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Lost Eidolons: Veil of the Witch similar games & best alternatives

Lost Eidolons: Veil of the Witch

PC (Microsoft Windows), Nintendo Switch, Xbox Series X|S, PlayStation 5 • 2025

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Quick resume

From the world of "Lost Eidolons" comes an all-new roguelite tactical RPG! Stranded on a mysterious island with scattered memories, your only means of survival is to fight. Recruit allies, undertake a perilous journey, and battle to reclaim what you've lost... no matter how many deaths it takes.

Global score

82/100

Genres

Indie, Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical

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    Pros

    • Engaging tactical combat
    • Deep meta-progression system
    • Varied character builds and classes
    • Addictive roguelite gameplay
    • Responsive developers and updates

    Cons

    • Limited map and enemy variety
    • Repetitive runs and encounters
    • Clunky ui and controls
    • Story is minimal and repetitive
    • Long run times and grind

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can customize characters with multiple classes and equipment, and choose strategies in turn-based combat, indicating moderate control over actions."

      Capsule for Penny Arcade's On the Rain-Slick Precipice of Darkness 3 Penny Arcade's On the Rain-Slick Precipice of Darkness 3

      "Players choose their own party composition, class upgrades, and strategic actions in turn-based combat, allowing significant control over gameplay decisions."

    • Competence

      Game with the same Competence vibe

      4

      "The game offers challenging combat, boss fights requiring skill and strategy, and progression through gear upgrades and traits."

      Capsule for Remnant: From the Ashes Remnant: From the Ashes

      "The game features challenging tactical combat, boss fights requiring strategy, and skill upgrades that reward mastery and planning."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal progression through roguelike runs rather than direct player-vs-player competition or leaderboards."

      Capsule for Mortal Glory Mortal Glory

      "Focus is on personal progression through roguelite runs and meta-upgrades rather than direct competition or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      4

      "Many reviews mention addictive gameplay, long play sessions, and desire to keep playing to unlock upgrades and beat bosses."

      Capsule for Fury Unleashed Fury Unleashed

      "Many reviews mention addictive gameplay and long play sessions with repeated runs and grinding for upgrades."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Gameplay centers on individual party management and solo play; no multiplayer or cooperative modes."

      Capsule for BRAVELY DEFAULT II BRAVELY DEFAULT II

      "Gameplay centers on individual party management and solo tactical decisions; no multiplayer or cooperative play is mentioned."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players experiment with different party compositions, gear, and strategies, though within predefined character classes and abilities."

      Capsule for Star Renegades Star Renegades

      "Players experiment with different party compositions, class promotions, and skill builds, though map and enemy variety is limited."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions are mostly with environment; no evidence of exerting control or superiority over other players."

      Capsule for I Am Bread I Am Bread

      "Interactions are focused on player vs environment; no evidence of exerting control or superiority over other players."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a deep immersive tactical experience and distraction from real life."

      Capsule for Symphony of War: The Nephilim Saga Symphony of War: The Nephilim Saga

      "Players use the game as a deep tactical experience and distraction, with some describing it as addictive and immersive."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment; no indication of obligation or external pressure."

      Capsule for Atomic Heart Atomic Heart

      "Players engage voluntarily out of interest and enjoyment; no indication of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players try different characters, builds, and upgrade combinations to find effective strategies and synergies."

      Capsule for Power Fantasy Power Fantasy

      "Players try different builds, party synergies, and skill upgrades to find effective strategies."

    • Exploration

      Game with the same Exploration vibe

      -2

      "Limited maps and enemy variety reduce exploration; some desire for more diverse environments and secrets."

      Capsule for The Spell Brigade The Spell Brigade

      "Map and enemy variety is limited and repetitive, reducing novelty in exploration."

    • Expression

      Game with the same Expression vibe

      -2

      "Limited character customization beyond class choice; no cosmetic or avatar personalization mentioned."

      Capsule for Golden Krone Hotel Golden Krone Hotel

      "Character customization is limited to class and skill upgrades; no cosmetic or avatar personalization noted."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "The game features a fantasy world with monsters, magic, and mythical elements typical of RPGs."

      Capsule for Summoners War Summoners War

      "The game features fantasy settings, magic, mythical creatures, and narrative elements typical of fantasy RPGs."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "No social or community features; gameplay is solo focused."

