Kin and Quarry similar games & best alternatives

Kin and Quarry

PC (Microsoft Windows) • 2026

Should you play it?

An incremental mining adventure where you must dig into the earth to recover essence for your sacred Evertree. Mine, drill, and blast your way to the deepest depths, discovering rare artifacts and recruiting more kin to your cause along the way. Dig. Upgrade. Repeat.

What works
  • Engaging and satisfying progression loop
  • Cute and charming art style
  • Large and flexible skill trees
  • Active gameplay with unit control
  • Short and accessible playtime
Things to keep in mind
  • Performance issues and lag in late game
  • Some builds unbalanced or overpowered
  • Limited replayability and short length
  • Ui can be cluttered and confusing
  • Price considered high for content amount

What to play next

Top picks

Games that feel the closest overall

  • Iris.Fall

  • Northmark: Hour of the Wolf

  • Marisa!ReturnTheBook!

  • Down in Bermuda

  • Braveland Wizard

  • Lost2

  • The Many Pieces of Mr. Coo

  • Fire: Ungh’s Quest

  • PERFECT ANGLE: The puzzle game based on optical illusions

Hidden Gems

Less popular games with surprisingly high similarity

  • Northmark: Hour of the Wolf

  • PERFECT ANGLE: The puzzle game based on optical illusions

  • Discolored

If you liked…

Recommendations by what you enjoyed most

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).

Kin and Quarry: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Status. Here, the score leans higher than usual among comparable games on Leadership. It leans lower than usual among comparable games on Value, Survival.

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

    3

    "Players choose which units to spawn and upgrade, and select unit types before battles, allowing strategic decisions."

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    "Players can allocate population among different unit types and choose upgrade paths freely, with some control over units during runs."

  • Competence

    Game with the same Competence vibe

    2

    "Progression involves skill trees and optimization, but gameplay is repetitive and grindy with limited skill variation."

    Capsule for Keep on Mining! - Worlds Keep on Mining! - Worlds

    "The game involves skill trees and some strategic choices, but progression can become repetitive and grindy, with some upgrades feeling ineffective."

  • Competition

    Game with the same Competition vibe

    -4

    "No evidence of competitive modes or player comparison; focus is on individual progression and self-set goals."

    Capsule for No-brainer Heroes 挂机吧!勇者 No-brainer Heroes 挂机吧!勇者

    "No evidence of competitive modes or player comparison; focus is on personal progression and self-set goals."

  • Continuation

    Game with the same Continuation vibe

    -2

    "Game is relatively short with limited replay value; some players finish in a few hours and do not return often."

    Capsule for Mainlining Mainlining

    "Game is relatively short (4-7 hours), with limited replayability and no infinite mode; some players finish quickly and do not return often."

  • Cooperation

    Game with the same Cooperation vibe

    -5

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

    Capsule for Blasphemous Blasphemous

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

  • Creativity

    Game with the same Creativity vibe

    2

    "Players experiment with different builds and upgrade combinations, though the upgrade system is somewhat rigid and meta develops."

    Capsule for Idle Colony Idle Colony

    "Players can experiment with different builds and unit compositions, but upgrade trees are somewhat directed and some builds dominate."

  • Domination

    Game with the same Domination vibe

    -5

    "No social dominance or power over others; interactions are individual and balanced."

    Capsule for Dungeon Journey Dungeon Journey

    "No social dominance or power over others; interactions are individual and balanced."

  • Escapism

    Game with the same Escapism vibe

    3

    "Players use the game as a relaxing distraction and stress relief, enjoying its cute style and casual gameplay."

    Capsule for Millie Millie

    "Players use the game as a relaxing distraction and stress relief, enjoying the cute aesthetic and progression."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for fun and personal interest, not due to obligation or external pressure."

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    "Players engage voluntarily for fun and personal interest, not due to obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Skill trees and different builds encourage trying new strategies and approaches."

    Capsule for How a Retired Strategist Saved the Country How a Retired Strategist Saved the Country

    "The large skill trees and multiple unit types encourage trying different builds and strategies."

  • Exploration

    Game with the same Exploration vibe

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    "Players discover new areas and monsters, but environments and quests are mostly familiar and repetitive."

