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Lost in Random™ similar games & best alternatives

Lost in Random™

PC (Microsoft Windows), Xbox One, PlayStation 4, Xbox Series X|S, Nintendo Switch, PlayStation 5 • 2021

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Quick resume

Play the odds in Lost in Random™, a gothic-fairy-tale-inspired action-adventure where every citizen’s fate is determined by a roll of the dice.

Global score

89/100

Genres

Action, Adventure, Indie, Role-playing (RPG)

Similar games

    Pros

    • Unique tim burton-inspired art style and world design
    • Engaging and well-written story with memorable characters
    • Innovative deck-building and dice-roll combat system
    • Strong voice acting and atmospheric music
    • Interesting exploration and side quests

    Cons

    • Combat can become repetitive and stale towards the end
    • Limited enemy variety
    • Linear gameplay with no backtracking
    • Some technical issues and clunky controls reported
    • Requires ea launcher for play

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have some freedom to explore the town and choose how to approach puzzles and encounters, but the game also guides players through a linear narrative with set paths and objectives."

      Capsule for Yomawari: Midnight Shadows Yomawari: Midnight Shadows

      "Players have freedom to explore different towns, choose cards for deck building, and customize combat style, though the game is mostly linear with some fixed story progression."

    • Competence

      Game with the same Competence vibe

      3

      "Combat requires timing, skillful use of combos, parrying and dodging; boss fights are challenging and require learning patterns, though some are frustrating."

      Capsule for Age of Barbarian Extended Cut Age of Barbarian Extended Cut

      "Combat requires skillful use of deck building and dice rolling mechanics; some boss fights are challenging and require strategic thinking, though combat can become repetitive."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on single-player experience without competitive or ranked modes; players engage at their own pace without social comparison."

      Capsule for Tom Clancy's Splinter Cell® Tom Clancy's Splinter Cell®

      "Focus is on single-player experience with no mention of competitive or ranked modes; players engage at their own pace without social comparison."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players report addictive combat and customization, but some find repetition and lack of story reduce long-term engagement."

      Capsule for Phantom Brigade Phantom Brigade

      "Players report being drawn into the story and world, playing long sessions; however, combat repetition and linearity may reduce long-term habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "The game is single-player with no cooperative multiplayer or teamwork elements."

      Capsule for Super Chibi Knight Super Chibi Knight

      "The game is a single-player adventure with no cooperative multiplayer or teamwork elements."

    • Creativity

      Game with the same Creativity vibe

      4

      "Extensive character customization, skill trees, combat arts, and build experimentation encourage creative play."

      Capsule for Sacred 2 Gold Sacred 2 Gold

      "Strong creative elements in world design, art style, character design, and deck building combat system allowing player customization and experimentation."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over others; interactions are single-player and narrative-focused."

      Capsule for Spirits of Xanadu Spirits of Xanadu

      "No evidence of exerting control or superiority over others; interactions are narrative-driven and single-player focused."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players describe immersive dark fantasy world, atmospheric exploration, and engaging story that provide escape from reality."

      Capsule for Mandragora: Whispers of the Witch Tree Mandragora: Whispers of the Witch Tree

      "Players describe immersive, dark fairy tale world with unique atmosphere providing strong escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Sniper Ghost Warrior Contracts 2 Sniper Ghost Warrior Contracts 2

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

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players experiment with different card combinations and strategies; scenario-specific mechanics encourage trying new approaches."

      Capsule for Hard West Hard West

      "Players experiment with different card decks and combat strategies; some mention trying new combinations to keep gameplay fresh."

    • Exploration

      Game with the same Exploration vibe

      3

      "Game world includes multiple towns, secret areas, and side quests encouraging curiosity-driven exploration."

      Capsule for Sudeki Sudeki

      "Game features multiple towns and areas with secrets, collectibles, and side quests encouraging exploration within a mostly linear structure."

    • Expression

      Game with the same Expression vibe

      3

      "Players customize decks and modify cards, expressing personal playstyle, though character customization is limited."

      Capsule for Inscryption Inscryption

      "Players customize their combat decks and choose cards, expressing play style preferences; limited character customization beyond this."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strong fantasy theme with dark fairy tale aesthetics, imaginative characters, and a fictional world inspired by Tim Burton style."

