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King of Dragon Pass similar games & best alternatives

King of Dragon Pass

PC (Microsoft Windows), iOS, Mac, Android • 2015

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Quick resume

Create your own epic saga of survival, mythology and diplomacy! Rule your clan, make strategic decisions that affect the game world, win battles and expand your influence in this unique mix of RPG, strategy and story-telling.

Global score

80/100

Genres

Adventure, Role-playing (RPG), Strategy, Turn-based strategy (TBS), Simulator

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    Pros

    • Deep and immersive lore
    • High replayability with varied events
    • Unique blend of strategy and narrative
    • Meaningful player choices
    • Rich fantasy setting

    Cons

    • Mobile-centric ui awkward on pc
    • Steep learning curve with heavy reading
    • Randomness can frustrate strategic planning
    • Lack of manual save and limited interface options
    • Dated graphics and presentation

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players manage their clan and make strategic decisions about marriages, education, business, and politics, with freedom to choose different play styles and approaches."

      Capsule for House of Legacy House of Legacy

      "Players have freedom to make diverse strategic and narrative decisions shaping their clan's fate."

    • Competence

      Game with the same Competence vibe

      3

      "The game requires strategic thinking, adapting to RNG, and mastering mechanics; skill improves with experience but randomness affects outcomes."

      Capsule for Armello Armello

      "Requires learning complex mechanics and strategic thinking, though some randomness limits full mastery."

    • Competition

      Game with the same Competition vibe

      -3

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

      Capsule for Six Ages: Ride Like the Wind Six Ages: Ride Like the Wind

      "Focuses on personal clan management and story progression rather than direct player-vs-player competition."

    • Continuation

      Game with the same Continuation vibe

      4

      "Long sessions with deep engagement and high replayability encourage habitual play and investment."

      Capsule for AI War 2 AI War 2

      "High replayability with long sessions and deep engagement encourages habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      2

      "Game supports alliances and cooperative play, but main gameplay is individual base building and attacking."

      Capsule for Battle Islands Battle Islands

      "Game involves managing relationships and alliances with other clans, implying cooperative dynamics."

    • Creativity

      Game with the same Creativity vibe

      3

      "Customization of characters and playstyles, including clan powers and cosmetics, allows creative expression within gameplay."

      Capsule for Vampire: The Masquerade - Bloodhunt Vampire: The Masquerade - Bloodhunt

      "Players customize clan traits, choose gods, and shape narrative outcomes, enabling creative expression."

    • Domination

      Game with the same Domination vibe

      -2

      "Interactions emphasize balanced diplomacy and mutual respect rather than dominance or trash talk."

      Capsule for Knights of Honor II: Sovereign Knights of Honor II: Sovereign

      "Interactions emphasize diplomacy and balanced relations rather than exerting superiority or control over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive fantasy world and story provide strong escape from real life."

      Capsule for Darksiders II Deathinitive Edition Darksiders II Deathinitive Edition

      "Immersive fantasy world and storytelling provide strong escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily driven by intrinsic interest and curiosity about the story and mechanics."

      Capsule for Sultan's Game Sultan's Game

      "Players engage voluntarily driven by intrinsic interest and curiosity about the lore and strategy."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Randomized events and multiple choices encourage trying new strategies and exploring different outcomes."

      Capsule for March of the Living March of the Living

      "Random events and multiple strategic paths encourage trying new approaches and learning."

    • Exploration

      Game with the same Exploration vibe

      3

      "Exploration of new lands, discovering native villages, treasures, and map areas is a key gameplay element."

      Capsule for Sid Meier's Civilization IV: Colonization Sid Meier's Civilization IV: Colonization

      "Exploring new lands and discovering events is a core gameplay element."

    • Expression

      Game with the same Expression vibe

      3

      "Players customize their clan's settlement and manage individual clanfolk, expressing personal style."

      Capsule for Clanfolk Clanfolk

      "Players express themselves through clan customization and narrative choices."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strongly rooted in high fantasy with magic, mythical creatures, and a rich lore."