    Capsule for Rocky Idle Rocky Idle

    "Players discover new layers and unlock artifacts, but environments are repetitive and mostly known."

  • Expression

    Game with the same Expression vibe

    -3

    "Limited customization mostly restricted to unit upgrades and selection; no avatar or cosmetic personalization."

    Capsule for Battle for Blood - Epic battles within 30 seconds! Battle for Blood - Epic battles within 30 seconds!

    "Limited customization; no cosmetic personalization beyond unit selection and upgrade choices."

  • Fantasy

    Game with the same Fantasy vibe

    2

    "Game features cute animals and a magical oak tree, providing a light fantasy setting."

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    "The game features a fantasy setting with magical trees, wizards, and anthropomorphic animals."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No community or social features; purely solo play."

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    "No community or social features; purely solo play."

  • Growth

    Game with the same Growth vibe

    3

    "Players develop skills in strategy and improve units through upgrades, though some find progression grindy."

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    "Players learn and improve through managing upgrades, builds, and strategies, though some find progression grindy."

  • Health

    Game with the same Health vibe

    -5

    "Typical sedentary gameplay with no physical activity or health-related features."

    Capsule for Capes Capes

    "Typical sedentary gameplay with no physical activity or health-related features."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention and active engagement; some automation but not idle gameplay."

    Capsule for AETHUS AETHUS

    "Requires active input and attention; not a pure idle game despite some automation."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social or emotional relationship building."

    Capsule for Five Nights at Freddy's 2 Five Nights at Freddy's 2

    "No social or emotional relationship building."

  • Leadership

    Game with the same Leadership vibe

    1

    "Players manage their own base and direct units, but no leadership over other players."

    Capsule for ROD: Revolt Of Defense ROD: Revolt Of Defense

    "Players manage and direct units, but no leadership over other players."

  • Progression

    Game with the same Progression vibe

    4

    "Strong focus on accumulating upgrades, resources, and unlocking new areas and abilities."

    Capsule for  All Hail the Orb All Hail the Orb

    "Strong focus on accumulating upgrades, unlocking units, and advancing through layers."

  • Relaxation

    Game with the same Relaxation vibe

    3

    "Generally relaxing and satisfying gameplay loop with pleasing sounds and visuals, though some find it repetitive."

    Capsule for Dice People Dice People

    "Generally relaxing and satisfying gameplay loop, though some frustration due to lag and grind."

  • Sensation

    Game with the same Sensation vibe

    2

    "Visual and auditory feedback is pleasant and satisfying, with appealing animations and music."

    Capsule for Coloring Voxels Coloring Voxels

    "Enjoyable visual and auditory feedback with cute animations and sound design."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems."

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    "No social recognition or status systems."

  • Story

    Game with the same Story vibe

    1

    "Minimal story with light narrative elements mainly serving as context; not deeply immersive."

    Capsule for Ubinota Ubinota

    "Light narrative about saving a magical tree, but story is minimal and not deeply immersive."

  • Strategy

    Game with the same Strategy vibe

    3

    "Players engage in resource management, planning, and defense strategies, though complexity is moderate."

    Capsule for Townsmen VR Townsmen VR

    "Players engage in light strategic planning with skill trees and unit allocation, though complexity is moderate."

  • Thrill

    Game with the same Thrill vibe

    -2

    "Gameplay is steady and predictable with low suspense or risk."

    Capsule for Farmer Against Potatoes Idle Farmer Against Potatoes Idle

    "Low suspense or risk; gameplay is steady and predictable."

  • Value

    Game with the same Value vibe

    -3

    "Many players feel the price is too high for the short content; recommended mostly on sale."

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    "Mixed opinions on price; some find it expensive for short playtime and limited content."

  • Violence

    Game with the same Violence vibe

    1

    "Minor combat elements like attacking animals or cars, but mostly playful and comedic rather than violent."

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    "Includes combat-like elements such as explosive ferrets, but overall non-violent and cute."

  • Survival

    Game with the same Survival vibe

    -3

    "No survival mechanics or threats; gameplay is stable with steady progression and low risk."

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    "No survival mechanics or threats; gameplay is stable and focused on progression."

Last update: 10/07/2026