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Mutant Year Zero: Road to Eden similar games & best alternatives

Mutant Year Zero: Road to Eden

PC (Microsoft Windows), Xbox One, Nintendo Switch, PlayStation 4 • 2018

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Quick resume

A tactical game combining the turn-based combat of XCOM with story, exploration, stealth, and strategy. Take control of a team of Mutants navigating a post-human Earth. Created by a team including former HITMAN leads and the designer of PAYDAY.

Global score

90/100

Genres

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

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    Pros

    • Engaging tactical combat
    • Unique stealth mechanics
    • Interesting characters and humor
    • Atmospheric post-apocalyptic setting
    • Good audiovisual presentation

    Cons

    • Linear and short story
    • Limited replayability
    • Some ui and control clunkiness
    • Resource scarcity can be frustrating
    • Lack of multiplayer or social features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can choose weapons freely, explore levels for secrets, and decide combat tactics, though progression is linear."

      Capsule for Serious Sam II Serious Sam II

      "Players can choose characters, weapons, and tactics freely within a linear progression and fixed encounters."

    • Competence

      Game with the same Competence vibe

      4

      "The game offers challenging tactical combat encounters requiring skillful planning and execution, especially on higher difficulties."

      Capsule for Dawnsbury Days Dawnsbury Days

      "The game offers challenging tactical combat requiring skillful planning and execution, especially on higher difficulties."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on individual tactical performance and mission success rather than direct competition or leaderboards."

      Capsule for Destroyer: The U-Boat Hunter Destroyer: The U-Boat Hunter

      "Focus is on individual tactical play and self-improvement rather than direct competition or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      2

      "Some players report replayability and habitual play, but others find content limited and sessions short."

      Capsule for BEAR, VODKA, STALINGRAD!🐻 BEAR, VODKA, STALINGRAD!🐻

      "Players report long sessions and difficulty to stop playing, though some mention limited replayability."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Gameplay centers on controlling a small squad independently; no multiplayer or cooperative modes."

      Capsule for There Came an Echo There Came an Echo

      "Gameplay centers on controlling a small squad independently with no multiplayer or cooperative modes."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players customize loadouts and make tactical decisions, though within predefined mechanics and randomized elements."

      Capsule for EMPTY SHELL: PROLOGUE EMPTY SHELL: PROLOGUE

      "Players can customize loadouts and skill builds but must follow stealth and tactical routines."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions are balanced within squad; no evidence of exerting superiority over others."

      Capsule for Miasma Chronicles Miasma Chronicles

      "Interactions are balanced within the squad; no evidence of exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive post-apocalyptic setting and tactical gameplay provide strong escape from real life."

      Capsule for Fallout Tactics: Brotherhood of Steel Fallout Tactics: Brotherhood of Steel

      "Post-apocalyptic setting and immersive tactical gameplay provide strong escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment rather than obligation or pressure."

      Capsule for The Witch of Fern Island The Witch of Fern Island

      "Players engage voluntarily out of interest and enjoyment rather than obligation or pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players experiment with stealth tactics, camo combinations, and different play styles, though within fixed level design."

      Capsule for METAL GEAR SOLID Δ: SNAKE EATER METAL GEAR SOLID Δ: SNAKE EATER

      "Players experiment with stealth tactics and character builds but within a fixed game structure."

    • Exploration

      Game with the same Exploration vibe

      3

      "Multiple maps and hidden resources encourage exploration, though some maps are reused or smaller."

      Capsule for State of Decay 2: Juggernaut Edition State of Decay 2: Juggernaut Edition

      "Encouraged to explore maps for resources and secrets, though environments are reused and linear."

    • Expression

      Game with the same Expression vibe

      2

      "Some customization of weapons and loadouts; limited character customization but some cosmetic elements present."

      Capsule for GTTOD GTTOD

      "Some customization of characters and weapons, but limited by fixed aesthetics and loadouts."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Post-apocalyptic mutant setting with imaginative characters and weapons creates a strong fantasy experience."

