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XCOM® 2 similar games & best alternatives

XCOM® 2

PC (Microsoft Windows) • 2016

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Quick resume

XCOM 2 is the sequel to XCOM: Enemy Unknown, the 2012 award-winning strategy game of the year. Earth has changed and is now under alien rule. Facing impossible odds you must rebuild XCOM, and ignite a global resistance to reclaim our world and save humanity.

Global score

85/100

Genres

Strategy

Similar games

    Pros

    • Challenging and rewarding tactical gameplay
    • Extensive soldier customization and mod support
    • High replayability with expansions and mods
    • Immersive sci-fi narrative and atmosphere
    • Strong strategic and leadership elements

    Cons

    • Performance and optimization issues especially at launch
    • Steep learning curve and punishing difficulty
    • Time-limited missions can frustrate some players
    • Randomness in hit chances and resource drops
    • Limited multiplayer and social interaction

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have significant control over squad composition, loadouts, mission approach (stealth, loud, tactical), and in-mission decisions, allowing personal freedom in gameplay."

      Capsule for Hidden & Dangerous 2: Courage Under Fire Hidden & Dangerous 2: Courage Under Fire

      "Players have significant control over squad composition, soldier customization, tactical decisions, and strategic base management, allowing for personal freedom in gameplay."

    • Competence

      Game with the same Competence vibe

      5

      "The game is challenging with a steep learning curve, requiring skillful tactical play, precise aiming, and strategic thinking."

      Capsule for Ready or Not Ready or Not

      "The game is challenging with a steep learning curve, requiring skillful tactical positioning, risk management, and strategic planning, with brutal punishment for mistakes."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is mainly on personal pace and self-set goals; multiplayer exists but is not a major competitive focus."

      Capsule for Tropico 6 Tropico 6

      "Focus is primarily on personal progress and individual campaign success rather than direct competition with others; multiplayer is minimal and not emphasized."

    • Continuation

      Game with the same Continuation vibe

      5

      "Highly replayable with long campaigns and extensive content encouraging habitual and extended play sessions."

      Capsule for Total War: EMPIRE – Definitive Edition Total War: EMPIRE – Definitive Edition

      "High replayability with long campaigns, mod support, and expansions encourage habitual and extended play sessions."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Gameplay centers on individual squad management; no multiplayer or cooperative modes mentioned."

      Capsule for Halfway Halfway

      "Gameplay centers on individual squad management and solo tactical missions; multiplayer or cooperative modes are not a core feature."

    • Creativity

      Game with the same Creativity vibe

      4

      "Players customize squads, assign roles, and devise unique tactical approaches to missions."

      Capsule for Tom Clancy's Ghost Recon® Tom Clancy's Ghost Recon®

      "Extensive soldier customization, mod support, and tactical variety allow players to create unique squads and strategies."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions are balanced and focused on player vs AI; no evidence of exerting control or superiority over other players."

      Capsule for Langrisser I & II Langrisser I & II

      "Interactions are balanced with no emphasis on exerting superiority over other players; focus is on overcoming AI challenges."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as immersive sci-fi action to escape reality and experience intense combat."

      Capsule for Crysis Warhead® Crysis Warhead®

      "Players use the game as a deep immersive experience to escape reality, engaging in a sci-fi resistance narrative and strategic combat."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of intrinsic interest and personal challenge rather than obligation."

      Capsule for Geometry Dash Geometry Dash

      "Players engage voluntarily out of intrinsic interest and personal challenge rather than obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players experiment with different character builds, skill combinations, and mods, exploring mechanics and strategies."

      Capsule for Dungeon Siege II Dungeon Siege II

      "Players experiment with different tactics, soldier builds, and mod configurations to optimize gameplay and explore mechanics."

    • Exploration

      Game with the same Exploration vibe

      3

      "Random map generation and large maps encourage discovery and exploration of new environments."

      Capsule for Simutrans Simutrans

      "Randomly generated maps and strategic global map exploration encourage discovery and adaptation."

    • Expression

      Game with the same Expression vibe

      4

      "Robust character and weapon customization supports player self-expression and personalization of their squad."

      Capsule for No Plan B No Plan B

      "Robust character customization and modding enable personal expression through soldier appearance and gear."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strong sci-fi fantasy narrative with alien worlds, advanced technology, and imaginative story."

      Capsule for The Way The Way

      "Strong sci-fi narrative with alien invasions, futuristic tech, and imaginative settings provide a clear fantasy experience."

