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March of the Living similar games & best alternatives

March of the Living

PC (Microsoft Windows), Mac • 2016

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Quick resume

Roguelike-like inspired by FTL and popular zombie fiction. Guide a group of survivors to a rumoured safe haven.

Global score

71/100

Genres

Adventure, Indie, Strategy

Similar games

    Pros

    • Engaging narrative with meaningful choices
    • High replayability with randomized maps and events
    • Challenging tactical combat and resource management
    • Atmospheric audio and pixel art style
    • Strong survival theme and tension

    Cons

    • Combat can be clunky and micromanagement-heavy
    • Limited character customization and expression
    • Some repetitive events after multiple playthroughs
    • Lack of multiplayer or social features
    • Steep learning curve and punishing difficulty

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players make meaningful choices affecting story and character fates, with freedom to direct actions and decisions."

      Capsule for The Banner Saga 3 The Banner Saga 3

      "Players make meaningful choices affecting story and gameplay outcomes, with freedom to decide actions and strategies."

    • Competence

      Game with the same Competence vibe

      3

      "The game requires skillful combat, resource management, and learning from failure to progress, though combat mechanics are relatively simple."

      Capsule for BELOW BELOW

      "Game requires skillful resource management, tactical combat, and strategic decision-making, though combat can feel clunky."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal survival and story progression without competitive or ranked elements."

      Capsule for The Final Station The Final Station

      "Focus is on individual survival and story progression without competitive or ranked elements."

    • Continuation

      Game with the same Continuation vibe

      4

      "High replayability encouraged by multiple endings, achievements, and branching paths, motivating repeated playthroughs."

      Capsule for Open Sorcery Open Sorcery

      "High replayability with randomized maps and events encourages repeated playthroughs despite difficulty and permadeath."

    • Cooperation

      Game with the same Cooperation vibe

      2

      "Players manage groups of survivors cooperating internally, but multiplayer or external cooperation is absent."

      Capsule for Judgment: Apocalypse Survival Simulation Judgment: Apocalypse Survival Simulation

      "Players manage a group of survivors cooperating to survive, but no multiplayer or external cooperation."

    • Creativity

      Game with the same Creativity vibe

      1

      "Some customization in party composition and character interaction, but mostly structured gameplay."

      Capsule for Learn Japanese To Survive! Katakana War Learn Japanese To Survive! Katakana War

      "Limited character customization but player choices and party composition allow some creative approaches."

    • Domination

      Game with the same Domination vibe

      -5

      "Interactions are based on mutual understanding and survival rather than exerting control or superiority over others."

      Capsule for Homicipher Homicipher

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

    • Escapism

      Game with the same Escapism vibe

      5

      "Strong immersion in zombie apocalypse fantasy; intense action and bullet time provide escape from real life."

      Capsule for ZomDay ZomDay

      "Strong immersion in a fictional zombie apocalypse world provides escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily driven by interest in survival strategy and story, not obligation."

      Capsule for Dead In Vinland Dead In Vinland

      "Players engage voluntarily driven by interest in story and survival challenge, not obligation."

    • Experimenting

      Game with the same Experimenting vibe

      4

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

      Capsule for King of Dragon Pass King of Dragon Pass

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

    • Exploration

      Game with the same Exploration vibe

      4

      "Procedurally generated maps and daily worlds encourage discovery and curiosity-driven play."

      Capsule for One Way Heroics One Way Heroics

      "Procedurally generated maps and diverse locations promote discovery and curiosity-driven play."

    • Expression

      Game with the same Expression vibe

      -3

      "Minimal customization or personalization; expression mainly through decision-making rather than visual or avatar changes."

      Capsule for Papers, Please Papers, Please

      "Minimal avatar customization; expression mainly through choices and party management rather than visual personalization."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Set in a fictional zombie apocalypse with imaginative scenarios and narrative elements."

      Capsule for Organ Trail: Director's Cut Organ Trail: Director's Cut

      "Set in a fictional zombie apocalypse with narrative elements and improbable events."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Some sense of community through NPC relationships, but no multiplayer or strong social features."