      Capsule for Nuclear Throne Nuclear Throne

      "Imaginative post-apocalyptic mutant world with unique characters and story elements."

    • Fellowship

      Game with the same Fellowship vibe

      -3

      "Focus on solo play and party members; minimal social or community interaction."

      Capsule for DRAGON QUEST VII Reimagined DRAGON QUEST VII Reimagined

      "Focus on solo play with minimal social or community interaction."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop skills, upgrade weapons, and learn combat tactics throughout the game."

      Capsule for The Ascent The Ascent

      "Players develop skills, upgrade weapons, and learn tactical strategies throughout the game."

    • Health

      Game with the same Health vibe

      -4

      "Primarily sedentary gameplay with no physical activity or health-related features."

      Capsule for Supraland Six Inches Under Supraland Six Inches Under

      "Primarily sedentary gameplay with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during tactical combat and exploration; not suited for idle or background play."

      Capsule for Showgunners Showgunners

      "Requires focused attention during tactical combat and exploration; not suited for idle play."

    • Intimacy

      Game with the same Intimacy vibe

      -3

      "Limited character interactions and support conversations, but no evidence of forming close social relationships."

      Capsule for Those Who Rule Those Who Rule

      "Limited character interaction and no evidence of close social relationships forming."

    • Leadership

      Game with the same Leadership vibe

      2

      "Players lead a small team of three units with strategic decisions, but no large group management."

      Capsule for Persona 5 Tactica Persona 5 Tactica

      "Players lead a small squad and make strategic decisions, but no large group management."

    • Progression

      Game with the same Progression vibe

      4

      "Strong emphasis on leveling up, unlocking classes, collecting items, and upgrading equipment."

      Capsule for Doom & Destiny Advanced Doom & Destiny Advanced

      "Strong emphasis on leveling up, acquiring upgrades, and collecting resources."

    • Relaxation

      Game with the same Relaxation vibe

      -1

      "Gameplay can be tense and challenging with some frustration, but also rewarding and satisfying."

      Capsule for Dungeons of Aether Dungeons of Aether

      "Gameplay can be tense and challenging, especially on higher difficulties, but also rewarding."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable audiovisual presentation with atmospheric music and detailed visuals."

      Capsule for IXION IXION

      "Enjoyable audiovisual presentation with satisfying sound effects and atmospheric music."

    • Status

      Game with the same Status vibe

      -4

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

      Capsule for shapez 2 shapez 2

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

    • Story

      Game with the same Story vibe

      3

      "Engaging narrative with character development and lore, though some find it predictable."

      Capsule for Figure Adventure Figure Adventure

      "Engaging narrative with character dialogue and lore, though some find it short or predictable."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires tactical thinking, positioning, and planning in combat."

      Capsule for Bean Battles Bean Battles

      "Requires careful planning, positioning, and tactical problem solving in combat."

    • Thrill

      Game with the same Thrill vibe

      3

      "Tense stealth and combat encounters create suspense and excitement."

      Capsule for Cyber Knights: Flashpoint Cyber Knights: Flashpoint

      "Tense stealth and combat encounters provide suspense and excitement."

    • Value

      Game with the same Value vibe

      3

      "Generally perceived as good value for price and gameplay length."

      Capsule for Windlands 2 Windlands 2

      "Generally perceived as good value, especially on sale, with satisfying gameplay length."

    • Violence

      Game with the same Violence vibe

      3

      "Combat involves shooting and melee violence against enemies and mutants."

      Capsule for Tunguska: The Visitation - Final Cut Tunguska: The Visitation - Final Cut

      "Combat involves shooting and killing enemies with guns and mutant abilities."

    • Survival

      Game with the same Survival vibe

      4

      "Resource management, avoiding detection, and overcoming threats are key gameplay elements."

      Capsule for Gloomwood Gloomwood

      "Resource management and avoiding failure are key gameplay elements."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. It leans lower than usual among comparable games on Relaxation, Continuation, Experimenting.

    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