    • Fellowship

      Game with the same Fellowship vibe

      -3

      "Social interaction is minimal; the game focuses on single-player experience with limited multiplayer community."

      Capsule for Cultures - Northland Cultures - Northland

      "Social interaction is limited; the game is primarily a single-player experience with minimal community integration."

    • Growth

      Game with the same Growth vibe

      5

      "Players develop skills through soldier progression, research, and strategic mastery."

      Capsule for XCOM: Enemy Unknown XCOM: Enemy Unknown

      "Players develop skills in tactical combat and strategic management, with soldier progression and learning from failure emphasized."

    • Health

      Game with the same Health vibe

      -4

      "The game involves sedentary play with no physical activity or health-related features."

      Capsule for Devil May Cry 5 Devil May Cry 5

      "The game involves sedentary play with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention and continuous engagement during tactical combat and strategic decisions."

      Capsule for Warhammer 40,000: Chaos Gate - Daemonhunters Warhammer 40,000: Chaos Gate - Daemonhunters

      "Requires focused attention and continuous engagement during tactical and strategic phases."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited social interaction; emotional attachment is primarily to in-game characters rather than real social bonds."

      Capsule for XCOM: Enemy Unknown XCOM: Enemy Unknown

      "Limited social bonding; emotional attachment is mostly to in-game characters rather than real social relationships."

    • Leadership

      Game with the same Leadership vibe

      4

      "Players act as commanders directing squads and making strategic decisions."

      Capsule for Praetorians Praetorians

      "Players act as commanders managing squads and base operations, making strategic decisions and guiding troops."

    • Progression

      Game with the same Progression vibe

      5

      "Strong progression through research, equipment upgrades, soldier ranks, and base expansion."

      Capsule for X-COM: UFO Defense X-COM: UFO Defense

      "Strong progression through soldier ranks, equipment upgrades, research, and base development."

    • Relaxation

      Game with the same Relaxation vibe

      -3

      "The game creates sustained tension and challenge rather than relaxation or flow."

      Capsule for Tom Clancy's Ghost Recon® Tom Clancy's Ghost Recon®

      "The game maintains sustained tension through time-limited missions and challenging combat, creating stress rather than relaxation."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visuals, animations, and sound effects provide stimulating sensory feedback, though not overwhelming."

      Capsule for Age of Wonders III Age of Wonders III

      "Visuals, sound, and cinematic effects provide engaging sensory stimulation, though not extreme or overwhelming."

    • Status

      Game with the same Status vibe

      -3

      "Achievements and recognition are mostly personal; social status or popularity is not a focus."

      Capsule for Crea Crea

      "Achievements and recognition are mostly personal and within the game; social status or popularity is not a focus."

    • Story

      Game with the same Story vibe

      4

      "Narrative immersion with character development, overarching plot, and lore."

      Capsule for Eiyuden Chronicle: Hundred Heroes Eiyuden Chronicle: Hundred Heroes

      "Narrative immersion with character development, overarching plots, and lore enrich the player experience."

    • Strategy

      Game with the same Strategy vibe

      5

      "Heavy emphasis on mental challenge, problem solving, planning, and tactical decision making."

      Capsule for Wolfpack Wolfpack

      "Heavy emphasis on mental challenge, problem solving, tactical positioning, and strategic planning."

    • Thrill

      Game with the same Thrill vibe

      4

      "Unpredictable encounters and risk-reward decisions create suspense and excitement."

      Capsule for Slay the Spire Slay the Spire

      "Mission timers, risk of permanent loss, and unpredictable outcomes create suspense and thrill."

    • Value

      Game with the same Value vibe

      4

      "High perceived value due to extensive content, replayability, and mod support."

      Capsule for Fallout 4 Fallout 4

      "High perceived value due to extensive content, mod support, and replayability relative to cost."

    • Violence

      Game with the same Violence vibe

      5

      "Combat and destruction are central, with frequent violent encounters and boss battles."

      Capsule for ELDEN RING ELDEN RING

      "Combat and destruction are central, with frequent tactical battles involving alien enemies and weaponry."

    • Survival

      Game with the same Survival vibe

      5

      "Core gameplay revolves around avoiding death, managing resources, and surviving alien hordes."

      Capsule for Space Beast Terror Fright Space Beast Terror Fright

      "Core gameplay revolves around avoiding failure, managing resources, and surviving against overwhelming alien threats."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. Here, the score leans higher than usual among comparable games on Violence, Expression. It leans lower than usual among comparable games on 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