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SWORN similar games & best alternatives

SWORN

PC (Microsoft Windows), Nintendo Switch, Xbox Series X|S, PlayStation 5 • 2025

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Quick resume

SWORN is a 1-4 player co-op action rogue-like. Explore and reclaim a fallen Camelot from the reign of a corrupted Arthur and his Knights of the Round Table.

Global score

80/100

Genres

Action, Indie, Role-playing (RPG), Adventure

Similar games

    Pros

    • Engaging co-op multiplayer
    • Varied characters, weapons, and spells
    • Addictive gameplay loop
    • Responsive and satisfying combat
    • Strong community and developer support

    Cons

    • Limited story and character development
    • Some balance and polish issues in early access
    • Occasional bugs and technical issues
    • Lack of matchmaking or quick play system
    • Visual clutter in multiplayer can hinder clarity

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to choose characters, skills, weapons, and playstyle with multiple skill trees and build customization."

      Capsule for Borderlands 3 Borderlands 3

      "Players have freedom to choose from multiple characters, weapons, spells, and build paths, with flip mechanics and skill trees allowing personal customization and decision-making."

    • Competence

      Game with the same Competence vibe

      4

      "The game offers challenging combat requiring skillful melee and ranged attacks, learning enemy patterns, and managing scarce resources."

      Capsule for EMPTY SHELL: PROLOGUE EMPTY SHELL: PROLOGUE

      "The game offers challenging combat requiring skillful play, learning enemy patterns, and build optimization, with feedback on performance and progression."

    • Competition

      Game with the same Competition vibe

      -2

      "Focus is primarily on personal progression and speedrunning rather than direct competition with others; leaderboards or ranked modes are not emphasized."

      Capsule for Vibrant Venture Vibrant Venture

      "Focus is mainly on cooperative multiplayer and solo play without ranked modes or leaderboards; some speedrunning community exists but not a primary feature."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long sessions, addictive gameplay loops, and habitual play with many hours sunk into the game."

      Capsule for Critter Cove Critter Cove

      "Players report addictive gameplay loops, long play sessions, and habitual play with many hours logged, though some mention content is limited early on."

    • Cooperation

      Game with the same Cooperation vibe

      5

      "Core gameplay is 4-player co-op with strong emphasis on teamwork, communication, and mutual support."

      Capsule for HELLDIVERS™ Dive Harder Edition HELLDIVERS™ Dive Harder Edition

      "Core feature is online co-op multiplayer for up to 4 players with synergy mechanics and revive systems encouraging teamwork."

    • Creativity

      Game with the same Creativity vibe

      4

      "High creativity in build customization, mixing spells, inks, and upgrades; players experiment with many combinations and strategies."

      Capsule for Vellum Vellum

      "High creativity expressed through build variety, weapon and spell customization, skill trees, and synergy combinations."

    • Domination

      Game with the same Domination vibe

      -3

      "Multiplayer emphasizes cooperation rather than dominance; no evidence of trash talk or power imposition."

      Capsule for The Typing of The Dead: Overkill The Typing of The Dead: Overkill

      "Multiplayer emphasizes shared goals and cooperation rather than dominance or power over others; no evidence of trash talk or power imposition."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players describe immersion in the world, exploration, and story as a form of engaging distraction and enjoyment."

      Capsule for BIOMORPH BIOMORPH

      "Players describe immersion in the Arthurian world and use the game as a fun, engaging distraction from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Age of Wonders 4 Age of Wonders 4

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

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Strong emphasis on trying new builds, weapons, and combos; players enjoy discovering synergies and new strategies."

      Capsule for KIBORG KIBORG

      "Strong emphasis on trying new builds, weapon/spell combos, and synergies each run, with players enjoying discovery and experimentation."

    • Exploration

      Game with the same Exploration vibe

      2

      "Some exploration of different biomes and secret rooms, though maps are somewhat repetitive."

      Capsule for Galactic Glitch Galactic Glitch

      "Some exploration of different biomes and rooms, though maps are somewhat familiar and limited in variety; discovery is moderate."

    • Expression

      Game with the same Expression vibe

      3

      "Players customize characters through weapon and item choices, though no cosmetic customization is noted."

      Capsule for Tiny Rogues Tiny Rogues

      "Players can customize characters via weapons, spells, and some cosmetics, though cosmetic options are limited and not a major focus."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong fantasy theme with fairy tale characters, heroes, and magical abilities; imaginative and whimsical setting."

