual among comparable games on Relaxation, Story. It leans lower than usual among comparable games on 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 control over unit placement, upgrade choices, and strategic decisions during battles, allowing freedom in tactics."

    Capsule for Yokai Art: Night Parade of One Hundred Demons Yokai Art: Night Parade of One Hundred Demons

    "Players make strategic decisions on unit recruitment, positioning, and build synergies with significant freedom before battles, though combat is automated."

  • Competence

    Game with the same Competence vibe

    4

    "Game rewards skillful planning, strategic thinking, and mastery of synergies; players overcome challenging encounters with meaningful decisions."

    Capsule for Astronarch Astronarch

    "The game rewards skillful planning, understanding synergies, and adapting strategies to varied challenges and relic modifiers."

  • Competition

    Game with the same Competition vibe

    -3

    "Focus is on personal progression and individual runs; no mention of PvP or ranked modes."

    Capsule for Galactic Glitch Galactic Glitch

    "Focus is on personal runs and self-improvement; no mention of PvP or ranked modes, emphasizing individual progression."

  • Continuation

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    4

    "Many players report long play sessions, replay value with multiple builds, and extensive exploration."

    Capsule for The Last Faith The Last Faith

    "Many players report long play sessions, repeated runs, and high replay value driven by build experimentation and lore discovery."

  • Cooperation

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    "Single-player experience with no cooperative multiplayer or teamwork elements."

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    "Single-player experience with no cooperative multiplayer elements or teamwork with other players."

  • Creativity

    Game with the same Creativity vibe

    5

    "Strong emphasis on creating and modifying builds, experimenting with unit combinations and skill synergies."

    Capsule for Journey to Incrementalia Journey to Incrementalia

    "Strong emphasis on creating unique builds, experimenting with synergies, and customizing runs with relics and modifiers."

  • Domination

    Game with the same Domination vibe

    -5

    "No evidence of player dominance over others; interactions are single-player and balanced."

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    "No evidence of player dominance over others; interactions are single-player and balanced."

  • Escapism

    Game with the same Escapism vibe

    4

    "Dark, immersive world with atmospheric exploration and lore encourages players to escape into the game's fantasy."

    Capsule for Salt and Sanctuary Salt and Sanctuary

    "Atmospheric, immersive world and lore provide a strong escape from reality; players enjoy the dark, melancholic setting."

  • 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

    5

    "Strong emphasis on trying new builds, synergies, and mechanics; experimentation is core to gameplay."

    Capsule for BYTEPATH BYTEPATH

    "Encouraged to try new builds, synergies, and relic combinations; experimentation is core to gameplay."

  • Exploration

    Game with the same Exploration vibe

    3

    "Players discover new story branches, lore, and character relationships, though within a narrative rather than spatial exploration."

    Capsule for The Life and Suffering of Sir Brante — Chapter 1&2 The Life and Suffering of Sir Brante — Chapter 1&2

    "Players discover lore through journal entries and subtle story elements; exploration is narrative and strategic rather than spatial."

  • Expression

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    "Customization through building design and crafting allows personal expression, though no avatar customization noted."

    Capsule for Chinese Frontiers: Prologue Chinese Frontiers: Prologue

    "Customization through build choices and relics allows some self-expression, though no avatar personalization."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Strong sci-fi and fantasy themes with imaginative settings and narrative elements."

    Capsule for The Savior From Above The Savior From Above

    "Strongly imaginative sci-fi/fantasy setting with surreal, dark themes and narrative elements."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community gameplay; entirely single-player experience."

    Capsule for Ys VI: The Ark of Napishtim Ys VI: The Ark of Napishtim

    "No social or community gameplay aspects; entirely single-player experience."

  • Growth

    Game with the same Growth vibe

    4

    "Players develop strategic skills and knowledge of synergies through repeated runs and learning."

    Capsule for Gods vs Horrors Gods vs Horrors

    "Players develop strategic understanding and mastery over builds and synergies through repeated play."

  • Health

    Game with the same Health vibe

    -5

    "No physical activity or health-related gameplay elements; typical sedentary gaming."

    Capsule for Hollow Knight Hollow Knight

    "No physical activity or health-related gameplay elements; typical sedentary gaming."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention during tactical combat and decision making; not a background or idle game."

    Capsule for Crying Suns Crying Suns

    "Requires focused attention during strategic planning and combat resolution; not a background or idle game."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No evidence of forming close relationships or emotional social interactions."

    Capsule for Domino Sky Domino Sky

    "No evidence of forming close relationships or emotional social interactions."

  • Leadership
    Insufficient data

    No nearest game available

  • Progression

    Game with the same Progression vibe

    4

    "Strong progression through unlocking characters, relics, items, and upgrades during runs."

    Capsule for Shovel Knight Pocket Dungeon Shovel Knight Pocket Dungeon

    "Progression through unlocking characters, relics, journal entries, and building stronger teams over runs."

  • Relaxation

    Game with the same Relaxation vibe

    3

    "Many players find the game relaxing and meditative despite increasing challenge."

    Capsule for Zuma Deluxe Zuma Deluxe

    "Many players find the game relaxing and meditative despite strategic challenge."

  • Sensation

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    2

    "Enjoyable art and music provide sensory pleasure, though gameplay is calm and predictable."

    Capsule for A Little Lily Princess A Little Lily Princess

    "Enjoyable art, music, and sound design provide sensory pleasure, though gameplay is not highly stimulating."

  • Status

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    -5

    "No social status or recognition systems; achievements and progress are personal."

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    "No social status or recognition systems; achievements and progress are personal."

  • Story

    Game with the same Story vibe

    4

    "Narrative immersion is a core element, with unfolding mystery and lore discovery."

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    "Narrative is subtle and emergent through journal entries and lore, enhancing immersion."

  • Strategy

    Game with the same Strategy vibe

    5

    "Core gameplay revolves around strategic planning, synergy optimization, and tactical decision-making."

    Capsule for Tavern of Gods Tavern of Gods

    "Core gameplay revolves around strategic planning, synergy optimization, and adapting to modifiers."

  • Thrill

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    2

    "Some tension from challenging levels and enemy attacks, but overall controlled experience."

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    "Some tension from challenging runs and relic modifiers, but overall experience is controlled and deliberate."

  • Value

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    "Players report excellent value for price with many hours of engaging content and replayability."

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    "Players report good value for price with many hours of engaging content and replayability."

  • Violence

    Game with the same Violence vibe

    3

    "Combat involves defeating enemies with attacks and abilities, though in a stylized and non-gratuitous manner."

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    "Combat involves attacking and defeating enemies, though presented in a stylized, non-gratuitous manner."

  • Survival

    Game with the same Survival vibe

    3

    "Players must manage resources and avoid defeat through strategic play, reflecting survival elements."

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    "Players manage resources and avoid defeat through strategic choices; survival is a key challenge."

Last update: 13/07/2026