Siege Survival: Gloria Victis Thumbnail

Siege Survival: Gloria Victis similar games & best alternatives

Siege Survival: Gloria Victis

PC (Microsoft Windows) • 2021

Related articles

Quick resume

A medieval city under siege and a handful of civilians are all that keep the walls from falling. Mixing survival strategy and resource management, build your camp, craft supplies, and scavenge the occupied city to supply the last troops holding back the invaders.

Global score

79/100

Genres

Adventure, Indie, Role-playing (RPG), Simulator, Strategy

Similar games

    Pros

    • Immersive medieval survival setting
    • Engaging resource management and crafting
    • Scenario editor and mod support
    • Good balance of stealth and base building
    • Active developer support and updates

    Cons

    • Limited emotional connection to characters
    • Some repetitive gameplay and limited replayability
    • Minor bugs and pathfinding issues
    • Lack of save flexibility and some ui clunkiness
    • Short main campaign length

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have meaningful choices in character selection, equipment, pathing, and resource management, allowing high control over their actions and strategies."

      Capsule for Poker Quest: Swords and Spades Poker Quest: Swords and Spades

      "Players can freely choose scavenging routes, characters, and resource allocation strategies, showing high control over decisions."

    • Competence

      Game with the same Competence vibe

      3

      "Game involves overcoming resource management challenges, crafting, and strategic planning with some skill elements like combat and mini-games."

      Capsule for Mr. Prepper Mr. Prepper

      "Game involves managing resources, crafting, stealth scavenging, and strategic planning with moderate challenge and skill development."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on individual survival and personal progress; no evidence of player-vs-player competition or leaderboards."

      Capsule for NEO Scavenger NEO Scavenger

      "Focus is on personal survival and managing own group; no evidence of player-vs-player or leaderboard competition."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players report multiple playthroughs to explore different outcomes, though game length is short and some find replayability limited."

      Capsule for Orwell: Keeping an Eye On You Orwell: Keeping an Eye On You

      "Players report multiple playthroughs and scenario variations, though some find replayability limited after main campaign."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Gameplay centers on individual survival and management; limited evidence of multiplayer or cooperative goals."

      Capsule for Obenseuer Obenseuer

      "Gameplay centers on individual management of survivors and resources; no multiplayer or team-based cooperation."

    • Creativity

      Game with the same Creativity vibe

      3

      "Includes level editor, workshop support, and modding allowing players to create and modify content."

      Capsule for Fast and Low Fast and Low

      "Includes base building, crafting, and a scenario editor allowing creation and modification of content."

    • Domination

      Game with the same Domination vibe

      -5

      "Interactions are cooperative and balanced; no evidence of exerting control or superiority over others."

      Capsule for Ale & Tale Tavern Ale & Tale Tavern

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

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game to immerse in medieval fantasy and escape real life stress."

      Capsule for Voor De Kroon Voor De Kroon

      "Players use the game to immerse in a tense medieval survival scenario, escaping real-life stress through engagement."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Prison Architect Prison Architect

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

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players try different strategies, scavenging routes, and moral choices to explore varied outcomes."

      Capsule for This War of Mine This War of Mine

      "Players try different scavenging routes, character combinations, and strategies, encouraged by scenario variations."

    • Exploration

      Game with the same Exploration vibe

      4

      "Game features detailed maps, new areas, and secrets encouraging discovery and curiosity-driven play."

      Capsule for SCP: Containment Breach 2 SCP: Containment Breach 2

      "Game features a large interconnected map with multiple areas to discover and unlock, supporting curiosity-driven play."

    • Expression

      Game with the same Expression vibe

      2

      "Some character customization through choices and companion management, but limited avatar personalization."

      Capsule for BLACK SOULS BLACK SOULS

      "Some character customization through selection and scenario editor, but limited avatar personalization."

    • Fantasy

      Game with the same Fantasy vibe

      -3

      "Game is set in a medieval realistic setting with plausible mechanics, lacking strong fantasy or mythical elements."

      Capsule for Patron Patron

      "Game is grounded in realistic medieval siege survival without supernatural or improbable elements."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Minimal social interaction; players mostly engage individually without community or group identity focus."

