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Merchant similar games & best alternatives

Merchant

PC (Microsoft Windows), iOS, Android • 2018

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Quick resume

Merchant blends traditional RPG systems and tycoon style mechanics. No gems, no consumables, all purchases are DLC! Great for second screen gaming! Merchant reimagines the classic RPG experience from the perspective of a Merchant. Hire Heroes and Crafters to do your bidding for you.

Global score

78/100

Genres

Casual, Role-playing (RPG), Simulator, Free To Play, Indie

Similar games

    Pros

    • Addictive and engaging gameplay loop
    • Cross-platform cloud save between mobile and pc
    • Deep crafting and hero customization systems
    • Free to play with fair dlc pricing
    • Active and supportive developer community

    Cons

    • Small fixed window size on pc port
    • Repetitive grind and long wait times
    • Limited automation options
    • Minimal narrative or story content
    • Ui and quality-of-life features lacking on pc

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have control over their character's actions, decisions, and strategies in managing time, jobs, education, and purchases."

      Capsule for No Time to Relax No Time to Relax

      "Players have control over hiring heroes, choosing quests, crafting items, and managing shop sales, allowing personal strategic decisions."

    • Competence

      Game with the same Competence vibe

      3

      "Game involves skillful combat, resource management, crafting, and survival challenges with feedback and progression."

      Capsule for HumanitZ HumanitZ

      "The game involves skillful planning of party composition, crafting, and resource management with feedback through progression and battle outcomes."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal management and progression without direct player-vs-player competition or leaderboards."

      Capsule for Espresso Tycoon Espresso Tycoon

      "Focus is on personal progression and management without direct player-vs-player competition or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      5

      "Highly addictive with many players reporting long play sessions and habitual daily engagement."

      Capsule for Once Upon a Galaxy Once Upon a Galaxy

      "Highly addictive with many players reporting long play sessions and habitual engagement over years."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Gameplay centers on single-player management; no evidence of multiplayer or cooperative play."

      Capsule for Two Point Campus Two Point Campus

      "Gameplay centers on individual management of heroes and shop; no multiplayer cooperation elements reported."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players can customize characters’ skills, magic, and equipment, allowing creative builds and strategies."

      Capsule for GRANDIA II HD Remaster GRANDIA II HD Remaster

      "Players customize hero equipment, skill builds, and crafting choices, allowing creative strategic expression."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control over other players; interactions are single-player focused."

      Capsule for Ravenous Devils Ravenous Devils

      "No evidence of exerting control over other players; interactions are single-player focused and equal."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a relaxing time-killer and distraction, often playing while multitasking or to unwind."

      Capsule for Tap Ninja - Idle game Tap Ninja - Idle game

      "Players use the game as a relaxing distraction and time-killer, often playing while doing other tasks."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Engagement is voluntary and driven by intrinsic interest and enjoyment rather than obligation."

      Capsule for Cheeky Chooks Cheeky Chooks

      "Engagement is voluntary and driven by intrinsic interest and enjoyment rather than obligation."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players experiment with different hero classes, army compositions, and skill builds; some routine grinding noted."

      Capsule for King's Bounty: Warriors of the North King's Bounty: Warriors of the North

      "Players experiment with different hero classes, equipment, crafting, and strategies to optimize progress."

    • Exploration

      Game with the same Exploration vibe

      2

      "Randomized maps and different bosses encourage some exploration and discovery."

      Capsule for Broken Armor Broken Armor

      "Progression through multiple zones and discovery of new items and bosses encourages some exploration."

    • Expression

      Game with the same Expression vibe

      2

      "Some customization of heroes and equipment exists, but limited cosmetic personalization."

      Capsule for Darkest Dungeon® Darkest Dungeon®

      "Limited cosmetic customization but some self-expression through hero naming and equipment choices."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Set in a fantasy world with heroes, magic, and monsters, providing an imaginative experience."

      Capsule for Guards Guards

      "Set in a medieval fantasy world with heroes, monsters, magic, and crafting, providing an imaginative experience."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Minimal social interaction; community exists but gameplay is primarily solo."