      Capsule for Fairytale Fables Fairytale Fables

      "Strong fantasy theme based on Arthurian legend and fae mythology, with imaginative settings and characters."

    • Fellowship

      Game with the same Fellowship vibe

      4

      "Community and multiplayer co-op foster a sense of belonging and shared experience."

      Capsule for Risk of Rain 2 Risk of Rain 2

      "Community engagement and multiplayer co-op foster a sense of belonging and shared experience among players."

    • Growth

      Game with the same Growth vibe

      4

      "Players experience learning and skill development in combat and progression systems."

      Capsule for Lost Ark Lost Ark

      "Players experience learning and skill development through mastering combat, builds, and progression systems."

    • Health

      Game with the same Health vibe

      -4

      "Game is a sedentary experience with no physical activity or health-related features."

      Capsule for Superdimension Neptune VS Sega Hard Girls Superdimension Neptune VS Sega Hard Girls

      "Game is a sedentary experience with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and continuous engagement during runs; not designed for idle or background play."

      Capsule for Heroes of Hammerwatch II Heroes of Hammerwatch II

      "Requires focused attention and continuous engagement during runs; not designed for idle or background play."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Some social interaction and cooperation with friends; limited evidence of close emotional relationships."

      Capsule for Rotwood Rotwood

      "Some social interaction and cooperation with friends, but limited evidence of deep emotional or close relationship formation."

    • Leadership

      Game with the same Leadership vibe

      -2

      "Multiplayer is cooperative with shared roles; no strong leadership or authority roles described."

      Capsule for theHunter: Call of the Wild™ theHunter: Call of the Wild™

      "Multiplayer is cooperative with shared decision-making; no strong evidence of leadership or authoritative roles."

    • Progression

      Game with the same Progression vibe

      4

      "Strong meta progression system with unlockable characters, upgrades, and achievements encourages accumulation and advancement."

      Capsule for Achilles: Survivor Achilles: Survivor

      "Robust progression systems with unlockable characters, weapons, spells, skill trees, and meta upgrades encourage accumulation and growth."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Gameplay is fast-paced and challenging, with some tension but also moments of flow."

      Capsule for Red Faction Red Faction

      "Gameplay is challenging and fast-paced, providing some flow but also moments of tension and difficulty."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable visual and auditory design with impactful combat feedback."

      Capsule for Eldest Souls Eldest Souls

      "Visual and auditory design praised for style and impact; combat feedback is satisfying and stimulating."

    • Status

      Game with the same Status vibe

      -2

      "Recognition mostly within community; no strong emphasis on social status or leaderboards."

      Capsule for Windward Horizon Windward Horizon

      "No ranked modes or social status systems; recognition mainly within community but not a major motivator."

    • Story

      Game with the same Story vibe

      2

      "Narrative is present but light; some players appreciate story elements, others find it minimal."

      Capsule for Fury Unleashed Fury Unleashed

      "Narrative is present but minimal; some players note lack of deep story or character interactions compared to Hades."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires tactical thinking in combat, build planning, and resource management."

      Capsule for Cave Crawlers Cave Crawlers

      "Requires tactical thinking in combat, build planning, and adapting to enemy patterns and synergies."

    • Thrill

      Game with the same Thrill vibe

      3

      "Combat and boss fights provide suspense and challenge, creating moments of tension and relief."

      Capsule for TUNIC TUNIC

      "Combat and boss fights provide suspense and challenge, with moments of tension and excitement."

    • Value

      Game with the same Value vibe

      4

      "Players feel the game offers good value for money with many hours of content and replayability."

      Capsule for Hot Lava Hot Lava

      "Players feel the game offers good value for money with many hours of engaging content and replayability."

    • Violence

      Game with the same Violence vibe

      4

      "Combat-focused gameplay with defeating enemies and bosses; destruction and fighting are core elements."

      Capsule for Dragon Marked For Death Dragon Marked For Death

      "Combat-focused game with emphasis on fighting enemies and bosses; destruction and combat are core elements."

    • Survival

      Game with the same Survival vibe

      3

      "Players must avoid death and manage resources to progress through challenging runs."

      Capsule for Gunfire Reborn Gunfire Reborn

      "Players must avoid death and manage resources during runs; survival challenge is significant but balanced."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Cooperation, Fellowship, Intimacy, Leadership. Here, the score leans higher than usual among comparable games on Violence, Cooperation. It leans lower than usual among comparable games on Leadership.

    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