Home Behind 2 similar games & best alternatives

Home Behind 2

Linux, PC (Microsoft Windows), Mac • 2022

Should you play it?

Home Behind 2 is a Roguelike RPG which set in Scaria, a country engulfed in a ten-year civil war. Lead a patchwork group of revolutionary fighters into the depths of the government's territory as you struggle to overthrow a brutal authoritarian regime!

What works
  • Deep strategic gameplay and resource management
  • Rich character and class variety
  • Engaging exploration and base upgrading
  • High replay value with roguelike meta-progression
  • Compelling political narrative and setting
Things to keep in mind
  • Repetitive grind and slow pacing
  • Combat is largely automated and can feel shallow
  • Excessive and poorly received dialogue
  • Some ui and technical issues reported
  • Randomness can frustrate progression

What to play next

Top picks

Games that feel the closest overall

  • Three Kingdoms Mushouden

  • Nantucket

  • Sheltered

  • Dust to the End

  • War on the Sea

  • City of Chains

  • Wartales

  • Armoured Commander II

  • The Long Dark

Hidden Gems

Less popular games with surprisingly high similarity

  • City of Chains

  • Armoured Commander II

  • Gods of Sand

If you liked…

Recommendations by what you enjoyed most

  • Continuation

    ShapeHero Factory

  • Escapism

    Rogue State Revolution

  • Exploration

    As Far As The Eye

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).

Home Behind 2: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Violence, Survival, Fellowship, Cooperation. Here, the score leans higher than usual among comparable games on Leadership, Cooperation. It leans lower than usual among comparable games on Fantasy.

Why this game works

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

  • Autonomy

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    3

    "Players have control over team composition, equipment, and strategic choices in exploration and battles, though some combat is automated."

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    "Players have significant control over team composition, base upgrades, and strategic decisions on map exploration, though combat is largely automated."

  • Competence

    Game with the same Competence vibe

    3

    "Game involves skillful team building, resource management, and tactical decisions, though combat can be automated and some tasks are repetitive."

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    "Game requires skill in resource management, team building, and strategic planning; combat is semi-automatic but involves tactical preparation."

  • Competition

    Game with the same Competition vibe

    -3

    "Focus is on personal progression and overcoming game challenges rather than competing against other players."

    Capsule for Lost Ruins Lost Ruins

    "Focus is on personal progression and overcoming game challenges rather than competing against other players."

  • Continuation

    Game with the same Continuation vibe

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    "High replay value with roguelike progression, multiple ascension levels, and desire to improve builds encourages repeated play."

    Capsule for ShapeHero Factory ShapeHero Factory

    "High replay value with roguelike elements and meta-progression encourages repeated playthroughs despite some grind and repetitiveness."

  • Cooperation

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    -2

    "Gameplay centers on managing own squad; no multiplayer or cooperative play mentioned."

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    "Gameplay centers on managing a personal squad and base; no multiplayer or cooperative social play reported."

  • Creativity

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    "Players customize squads, train upgrades, and tactical approaches, mixing soldier classes and abilities."

    Capsule for Last Train Home Last Train Home

    "Players customize squads, equip gear, upgrade base and vehicle, and experiment with different class combinations."

  • Domination

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    "Interactions are with AI enemies; no evidence of player dominance or social power dynamics."

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    "Interactions are with AI-controlled enemies; no evidence of player dominance or social power dynamics."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players immerse themselves in a fictional political world with humor and fantasy elements for distraction."

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    "Players engage in a fictional war setting with political themes, using the game as a form of immersive distraction."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for intrinsic interest in story and gameplay; no indication of obligation or pressure."

    Capsule for GYLT GYLT

    "Players engage voluntarily for intrinsic interest in strategy, story, and gameplay; no indication of obligation or pressure."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Encourages trying different unit builds, skill combinations, and strategies to overcome challenges."

    Capsule for Resist the succubus—The end of the female Knight Resist the succubus—The end of the female Knight

    "Encouraged to try different team builds, gear setups, and tactical approaches to overcome challenges."