      Capsule for Cube Chaos Cube Chaos

      "Minimal social interaction; community exists but gameplay is primarily solo."

    • Growth

      Game with the same Growth vibe

      4

      "Strong emphasis on leveling heroes, upgrading towers, and personal skill development."

      Capsule for Last Hope - Tower Defense Last Hope - Tower Defense

      "Strong emphasis on leveling heroes, unlocking skills, crafting better gear, and personal development."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay typical of idle/clicker games with no physical activity."

      Capsule for Plantera 2: Golden Acorn Plantera 2: Golden Acorn

      "Sedentary gameplay typical of idle/clicker games with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      4

      "Designed as an idle game with background play and intermittent active management."

      Capsule for Mr.Mine Mr.Mine

      "Game supports idle play with long quest timers and intermittent active management."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No close relationships or emotional social interactions present."

      Capsule for They Bleed Pixels They Bleed Pixels

      "No close relationships or emotional social interactions reported."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players lead and manage a team of heroes, making strategic decisions and directing actions."

      Capsule for Darkest Dungeon® Darkest Dungeon®

      "Players lead and manage a team of heroes and crafters, making strategic decisions."

    • Progression

      Game with the same Progression vibe

      5

      "Core gameplay revolves around accumulating items, upgrading gear, leveling characters, and unlocking content."

      Capsule for Dragon Cliff Dragon Cliff

      "Core gameplay revolves around accumulating items, upgrading heroes, and unlocking new content."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Players find the game relaxing and suitable for casual or background play, despite some grind."

      Capsule for Grim Clicker Grim Clicker

      "Many players find the game relaxing and suitable for background play, though some find grind tedious."

    • Sensation

      Game with the same Sensation vibe

      1

      "Pixel art and ambient music provide moderate sensory stimulation; no intense sensory effects."

      Capsule for Sins Of The Demon RPG Sins Of The Demon RPG

      "Pixel art and music provide modest sensory enjoyment but no intense sensory stimulation."

    • Status

      Game with the same Status vibe

      -4

      "Achievements exist but social recognition or status is minimal and not a focus."

      Capsule for A Building Full of Cats A Building Full of Cats

      "Achievements exist but social recognition or visibility is minimal and not a focus."

    • Story

      Game with the same Story vibe

      -3

      "No significant narrative or lore; gameplay is context-free and focused on mechanics."

      Capsule for Colony Survival Colony Survival

      "No significant narrative or plot; gameplay is context-light and focused on mechanics."

    • Strategy

      Game with the same Strategy vibe

      4

      "Resource management, route choices, and party composition require planning and problem solving."

      Capsule for The Oregon Trail The Oregon Trail

      "Requires planning party composition, crafting, and resource allocation to succeed."

    • Thrill

      Game with the same Thrill vibe

      -2

      "Gameplay is low risk and predictable; lacks suspense or high tension moments."

      Capsule for Increlution Increlution

      "Gameplay is low risk and predictable; lacks suspense or high tension moments."

    • Value

      Game with the same Value vibe

      4

      "Free to play with optional DLC; players feel good value for time and money spent."

      Capsule for Light Bearers Light Bearers

      "Free to play with optional DLCs; players report good value and fair monetization."

    • Violence

      Game with the same Violence vibe

      2

      "Combat is present but indirect; players craft weapons used in battles but do not engage in violent actions themselves."

      Capsule for Jacksmith: Weapons and Warriors Jacksmith: Weapons and Warriors

      "Combat is present but indirect; players set up heroes for battles rather than direct fighting."

    • Survival

      Game with the same Survival vibe

      1

      "Some resource management and health maintenance, but low threat level overall."

      Capsule for Oceanhorn: Monster of Uncharted Seas Oceanhorn: Monster of Uncharted Seas

      "Some resource management and hero health monitoring, but overall low threat environment."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Idle, Thrill, Violence, Survival. Here, the score leans higher than usual among comparable games on Leadership, Violence, Fantasy.

    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