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It Takes a War similar games & best alternatives

It Takes a War

PC (Microsoft Windows) • 2025

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Quick resume

Graphics! Guns! Glory! Get ready to drop into a devastatingly real depiction of the battlefield as you and your team take on a relentless foe. It Takes a War presents a new vision for the team-based tactical shooter genre.

Global score

94/100

Genres

Action, Adventure, Indie, Shooter, Tactical

Similar games

    Pros

    • Innovative meta-narrative storytelling
    • Emotional and relatable themes
    • Short and accessible experience
    • Creative use of steam features
    • Thought-provoking social commentary

    Cons

    • Clunky and weak gameplay mechanics
    • Very short with limited replay value
    • Some voice acting and writing criticized
    • Technical issues and bugs reported
    • Some players found story execution uneven

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players make meaningful choices affecting story and gameplay, but must follow a narrative sequence with some scripted events limiting improvisation."

      Capsule for The Alters The Alters

      "Players have some control over their actions in the shooter segments but much of the experience is narrative-driven and scripted, limiting full autonomy."

    • Competence

      Game with the same Competence vibe

      -2

      "Gameplay is simple and predictable with limited choices and outcomes, focusing more on narrative than skill challenges."

      Capsule for Hiveswap Friendsim Hiveswap Friendsim

      "Gameplay is intentionally clunky and low-skill, with weak shooting mechanics and predictable bot behavior, focusing more on story than skill."

    • Competition

      Game with the same Competition vibe

      1

      "There are leaderboards and some competitive elements mentioned, but the focus is more on cooperative and casual play rather than intense competition."

      Capsule for Dungeon Rampage Dungeon Rampage

      "There is a leaderboard and team-based shooter elements, but competition is minimal and secondary to the narrative experience."

    • Continuation

      Game with the same Continuation vibe

      -3

      "Game is short (2-4 hours), with limited replay value; players often complete in one or two sittings."

      Capsule for Among the Sleep - Enhanced Edition Among the Sleep - Enhanced Edition

      "The game is short (~45 minutes), designed for a single sitting, with limited replay value and no habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      2

      "Players interact socially, chat, and play together in multiplayer; cooperation is present but mostly competitive or social rather than task-focused teamwork."

      Capsule for Sports Bar VR Sports Bar VR

      "Players experience team-based matches with teammates interacting, but cooperation is scripted and part of the story rather than player-driven."

    • Creativity

      Game with the same Creativity vibe

      4

      "The game features genre-switching, meta-narrative, and creative storytelling, showing high originality and experimentation."

      Capsule for Duck Simulator 2 Duck Simulator 2

      "Highly creative storytelling using meta-narrative, fourth-wall breaks, and innovative use of Steam features and player data."

    • Domination

      Game with the same Domination vibe

      -3

      "Interactions emphasize shared experiences and mutual respect rather than exerting control or superiority over others."

      Capsule for Descenders Descenders

      "Interactions emphasize shared experiences and emotional connection rather than exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game to immerse in a rich fantasy world, escape toxic online communities, and enjoy engaging lore and story."

      Capsule for Ruined King: A League of Legends Story™ Ruined King: A League of Legends Story™

      "The game offers a unique, immersive narrative experience that allows players to reflect and escape into a meta story about online friendships."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in art, story, and experience rather than obligation or pressure."

      Capsule for Genesis Noir Genesis Noir

      "Players engage voluntarily out of interest in the unique narrative and artistic experience, not out of obligation or pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Game encourages trying new solutions and exploring unexpected mechanics and narrative twists."

      Capsule for Fever Meme Fever Meme

      "The game encourages exploration of unconventional storytelling mechanics and meta elements, inviting players to experience new narrative forms."

    • Exploration

      Game with the same Exploration vibe

      1

      "Some discovery through new game modes and story elements, though environments are limited and familiar."

      Capsule for Lofi Ping Pong Lofi Ping Pong

      "Some exploration of the game environment and hidden elements occurs, but the setting is limited and mostly familiar."

    • Expression

      Game with the same Expression vibe

      -2

      "Limited customization; players mostly experience preset characters and environments."

      Capsule for FIVE NIGHTS AT FREDDY'S: HELP WANTED FIVE NIGHTS AT FREDDY'S: HELP WANTED

      "Limited customization or personalization; players mostly experience preset characters and environments."

    • Fantasy

      Game with the same Fantasy vibe

      1

      "While based on historical settings, the game includes fictional elements and imaginative storytelling."

