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Six Ages: Ride Like the Wind similar games & best alternatives

Six Ages: Ride Like the Wind

PC (Microsoft Windows), iOS, Mac • 2019

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Quick resume

Life between myths. Lead your clan into legend or obscurity. Plan ahead as you read this challenging storybook strategy game, immersing you in the land of old gods and magic also seen in King of Dragon Pass.

Global score

82/100

Genres

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

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    Pros

    • Rich and immersive lore
    • Unique blend of strategy and narrative
    • Beautiful artwork and music
    • Meaningful player choices
    • High replayability through varied story paths

    Cons

    • Steep learning curve and complexity
    • Opaque mechanics and rng can frustrate
    • Somewhat linear and short endgame
    • Limited ui and explanation of systems
    • Lack of multiplayer or social features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have direct control over splitting and merging their tribe and choosing actions, allowing personal decision-making and strategic freedom."

      Capsule for Tribal Pass Tribal Pass

      "Players have significant freedom to make decisions for their clan, choose strategies, and roleplay different cultural approaches, though some reviews note a somewhat railroaded endgame."

    • Competence

      Game with the same Competence vibe

      3

      "The game involves skillful management of clan members, resources, and progression, with some trial and error and strategic planning required."

      Capsule for House of Legacy House of Legacy

      "The game involves managing complex clan systems, making strategic choices, and overcoming challenges, but some randomness and opaque mechanics reduce the feeling of mastery."

    • Competition

      Game with the same Competition vibe

      -3

      "Focuses on personal clan management and story progression rather than direct player-vs-player competition."

      Capsule for King of Dragon Pass King of Dragon Pass

      "Focus is on personal clan management and story progression rather than direct competition or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players enjoy multiple playthroughs to discover different endings and secrets, though the game is short and some find replaying tedious."

      Capsule for Spirits of Xanadu Spirits of Xanadu

      "Players often engage in multiple playthroughs to explore different story paths and outcomes, though the game is relatively short and some find replay value limited."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Gameplay centers on individual village management with limited multiplayer or cooperative elements."

      Capsule for Rise to Ruins Rise to Ruins

      "Gameplay centers on individual clan management with limited multiplayer or cooperative elements."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players engage with a crafted story and world; limited player creation but some exploration of narrative paths."

      Capsule for Synergia Synergia

      "Players can roleplay different clan cultures and make varied choices, but the game follows a set narrative framework with limited open-ended creation."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions emphasize shared story and faction relationships rather than exerting control or superiority over others."

      Capsule for Disciples: Liberation Disciples: Liberation

      "Interactions with other clans are balanced and narrative-driven rather than focused on exerting dominance or power over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong immersion in a dark, Lovecraftian fantasy world provides escape from reality."

      Capsule for This Book Is A Dungeon This Book Is A Dungeon

      "Strong immersion in a richly detailed fantasy world provides a deep escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily driven by interest in story and gameplay rather than obligation."

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

      "Players engage voluntarily driven by interest in the lore and gameplay rather than obligation."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players try different clans, strategies, and customizations to explore game mechanics"

      Capsule for NOBUNAGA'S AMBITION: Sphere of Influence NOBUNAGA'S AMBITION: Sphere of Influence

      "Players experiment with different clan strategies, story choices, and cultural approaches across playthroughs."

    • Exploration

      Game with the same Exploration vibe

      3

      "Exploration of new map areas and discovery of resources and story elements is a notable part of gameplay."

      Capsule for Desynced Desynced

      "Exploration of new lands, cultures, and story events is a key part of the experience, though the map and story are somewhat fixed."

    • Expression

      Game with the same Expression vibe

      1

      "Limited character customization, but some self-expression through interaction with characters and environment."

      Capsule for Here Comes Niko! Here Comes Niko!

      "Some self-expression through clan roleplaying and decision-making, but limited character or environment customization."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Set in a rich fantasy world with magic, mythical races, and supernatural elements."

      Capsule for Divinity: Original Sin 2 - Definitive Edition Divinity: Original Sin 2 - Definitive Edition

      "Set in a rich mythical fantasy world with gods, spirits, and bronze age tribal culture."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Primarily a single-player experience with minimal social or community interaction."

      Capsule for Against the Storm Against the Storm

      "Primarily a single-player experience with minimal social or community interaction."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn complex mechanics, lore, and strategies over multiple playthroughs."

      Capsule for Pathologic Classic HD Pathologic Classic HD

      "Players learn complex game systems, lore, and strategies over multiple playthroughs."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity component."

      Capsule for Planet Zoo Planet Zoo

      "Sedentary gameplay with no physical activity component."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and decision making rather than casual or background play."

      Capsule for King of Dragon Pass King of Dragon Pass

      "Requires focused attention and decision-making rather than casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "No close social relationships formed; interactions are limited to narrative elements."

      Capsule for s.p.l.i.t s.p.l.i.t

      "Limited to no close social relationships; interactions are mostly narrative and strategic."

    • Leadership

      Game with the same Leadership vibe

      4

      "Players lead their clan and make strategic decisions guiding their community."

      Capsule for King of Dragon Pass King of Dragon Pass

      "Players lead their clan through complex decisions and manage council members with differing opinions."

    • Progression

      Game with the same Progression vibe

      3

      "Progression through story chapters, collecting decorations and expanding the herd."

      Capsule for Herdling Herdling

      "Progression through acquiring resources, managing herds, and advancing the clan's story."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Some players find the game relaxing and immersive, though RNG and multiplayer tension can cause frustration."

      Capsule for Armello Armello

      "Some players find the game relaxing and immersive, though others note stress from complexity and RNG."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyment derives from art, music, and emotional tone rather than intense sensory stimulation."

      Capsule for The House in Fata Morgana: A Requiem for Innocence The House in Fata Morgana: A Requiem for Innocence

      "Enjoyment comes from art, music, and narrative rather than intense sensory stimulation."

    • Status

      Game with the same Status vibe

      -3

      "No social recognition or leaderboards; focus is on personal and clan survival."

      Capsule for Ancestors: The Humankind Odyssey Ancestors: The Humankind Odyssey

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

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with rich lore, meaningful choices, and engaging questlines."

      Capsule for Dread Delusion Dread Delusion

      "Strong narrative immersion with rich lore, emergent storytelling, and meaningful choices."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires planning, resource management, and tactical decision-making."

      Capsule for Kingdom: New Lands Kingdom: New Lands

      "Requires planning, resource management, and tactical decision-making."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some challenge and tension from combat and survival elements, but not intense suspense."

      Capsule for The I of the Dragon The I of the Dragon

      "Some suspense and tension from uncertain outcomes and clan survival challenges."

    • Value

      Game with the same Value vibe

      4

      "Players report good value for time spent with extensive content and replayability."

      Capsule for Quern - Undying Thoughts Quern - Undying Thoughts

      "Players report good value for time with deep, replayable content and unique experience."

    • Violence

      Game with the same Violence vibe

      1

      "Combat and conquest involve violence but are not the main focus; more emphasis on story and relationships."

      Capsule for Princess & Conquest Princess & Conquest

      "Combat and raiding are present but not the main focus; more emphasis on clan management and story."

    • Survival

      Game with the same Survival vibe

      4

      "Resource management, avoiding death, and overcoming threats are core gameplay."

      Capsule for Them and Us Them and Us

      "Managing resources and clan survival against threats is a core gameplay element."

    Analysis

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

    Last update: 30/04/2026