Xuan-Yuan Sword: Dance of the Maple Leaves similar games & best alternatives

Xuan-Yuan Sword: Dance of the Maple Leaves

PC (Microsoft Windows), iOS, DOS • 2021

Should you play it?

*** This game is only available in Chinese *** 《轩辕剑外传 枫之舞》是一款以战国时代为背景的回合制RPG,主角辅子彻是墨家弟子,因为蜀桑子的阴谋而开始踏上江湖。并在途中遇到年轻可爱的少女桑纹锦,聒噪的鹦鹉疾鹏,以及脱离墨家的同门铸石子,三人一鸟开启了一段惊心动魄的冒险旅程。

What works
  • Rich historical and mythical story
  • Complex and strategic combat system
  • Unique monster fusion system
  • Nostalgic pixel art style
  • Long playtime and replay value
Things to keep in mind
  • Linear progression limits exploration
  • Clunky inventory and ui design
  • Lack of save flexibility
  • Technical limitations of original version
  • Language barrier due to no official english localization

What to play next

Top picks

Games that feel the closest overall

  • Xuan-Yuan Sword 2

  • Breath of Fire IV

  • Planet Alcatraz

  • Septerra Core

  • Warhammer 40,000: Mechanicus

  • The Thaumaturge

  • House of Necrosis

  • Fantasy Wars

  • Banner of the Maid

Hidden Gems

Less popular games with surprisingly high similarity

  • Xuan-Yuan Sword 2

  • Planet Alcatraz

  • House of Necrosis

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    The Forgotten City

  • Fantasy

    Brothers: A Tale of Two Sons Remake

  • Story

    Indigo Park: Chapter 1

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).

Xuan-Yuan Sword: Dance of the Maple Leaves: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Fellowship, Violence, Cooperation, Survival. It leans lower than usual among comparable games on Autonomy, Exploration, Relaxation.

Why this game works

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

  • Autonomy

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    "Gameplay is largely linear and repetitive with limited meaningful choices; players follow a set progression path with few impactful decisions."

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    "The game features a very linear story progression with limited freedom to explore or deviate from set paths, indicating more adherence to preset routines than player-driven choices."

  • Competence

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    "Combat requires strategic thinking, planning, and skillful use of tactics and abilities"

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    "Combat requires strategic thinking with complex mechanics such as elemental weaknesses, multi-stage boss fights, and managing limited resources, providing skill challenges."

  • Competition

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    -5

    "No evidence of player-vs-player or leaderboard competition; focus is on single-player experience."

    Capsule for Xuan-Yuan Sword 2 Xuan-Yuan Sword 2

    "No evidence of player versus player or leaderboard competition; focus is on single-player experience without comparison to others."

  • Continuation

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    "Players report spending many hours and replaying scenarios, indicating some habitual engagement, though some find it repetitive over time."

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    "Players report investing many hours and replaying the game multiple times, indicating some habitual engagement despite some frustrations."

  • Cooperation

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    "The game is a single-player RPG with no multiplayer or cooperative gameplay elements."

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    "The game is a single-player RPG with no multiplayer or cooperative elements mentioned."

  • Creativity

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    "Some creativity in monster customization and player-created modes, but core gameplay follows established patterns."

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    "Features like the炼妖壶 (monster fusion) system allow some creative experimentation with monster combinations, though overall gameplay follows predefined structures."

  • Domination

    Game with the same Domination vibe

    -5

    "No indication of exerting control or superiority over other players; interactions are single-player and narrative-driven."

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    "No indication of exerting control or superiority over other players; interactions are single-player and narrative-driven."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game to immerse themselves in a rich historical and philosophical narrative, escaping real life through story and exploration."

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    "Players use the game to immerse themselves in a fantastical historical setting, escaping real-life through story and exploration."

  • Expectation

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    "Players engage voluntarily out of interest and nostalgia rather than obligation; some mention playing for personal enjoyment."

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  • Experimenting

    Game with the same Experimenting vibe

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    "New combat mechanics and character builds encourage trying different strategies and combinations."

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    "The炼妖壶 system and complex battle mechanics encourage trying new strategies and monster combinations."

  • Exploration

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    "Limited exploration as levels are mostly fixed and repeat after completion; some novelty via custom maps."

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    "Limited exploration due to linear progression and few side quests; some dungeon exploration but mostly guided."

  • Expression
    Insufficient data

    No nearest game available

  • Fantasy

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    "Set in a fantastical world with mythical elements and imaginative storytelling."

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    "Set in a fantastical version of historical China with mythical elements, magic, and imaginative fiction."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; purely single-player experience."

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    "No social or community features; purely single-player experience."

  • Growth

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    "Players develop skills in micromanagement, strategy, and understanding complex game systems."

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    "Players develop skills and knowledge of complex game systems, including strategic combat and item management."

  • Health

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    "Traditional sedentary computer RPG with no physical activity elements."

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  • Idle

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    "Requires focused attention due to puzzles and combat; not a casual or background game."

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  • Intimacy

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    "Limited to character interactions within the story; no evidence of deep social or emotional connections."

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    "Some character interactions and story moments, but no evidence of deep social or emotional relationship building."

  • Leadership
    Insufficient data

    No nearest game available

  • Progression

    Game with the same Progression vibe

    3

    "Character leveling, skill upgrades, and equipment improvements provide a sense of progression."

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    "Character leveling, equipment upgrades, and monster fusion systems provide a sense of progression and accumulation."

  • Relaxation

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    -2

    "Game is challenging and sometimes frustrating, with sustained tension in combat and exploration."

    Capsule for Wizardry 8 Wizardry 8

    "Game is described as challenging and sometimes frustrating, with tension in combat and limited save points."

  • Sensation

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    "Sensory stimulation is limited due to dated graphics and sound, but nostalgic music and pixel art provide charm."

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    "Pixel art and MIDI music provide nostalgic sensory experience, though limited by technical constraints."

  • Status

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    "No social recognition or status systems present."

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  • Story

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    "Strong narrative focus with engaging characters, lore, and story progression."

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    "Strong narrative focus with historical and mythical storytelling, engaging dialogues, and character-driven plot."

  • Strategy

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    "Combat and dungeon exploration require tactical planning, resource management, and problem solving."

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  • Thrill

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    "Some suspense from dungeon exploration and boss fights but generally controlled experience."

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    "Some suspense from challenging boss fights and dungeon exploration, though overall controlled environment."

  • Value

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    "Players report good value for time spent, with engaging gameplay and replayability."

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    "Players report long playtimes and replay value, indicating good return on time invested despite some interface frustrations."

  • Violence

    Game with the same Violence vibe

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    "Combat involves fighting monsters and bosses but also includes non-violent skills and crafting."

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    "Combat involves fighting monsters and bosses, but also includes constructive elements like monster fusion and crafting."

  • Survival

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    "Players must manage resources and avoid threats, but not a hardcore survival game."

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    "Players must manage resources and overcome threats in combat, though not a hardcore survival game."

Last update: 09/07/2026