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Wizardry: Labyrinth of Lost Souls similar games & best alternatives

Wizardry: Labyrinth of Lost Souls

PC (Microsoft Windows), PlayStation Vita, PlayStation 3 • 2020

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Quick resume

The magic torches are lit, the monsters are ravenous, and the kingdom is waiting for a new hero. Experience the legendary Wizardry series’ modern rebirth as you traverse perilous dungeons and take on hordes of fantastic enemies. Are you up to the challenge?

Global score

70/100

Genres

Role-playing (RPG)

Similar games

    Pros

    • Faithful to classic wizardry gameplay
    • Challenging and rewarding dungeon crawling
    • Deep character customization and class system
    • Nostalgic art style with anime influence
    • Save-anywhere feature improves accessibility

    Cons

    • Steep learning curve and punishing difficulty
    • Minimal story and narrative depth
    • Clunky controls and interface issues
    • Grindy and repetitive gameplay
    • Lack of multiplayer or social features

    Motivations

    • Autonomy

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      4

      "Players have significant control over dungeon building, minion management, and tactical combat decisions, with freedom to choose playstyle and research paths."

      Capsule for KeeperRL KeeperRL

      "Players have significant control over character creation, class changes, party composition, and strategic decisions in dungeon exploration and combat."

    • Competence

      Game with the same Competence vibe

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      "The game is challenging and punishing, requiring skillful tactical play and mastery of complex mechanics, rewarding effective strategies."

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    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal story progression and exploration rather than competing against other players; no evidence of PvP or leaderboards."

      Capsule for Way of the Samurai 3 Way of the Samurai 3

      "Focus is on personal progress and survival rather than competing against other players; no evidence of PvP or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report addictive grind and long play sessions despite limited content, indicating desire to keep playing."

      Capsule for Winds of Valen Winds of Valen

      "Players report addictive grinding and long play sessions, with desire to continue despite difficulty and repetition."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience focused on managing own party; no multiplayer or cooperative gameplay."

      Capsule for Crowntakers Crowntakers

      "Single-player experience focused on individual party management; no multiplayer or cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players can customize characters through equipment, espers, and party composition, allowing creative approaches."

      Capsule for FINAL FANTASY VI FINAL FANTASY VI

      "Customization through character creation, class changes, and party building allows creative approaches, though within predefined systems."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power over others; interactions are purely single-player."

      Capsule for Raw Metal Raw Metal

      "No social dominance or power over others; interactions are limited to single-player party management."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a nostalgic escape and immersive experience into a challenging fantasy dungeon."

      Capsule for Wizardry: Proving Grounds of the Mad Overlord Wizardry: Proving Grounds of the Mad Overlord

      "Players use the game as a challenging escape into a nostalgic, immersive dungeon crawling experience."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Engagement is driven by intrinsic interest and nostalgia rather than obligation or external pressure."

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      "Engagement is driven by intrinsic interest and nostalgia rather than obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players experiment with different class combinations, skills, and combat tactics to find effective builds."

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      "Players experiment with class changes, strategies, and party builds to find effective combinations."

    • Exploration

      Game with the same Exploration vibe

      4

      "Exploring the world map, dungeons, and uncovering secrets is a core part of gameplay."

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      "Exploration of dungeons, mapping, and discovery of secrets and loot are core gameplay elements."

    • Expression

      Game with the same Expression vibe

      2

      "Character portraits and animations provide some self-expression, but limited player customization."

      Capsule for Shantae and the Pirate's Curse Shantae and the Pirate's Curse

      "Character portraits and party customization allow some self-expression, though limited by fixed art assets."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong fantasy setting with magic, dragons, mythical creatures, and imaginative lore."

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      "Strong fantasy setting with magic, mythical creatures, and roleplaying elements consistent with classic Wizardry."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; gameplay is solitary."

      Capsule for Switchcars Switchcars

      "No social or community features; gameplay is solitary."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop characters through leveling, skill acquisition, and strategic planning."

      Capsule for Doom & Destiny Doom & Destiny

      "Players engage in leveling, skill acquisition, and strategic development of characters."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

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

    • Idle

      Game with the same Idle vibe

      -3

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

      Capsule for Creeper World 4 Creeper World 4

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

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No evidence of close social relationships or emotional sharing within the game."

      Capsule for Stacklands Stacklands

      "No evidence of close social relationships or emotional sharing within the game."

    • Leadership

      Game with the same Leadership vibe

      2

      "Player directs party members and chooses strategies, exercising leadership within single-player context."

      Capsule for Foretales Foretales

      "Players lead and manage their party, making decisions and guiding actions, though within a single-player context."

    • Progression

      Game with the same Progression vibe

      5

      "Strong emphasis on leveling up, acquiring items, and improving characters."

      Capsule for Avernum: Escape From the Pit Avernum: Escape From the Pit

      "Strong emphasis on leveling up, acquiring items, class changes, and character development."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "The game is challenging and can be frustrating, with tension in combat and difficulty spikes."

      Capsule for Banners of Ruin Banners of Ruin

      "Game is challenging and sometimes frustrating, with tension from difficulty and punishing mechanics."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable art, music, and sound design provide sensory stimulation, though not intense or extreme."

      Capsule for Still There Still There

      "Enjoyable art and sound design provide sensory stimulation, though not highly intense or flashy."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems present."

      Capsule for Crying Suns Crying Suns

      "No social recognition or status systems present."

    • Story

      Game with the same Story vibe

      0

      "Minimal narrative; gameplay is task and puzzle oriented without an overarching plot."

      Capsule for Car Mechanic Simulator 2014 Car Mechanic Simulator 2014

      "Minimal narrative and story elements; focus is on gameplay and dungeon crawling rather than plot."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires planning, resource management, tactical combat, and problem solving."

      Capsule for SCUM SCUM

      "Requires planning, resource management, tactical combat, and problem solving."

    • Thrill

      Game with the same Thrill vibe

      4

      "High tension and suspense from permadeath, random events, and difficult encounters."

      Capsule for ADOM (Ancient Domains Of Mystery) ADOM (Ancient Domains Of Mystery)

      "High tension and suspense from unpredictable dangers, permadeath risks, and challenging encounters."

    • Value

      Game with the same Value vibe

      3

      "Players find good value especially at sale prices for the nostalgic and challenging gameplay."

      Capsule for GIGANTIC ARMY GIGANTIC ARMY

      "Players find good value in the game's depth, challenge, and nostalgic appeal for the price."

    • Violence

      Game with the same Violence vibe

      4

      "Combat and defeating monsters are core gameplay elements involving destruction and violence."

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      "Combat and defeating monsters are central gameplay elements, involving destruction and violence."

    • Survival

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      5

      "Strong survival elements with resource management, avoiding death, and overcoming threats."

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    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, Story, Cooperation.

    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