      Capsule for Kill It With Fire: Ignition Kill It With Fire: Ignition

      "No social or community features; gameplay is single-player focused."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills, unlock abilities, and improve through meta progression and learning game mechanics."

      Capsule for Jotunnslayer: Hordes of Hel Jotunnslayer: Hordes of Hel

      "Players develop skills, unlock characters, and improve through meta-progression and tactical learning."

    • Health

      Game with the same Health vibe

      -4

      "The game is a sedentary, screen-based experience with no physical activity elements."

      Capsule for Cyber Knights: Flashpoint Cyber Knights: Flashpoint

      "The game is a sedentary, screen-based experience with no physical activity elements."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during tactical combat; not designed for idle or background play."

      Capsule for The Dungeon Of Naheulbeuk: The Amulet Of Chaos The Dungeon Of Naheulbeuk: The Amulet Of Chaos

      "Requires focused attention during tactical combat; not designed for idle or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

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

      Capsule for Onee Chanbara ORIGIN Onee Chanbara ORIGIN

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

    • Leadership

      Game with the same Leadership vibe

      2

      "Players manage a party of characters, making strategic decisions and guiding their actions."

      Capsule for Labyronia RPG 2 Labyronia RPG 2

      "Players manage and direct a party of characters, making strategic decisions and guiding their actions."

    • Progression

      Game with the same Progression vibe

      4

      "Strong meta-progression system with unlocks, upgrades, and character development over multiple runs."

      Capsule for UnderMine 2 UnderMine 2

      "Strong meta-progression system with character unlocks, upgrades, and permanent improvements between runs."

    • Relaxation

      Game with the same Relaxation vibe

      -1

      "Gameplay can be tense and challenging, with some players finding it frustrating rather than relaxing."

      Capsule for Chicken Invaders 3 Chicken Invaders 3

      "Gameplay is engaging and challenging rather than purely relaxing; some players find it tense but satisfying."

    • Sensation

      Game with the same Sensation vibe

      2

      "Pleasant pixel art, animations, and music provide sensory enjoyment, though some find music repetitive."

      Capsule for PictoQuest PictoQuest

      "Visuals and music are appreciated, though some find music repetitive; animations and effects add sensory engagement."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or leaderboard systems; focus is on individual achievement."

      Capsule for Samurai Bringer Samurai Bringer

      "No social recognition or leaderboard systems; focus is on individual achievement."

    • Story

      Game with the same Story vibe

      1

      "Narrative is present but minimal and often repetitive; story is secondary to gameplay"

      Capsule for Fictorum Fictorum

      "Story is present but minimal and sometimes repetitive; narrative is secondary to gameplay."

    • Strategy

      Game with the same Strategy vibe

      5

      "Core gameplay is turn-based tactical combat requiring planning, unit synergy, and resource management."

      Capsule for King's Bounty: Crossworlds King's Bounty: Crossworlds

      "Core gameplay is tactical turn-based combat requiring planning, positioning, and skill synergy."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some tension from challenging battles and boss fights, but overall controlled gameplay."

      Capsule for Agarest: Generations of War Zero Agarest: Generations of War Zero

      "Some tension and challenge in boss fights and strategic encounters, but overall controlled gameplay experience."

    • Value

      Game with the same Value vibe

      3

      "Players feel the game offers good value for time invested, especially given its depth and replayability."

      Capsule for Heroes of Annihilated Empires Heroes of Annihilated Empires

      "Players feel the game offers good value for time and money, especially given its depth and replayability."

    • Violence

      Game with the same Violence vibe

      3

      "Combat involves fighting and defeating enemies with weapons and magic; violence is a core gameplay element."

      Capsule for Frontier Hunter: Erza’s Wheel of Fortune Frontier Hunter: Erza’s Wheel of Fortune

      "Combat involves attacking and defeating enemies with weapons and magic; violence is a core gameplay element."

    • Survival

      Game with the same Survival vibe

      3

      "Players must manage resources and avoid defeat in challenging battles to progress."

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      "Players must manage resources and avoid defeat in tactical combat to progress through runs."

    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. It leans lower than usual among comparable games on Exploration, Expression, Relaxation.

    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