  • Exploration

    Game with the same Exploration vibe

    4

    "Exploration of procedurally generated maps and discovery of resources and secrets is a core gameplay element."

    Capsule for As Far As The Eye As Far As The Eye

    "Exploration of procedurally generated maps with random events and resource gathering is a core gameplay element."

  • Expression

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    2

    "Some character customization and equipment choices allow personal expression."

    Capsule for Fantasy Versus Fantasy Versus

    "Some character customization and equipment choices allow personal expression, though limited by preset classes."

  • Fantasy

    Game with the same Fantasy vibe

    -2

    "Game is grounded in realistic military and political scenarios, with plausible settings."

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    "Game is grounded in a realistic, politically charged war setting with plausible scenarios, despite some stylization."

  • Fellowship

    Game with the same Fellowship vibe

    -3

    "Single-player experience with minimal social interaction or community involvement."

    Capsule for Martial Law Martial Law

    "Single-player experience with minimal social interaction or community involvement."

  • Growth

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    4

    "Players develop skills in resource management, optimization, and strategic planning over time."

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    "Players develop skills in resource management, strategic planning, and team optimization over multiple runs."

  • Health

    Game with the same Health vibe

    -4

    "Typical sedentary gameplay with no physical activity; long sessions and grind may encourage unhealthy habits."

    Capsule for Star Conflict Star Conflict

    "Sedentary gameplay with no physical activity; long sessions and grind may promote unhealthy habits."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention on tactical combat and base management; not a casual idle game."

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    "Requires focused attention for resource management, tactical decisions, and combat control; not a casual idle game."

  • Intimacy

    Game with the same Intimacy vibe

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    "No evidence of close social relationships or emotional sharing; interactions are limited to gameplay."

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  • Leadership

    Game with the same Leadership vibe

    3

    "Player leads and manages a squad, making strategic decisions and directing actions."

    Capsule for Halfway Halfway

    "Player leads and manages a squad and base, making strategic decisions and directing team composition."

  • Progression

    Game with the same Progression vibe

    4

    "Strong emphasis on accumulating resources, upgrading bases, unlocking gear, and improving player capabilities."

    Capsule for DUCKSIDE DUCKSIDE

    "Strong emphasis on accumulating resources, upgrading base, unlocking classes, and improving gear."

  • Relaxation

    Game with the same Relaxation vibe

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    "Some players find the game engaging and fun, but others report grind and repetitive tasks causing fatigue."

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    "Some players find the gameplay engaging and rewarding, but grind and repetitiveness can cause fatigue."

  • Sensation

    Game with the same Sensation vibe

    2

    "Visual style and sound design provide moderate sensory stimulation and immersion."

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    "Visual style and sound design provide moderate sensory stimulation; combat effects and music vary in quality."

  • Status

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

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

  • Story

    Game with the same Story vibe

    3

    "Narrative is subtle and symbolic, conveyed through environment, quotes, and atmosphere rather than dialogue."

    Capsule for Typoman Typoman

    "Narrative is politically themed and integral to the experience, though writing quality and dialogue reception vary."

  • Strategy

    Game with the same Strategy vibe

    4

    "Game demands strategic planning in resource management, squad composition, and tactical combat."

    Capsule for Last Train Home Last Train Home

    "Game demands strategic planning in resource allocation, team building, and tactical combat preparation."

  • Thrill

    Game with the same Thrill vibe

    2

    "Some suspense from resource scarcity and combat outcomes, but overall controlled and predictable gameplay."

    Capsule for Pathway Pathway

    "Some tension from resource scarcity and combat challenge, but overall gameplay is predictable and methodical."

  • Value

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    4

    "Players report high value for time and money due to extensive content and replayability."

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    "Players report high value for time and money due to extensive content and replayability."

  • Violence

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    "Combat and battles are central, involving fighting and defeating enemies."

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    "Combat and conflict are central, involving shooting and tactical engagements with enemies."

  • Survival

    Game with the same Survival vibe

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    "Strong survival elements with resource management and threat avoidance."

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    "Strong survival elements with resource management, injury mechanics, and threat escalation over time."

Last update: 10/07/2026