      Capsule for Lost in Random: The Eternal Die Lost in Random: The Eternal Die

      "Strong fantasy theme with gothic, Tim Burton-inspired world, fairy tale narrative, and imaginative characters and settings."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Gameplay and story focus on individual party and single-player experience with minimal social interaction."

      Capsule for Fae Tactics Fae Tactics

      "Single-player experience with minimal social interaction; players focus on individual story and objectives."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop skills in deck-building, tactics, and character builds, with ongoing learning."

      Capsule for Waven Waven

      "Players develop skills in deck building and combat mechanics; story progression and character development provide learning and growth."

    • Health

      Game with the same Health vibe

      -5

      "No evidence of physical activity or health-related gameplay; typical sedentary gaming experience."

      Capsule for Enshrouded Enshrouded

      "No evidence of physical activity or health-related gameplay; typical sedentary gaming experience."

    • Idle

      Game with the same Idle vibe

      -3

      "Game requires focused attention and engagement during combat and story progression."

      Capsule for Like a Dragon: Infinite Wealth Like a Dragon: Infinite Wealth

      "Game requires active attention during combat and exploration; some downtime during dialogue but generally continuous engagement."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited to narrative relationships; no real social interaction or emotional sharing with other players."

      Capsule for Astrologaster Astrologaster

      "Limited to narrative relationships; no social or emotional sharing with other players."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; single-player focused."

      Capsule for Ghostrunner Ghostrunner

      "No leadership or group management elements; single-player focused."

    • Progression

      Game with the same Progression vibe

      4

      "Players accumulate cards, upgrades, and improve decks to progress through the game."

      Capsule for Space Food Truck Space Food Truck

      "Players collect cards, upgrade decks, and progress through story and areas; some criticism of limited late-game upgrades."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Gameplay balances challenge and flow, though some find combat repetitive or tedious."

      Capsule for Pixel Privateers Pixel Privateers

      "Game offers a balance of challenge and flow, though some find combat repetitive and occasionally frustrating."

    • Sensation

      Game with the same Sensation vibe

      4

      "Strong sensory appeal through art, music, and atmospheric design."

      Capsule for MIO: Memories in Orbit MIO: Memories in Orbit

      "Strong sensory appeal through unique art style, music, voice acting, and atmospheric world design."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition systems; focus is on individual experience."

      Capsule for Control Ultimate Edition Control Ultimate Edition

      "No social status or recognition systems; focus is on individual experience."

    • Story

      Game with the same Story vibe

      5

      "Narrative-driven game with strong story, character development, and emotional engagement praised by players."

      Capsule for STAR WARS Jedi: Fallen Order™ STAR WARS Jedi: Fallen Order™

      "Narrative-driven game with rich story, character development, and immersive world-building praised by players."

    • Strategy

      Game with the same Strategy vibe

      4

      "Combat and deck-building require planning, resource management, and tactical decision-making."

      Capsule for Moonstone Island Moonstone Island

      "Combat and deck building require strategic planning and decision making; players must manage resources and card usage."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense and challenge exist, but overall the experience is more thoughtful than adrenaline-driven."

      Capsule for Oddworld: Munch's Oddysee Oddworld: Munch's Oddysee

      "Some suspense and challenge in combat and story, but overall experience is more atmospheric than adrenaline-driven."

    • Value

      Game with the same Value vibe

      3

      "Players feel the game offers good value especially when on sale, with many hours of enjoyment and replayability."

      Capsule for Electronauts - VR Music Electronauts - VR Music

      "Players generally feel the game offers good value for time and money, especially on sale; some criticism of length and replayability."

    • Violence

      Game with the same Violence vibe

      2

      "Combat involves defeating enemies with various weapons, but violence is stylized and not graphic."

      Capsule for Lynked: Banner of the Spark Lynked: Banner of the Spark

      "Combat involves fighting robotic enemies with weapons and cards; violence is stylized and not graphic."

    • Survival

      Game with the same Survival vibe

      1

      "Combat requires managing health and resources, but no hardcore survival mechanics."

      Capsule for GreedFall GreedFall

      "Combat requires managing health and resources to avoid failure; not a hardcore survival experience but some strategic defense elements."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Fellowship, Cooperation, Leadership, Violence. Here, the score leans higher than usual among comparable games on Story, Expression. It leans lower than usual among comparable games on Continuation.

    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.

    Where to buy

    Last update: 30/04/2026