      Capsule for Goobies Goobies

      "Players focus on managing own group with minimal social or community interaction."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn resource management skills and develop strategies over multiple playthroughs."

      Capsule for The Pale Beyond The Pale Beyond

      "Players learn resource management, crafting, and strategic planning, improving skills over multiple playthroughs."

    • Health

      Game with the same Health vibe

      -5

      "Game involves sedentary play with no physical activity or health-related mechanics."

      Capsule for Resident Evil Village Resident Evil Village

      "Game involves sedentary play with no physical activity or health-related mechanics."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during night phases and management; not suitable for passive or background play."

      Capsule for Freddy Fazbear's Pizzeria Simulator Freddy Fazbear's Pizzeria Simulator

      "Requires constant attention and micromanagement during day and night phases; not suitable for background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Character relationships are humorous and superficial; no deep emotional or social connections."

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

      "Character relationships are minimal and impersonal; no deep emotional or social connections described."

    • Leadership

      Game with the same Leadership vibe

      4

      "Player leads and manages the group, assigning tasks and making critical survival decisions."

      Capsule for Dead In Bermuda Dead In Bermuda

      "Player leads and manages survivors and resource allocation, directing group actions and priorities."

    • Progression

      Game with the same Progression vibe

      4

      "Players accumulate resources, build structures, and unlock new buildings and scenarios."

      Capsule for Black Forest Black Forest

      "Players accumulate resources, upgrade buildings, craft better equipment, and unlock new scenarios."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Game is challenging and tense, with resource scarcity and difficult battles creating sustained pressure."

      Capsule for Gorky 17 Gorky 17

      "Game is tense and challenging with resource scarcity and time pressure, creating sustained tension."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visuals and sound effects are praised as pleasant and immersive, providing sensory enjoyment."

      Capsule for Anomaly Warzone Earth Mobile Campaign Anomaly Warzone Earth Mobile Campaign

      "Visuals and audio are praised as good and immersive, providing moderate sensory stimulation."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems; gameplay is individual and self-contained."

      Capsule for DinoSystem DinoSystem

      "No social recognition or status systems; gameplay is individual and self-contained."

    • Story

      Game with the same Story vibe

      3

      "The game features an emotional and dark storyline with character backstories; story is a motivating factor for many players."

      Capsule for Soulworker Soulworker

      "Game includes narrative elements and character backstories, though some players find emotional connection limited."

    • Strategy

      Game with the same Strategy vibe

      4

      "Strong emphasis on planning, resource management, and tactical decision-making under pressure."

      Capsule for Distrust: Polar Survival Distrust: Polar Survival

      "Strong emphasis on resource management, planning, and tactical decision-making under pressure."

    • Thrill

      Game with the same Thrill vibe

      3

      "Stealth and combat encounters create suspense and excitement, especially on higher difficulties."

      Capsule for Tom Clancy’s Splinter Cell Blacklist Tom Clancy’s Splinter Cell Blacklist

      "Stealth scavenging and siege defense create suspense and excitement, though some find difficulty moderate."

    • Value

      Game with the same Value vibe

      3

      "Players find good value especially on sale, with hours of gameplay and replayability."

      Capsule for Space Hulk: Deathwing Enhanced Edition Space Hulk: Deathwing Enhanced Edition

      "Players generally find good value especially on sale, with 7-20 hours of gameplay and replayability."

    • Violence

      Game with the same Violence vibe

      -3

      "Combat is indirect and minimal; focus is on survival and avoidance rather than destruction."

      Capsule for They Breathe They Breathe

      "Combat is minimal and indirect; focus is on survival and support rather than destruction."

    • Survival

      Game with the same Survival vibe

      5

      "Core gameplay revolves around avoiding failure and surviving threats through resource and time management."

      Capsule for Don't Escape: 4 Days to Survive Don't Escape: 4 Days to Survive

      "Core gameplay revolves around managing scarce resources and avoiding failure in a siege survival scenario."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. It leans lower than usual among comparable games on Fantasy, Violence, 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