      Capsule for Assassin's Creed® Syndicate Assassin's Creed® Syndicate

      "The game uses a fictionalized shooter setting with meta-fictional elements, blending imaginative and realistic aspects."

    • Fellowship

      Game with the same Fellowship vibe

      3

      "Strong sense of community through character relationships, party interactions, and shared story experiences."

      Capsule for The Legend of Heroes: Trails in the Sky SC The Legend of Heroes: Trails in the Sky SC

      "Strong sense of community and shared experience is evoked through the narrative about online friendships and social dynamics."

    • Growth

      Game with the same Growth vibe

      1

      "Some character development and emotional growth occur in the story, but gameplay learning is minimal."

      Capsule for A Kiss For The Petals - Remembering How We Met A Kiss For The Petals - Remembering How We Met

      "Some personal reflection and emotional growth are encouraged, but gameplay learning is minimal."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity or health-related features; gameplay is sedentary."

      Capsule for Beneath Oresa Beneath Oresa

      "No physical activity or health-related features; gameplay is sedentary."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during short playtime; not designed for background or idle play."

      Capsule for The Cubicle. The Cubicle.

      "Requires focused attention during its short duration; not designed for background or idle play."

    • Intimacy

      Game with the same Intimacy vibe

      4

      "Game emphasizes emotional intimacy and social connection through character relationships and story."

      Capsule for Hiveswap Friendsim Hiveswap Friendsim

      "The game fosters emotional intimacy and connection through its narrative about friendship, social anxiety, and personal relationships."

    • Leadership

      Game with the same Leadership vibe

      -4

      "Players do not lead others; interactions are cooperative or individual without authority roles."

      Capsule for Potion Permit Potion Permit

      "Players do not lead others; interactions are scripted and cooperative without leadership roles."

    • Progression

      Game with the same Progression vibe

      -4

      "No item collection or upgrades; the experience is static and narrative-focused."

      Capsule for The Leisure of Grisaia The Leisure of Grisaia

      "No item collection or upgrades; the experience is static and narrative-focused without traditional progression."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Game balances emotional tension with moments of humor and charm, providing catharsis."

      Capsule for In Stars And Time In Stars And Time

      "The game balances moments of tension with emotional catharsis, providing a thoughtful and reflective experience."

    • Sensation

      Game with the same Sensation vibe

      3

      "Immersive audio and visual design provide sensory stimulation and emotional engagement."

      Capsule for Skinwalker Hunt Skinwalker Hunt

      "Uses audio-visual surprises and immersive sound design to create emotional and sensory impact."

    • Status

      Game with the same Status vibe

      -3

      "Game focuses on personal experience rather than social recognition or status."

      Capsule for Dream Daddy: A Dad Dating Simulator Dream Daddy: A Dad Dating Simulator

      "Recognition is minimal and not a focus; the game emphasizes personal experience over social status."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with meta-storytelling, character development, and emotional depth."

      Capsule for REFLEXIA Prototype ver. REFLEXIA Prototype ver.

      "Strong narrative immersion with meta storytelling, character development, and emotional themes central to the experience."

    • Strategy

      Game with the same Strategy vibe

      -3

      "Minimal strategic or problem-solving gameplay; focus is on narrative experience."

      Capsule for What Remains of Edith Finch What Remains of Edith Finch

      "Gameplay involves minimal strategy; focus is on narrative rather than tactical decision-making."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense and mystery elements create moments of tension and relief."

      Capsule for Heart of the Woods Heart of the Woods

      "Contains moments of suspense and surprise, including fourth-wall breaks and unexpected events."

    • Value

      Game with the same Value vibe

      4

      "Players feel the game offers good value for time and money due to story, characters, and unique experience."

      Capsule for Haven Haven

      "Players generally feel the game offers good value for its price and duration due to its unique narrative experience."

    • Violence

      Game with the same Violence vibe

      -2

      "Violence is present in story context but gameplay focuses on narrative and choices rather than combat."

      Capsule for As Dusk Falls As Dusk Falls

      "While combat is present, it is intentionally weak and secondary to the story, emphasizing emotional content over violence."

    • Survival

      Game with the same Survival vibe

      -4

      "The game operates in stable, low-risk conditions without survival or resource management mechanics."

      Capsule for Knights And Bikes Knights And Bikes

      "The game operates in low-risk, stable conditions without survival or resource management challenges."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. Here, the score leans higher than usual among comparable games on Fellowship, Cooperation, Competition.

    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