Wantless : Solace at World’s End similar games & best alternatives

Wantless : Solace at World’s End

PC (Microsoft Windows) • 2024

Should you play it?

In this dystopic sci-fi Tactical RPG, save your patients from themselves. Craft your skills among millions of combinations, heal the mind and face ever growing nightmares in 10mn runs. Will you overcome the insidious being chasing you across minds?

What works
  • Innovative skill crafting system
  • Challenging and strategic combat
  • Deep character customization and progression
  • Unique psychological sci-fi setting
  • Extensive endgame content and replayability
Things to keep in mind
  • Steep learning curve and initial difficulty
  • Some ui and information clarity issues
  • Story can feel brief or underdeveloped
  • Early game can be frustrating
  • Lack of multiplayer or social features

What to play next

Top picks

Games that feel the closest overall

  • Deepest Chamber: Resurrection

  • Rogue Voltage

  • SpellRogue

  • NEXT JUMP: Shmup Tactics

  • Breach Wanderers

  • Sword of the Stars: The Pit

  • Dungeon Drafters

  • NEO Scavenger

  • Arco

Hidden Gems

Less popular games with surprisingly high similarity

  • Deepest Chamber: Resurrection

  • Rogue Voltage

  • NEXT JUMP: Shmup Tactics

If you liked…

Recommendations by what you enjoyed most

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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 (hidden on purpose).

Wantless : Solace at World’s End: A very typical example of its motivational profile. Motivations that often define this kind of title include Violence, Survival, Fellowship, Intimacy. Here, the score leans higher than usual among comparable games on Creativity, Expression. It leans lower than usual among comparable games on Leadership.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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    "Players have freedom to customize skills and playstyle extensively, experimenting with many ability combinations and strategic planning."

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  • Competence

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  • Competition

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  • Continuation

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  • Cooperation

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  • Creativity

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    "Highly creative skill system allowing mixing of combat and crafting skills; players can create unique builds and playstyles."

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    "Skill crafting system allows players to create and modify abilities extensively; high player creativity in builds."

  • Domination

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    "No evidence of dominating others; interactions are individual and cooperative or competitive social dominance is absent."

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  • Escapism

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    "Dark fantasy setting and challenging gameplay provide immersive escape from real life."

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  • Expectation

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    "Players engage voluntarily out of intrinsic interest and enjoyment of tactical RPG mechanics."

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  • Experimenting

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    "Encourages trying new builds, skills, and strategies; players experiment extensively."

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  • Exploration

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    "Players discover different mission paths, gods, and storylines, promoting curiosity-driven play."

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    "Players explore different patients’ minds and missions with some procedural elements and risk/reward exploration."

  • Expression

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    "Players express themselves through unique builds and creative solutions, though no avatar customization."

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  • Fantasy

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    "Set in a sci-fi megastructure with mysterious civilizations and surreal environments, evoking imaginative fiction."

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  • Fellowship

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    "Primarily a solo experience with limited social interaction; community engagement exists but not core to gameplay."

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  • Growth

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    "Players learn and develop skills through job leveling, strategy refinement, and character progression."

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  • Health

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    "Sedentary gameplay with no physical activity or health-related mechanics."

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  • Idle

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    "Requires focused attention and strategic planning; not designed for passive or background play."

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  • Intimacy

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    "No evidence of close social relationships or emotional sharing within gameplay; interactions are minimal and surface-level."

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  • Leadership

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    "No leadership or group management roles; player controls only a single character."

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  • Progression

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    "Clear progression through crafting tiers, skill trees, and gear upgrades."

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    "Clear progression through skill trees, equipment upgrades, and mission tiers; players accumulate power and items."

  • Relaxation

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  • Sensation

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    "Stylized visuals and sound design provide moderate sensory stimulation but not intense excitement."

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    "Stylized art and sound design provide sensory stimulation, though not described as highly intense or thrilling."

  • Status

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    "No social status or recognition systems; achievements and progress are personal and not publicly ranked."

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  • Story

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    "Narrative immersion through character development, lore, and environmental storytelling, though story is secondary to gameplay."

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    "Narrative is present and integrated with gameplay, though some find it brief or underdeveloped; story supports immersion."

  • Strategy

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    "Highly strategic gameplay requiring complex planning, tactical decisions, and problem solving."

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  • Thrill

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    "Tense combat encounters and risk-reward mechanics provide excitement and suspense."

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  • Value

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    "Players report good value for time and money with many hours of content and engaging gameplay."

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  • Violence

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    "Combat involves defeating enemies and spirits, with tactical attacks and damage, but not gratuitous violence."

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  • Survival

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    "Combat requires managing threats and resources to avoid failure."

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    "Combat requires managing threats and resources to avoid failure; risk increases with deeper exploration."

Last update: 12/07/2026