      Capsule for DORAEMON  STORY OF SEASONS DORAEMON STORY OF SEASONS

      "Some social interaction with NPC survivors and party members, but no strong community or multiplayer aspects."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn survival strategies, character strengths, and game mechanics through repeated play."

      Capsule for Distrust: Polar Survival Distrust: Polar Survival

      "Players learn and improve survival skills, combat tactics, and decision-making through repeated play."

    • Health

      Game with the same Health vibe

      -4

      "Primarily sedentary gameplay with no physical activity or health benefits."

      Capsule for Resident Evil 6 Resident Evil 6

      "Primarily sedentary gameplay with no physical activity or health benefits."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires sustained attention and micromanagement during battles and resource gathering."

      Capsule for Homeworld Remastered Collection Homeworld Remastered Collection

      "Requires focused attention and micromanagement during combat and resource management."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited emotional connection mostly through character dialogue; no deep relationship building."

      Capsule for Adventures of Bertram Fiddle 1: A Dreadly Business Adventures of Bertram Fiddle 1: A Dreadly Business

      "Limited emotional connections mainly through text-based story; no deep relationship building."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players lead and manage a group of survivors, assigning roles and making strategic decisions for the community."

      Capsule for Dead Age Dead Age

      "Player leads and manages a group of survivors, making strategic decisions for the party."

    • Progression

      Game with the same Progression vibe

      3

      "Players collect items, manage resources, and unlock storylines and endings."

      Capsule for Pathologic Classic HD Pathologic Classic HD

      "Players accumulate items, weapons, and survivors, progressing through maps and storylines."

    • Relaxation

      Game with the same Relaxation vibe

      -3

      "Gameplay involves sustained tension, stress, and high alertness during combat"

      Capsule for Squad Squad

      "Gameplay involves sustained tension, resource pressure, and challenging combat situations."

    • Sensation

      Game with the same Sensation vibe

      2

      "Atmospheric pixel art and music provide emotional stimulation, though sensory input is moderate."

      Capsule for Gods Will Be Watching Gods Will Be Watching

      "Atmospheric audio and pixel art provide moderate sensory stimulation and emotional engagement."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or ranking systems; focus is on personal gameplay experience."

      Capsule for Quest for the Golden Candelabra Quest for the Golden Candelabra

      "No social recognition or ranking systems; gameplay is a personal survival experience."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with branching storylines, character development, and meaningful choices."

      Capsule for Original War Original War

      "Strong narrative immersion with branching storylines, character backgrounds, and impactful choices."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires planning, resource management, and tactical combat to survive and progress."

      Capsule for Darkwood Darkwood

      "Requires tactical combat, resource management, and planning to survive and progress."

    • Thrill

      Game with the same Thrill vibe

      4

      "High suspense and tension from permadeath, resource scarcity, and unpredictable enemy encounters."

      Capsule for Sword of the Stars: The Pit Sword of the Stars: The Pit

      "High suspense and tension from resource scarcity, combat danger, and permadeath."

    • Value

      Game with the same Value vibe

      3

      "Good perceived value for price with many hours of gameplay and replayability."

      Capsule for The Last Stand: Aftermath The Last Stand: Aftermath

      "Good perceived value for price with many hours of gameplay and replayability."

    • Violence

      Game with the same Violence vibe

      4

      "Combat involves killing zombies and human enemies with a variety of weapons and tactics."

      Capsule for Days Gone Days Gone

      "Combat involves killing zombies and hostile humans with firearms and melee weapons."

    • Survival

      Game with the same Survival vibe

      5

      "Core gameplay centers on managing resources, avoiding threats, and surviving in hostile environments."

      Capsule for Duskers Duskers

      "Core gameplay centers on managing resources, avoiding infection, and staying alive in a hostile world."

    Analysis

    Less representative of its motivational profile, with noticeable differences. 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. It leans lower than usual among comparable games on Expression.

    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