      Capsule for Lords of Magic: Special Edition Lords of Magic: Special Edition

      "Strongly rooted in a rich fantasy world with gods, magic, mythical creatures, and folklore."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Some sense of community through NPC interactions, but primarily a solo experience."

      Capsule for Webbed Webbed

      "Some sense of community through clan and tribe interactions, but largely a solo experience."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop skills, knowledge of lore, and character builds over long play sessions and multiple playthroughs."

      Capsule for Dragon Age™ Inquisition Dragon Age™ Inquisition

      "Players develop skills in strategy and understanding lore, improving over multiple playthroughs."

    • Health

      Game with the same Health vibe

      -4

      "Primarily sedentary gameplay with no physical activity elements."

      Capsule for 9th Dawn III 9th Dawn III

      "Primarily sedentary gameplay with no physical activity elements."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and decision-making rather than casual or background play."

      Capsule for Six Ages: Ride Like the Wind Six Ages: Ride Like the Wind

      "Requires focused attention and decision making rather than casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -3

      "Limited social interaction depth; mostly surface-level multiplayer engagement."

      Capsule for Cricket 26 - The Official Game of the Ashes Cricket 26 - The Official Game of the Ashes

      "Limited social interaction; mostly individual engagement with game content."

    • Leadership

      Game with the same Leadership vibe

      4

      "Players lead clans, manage members, and make strategic decisions."

      Capsule for A.I.M.2 Clan Wars A.I.M.2 Clan Wars

      "Players lead their clan and make strategic decisions guiding their community."

    • Progression

      Game with the same Progression vibe

      4

      "Strong focus on accumulating resources, unlocking technologies, and growing the clan."

      Capsule for Clanfolk Clanfolk

      "Progression through resource management, clan growth, and narrative advancement."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "While engaging and immersive, the game can be intense and challenging, creating some tension."

      Capsule for Sid Meier's Alpha Centauri™ Planetary Pack Sid Meier's Alpha Centauri™ Planetary Pack

      "While challenging, the game offers a contemplative and immersive experience rather than high tension."

    • Sensation

      Game with the same Sensation vibe

      1

      "Visual and auditory elements are modest but effective; focus is more on narrative and strategy."

      Capsule for Heads Will Roll: Reforged Heads Will Roll: Reforged

      "Visual and auditory elements are pleasant but understated; focus is on narrative and strategy."

    • Status

      Game with the same Status vibe

      -3

      "Achievements and progress are personal; little social recognition or visibility"

      Capsule for Vagrus - The Riven Realms Vagrus - The Riven Realms

      "Achievements and progress are personal; social recognition is minimal or absent."

    • Story

      Game with the same Story vibe

      5

      "Narrative immersion is central; rich lore, character interactions, and branching storylines drive the experience."

      Capsule for Sunless Skies: Sovereign Edition Sunless Skies: Sovereign Edition

      "Narrative immersion and branching storylines are central to the experience."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires complex problem solving, planning, and resource allocation strategies."

      Capsule for IXION IXION

      "Requires complex decision-making, resource management, and long-term planning."

    • Thrill

      Game with the same Thrill vibe

      2

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

      Capsule for Griftlands Griftlands

      "Some suspense from random events and consequences, but overall controlled and thoughtful gameplay."

    • Value

      Game with the same Value vibe

      4

      "High replayability and content volume provide strong value for time and money."

      Capsule for Monster Prom 2: Monster Camp Monster Prom 2: Monster Camp

      "High content volume and replayability provide strong value for time and money."

    • Violence

      Game with the same Violence vibe

      1

      "Combat exists but is simplistic and not a major focus"

      Capsule for Total Miner Total Miner

      "Combat exists but is abstracted and not the main focus; more emphasis on management and diplomacy."

    • Survival

      Game with the same Survival vibe

      3

      "Managing resources and clan survival against threats is a core gameplay element."

      Capsule for Six Ages: Ride Like the Wind Six Ages: Ride Like the Wind

      "Managing resources and avoiding clan failure is a key gameplay element."

    Analysis

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