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An action RPG inspired survivors-like commonly recommended if you like things a little more slower and challenging or just isometric with a Diablo 1 vibe. Feels more like VS when you enable Auto-Aim and Auto-Attack, but you might enjoy more control. The quick toggle option is appreciated. Crazy amount going on for Early Access. Darker vibe may appeal to you. This is one of the most popular and highly regarded titles on the list and I agree with that prestige.
Every game ranked was played, but also scaled based on research, talking to developers & your feedback. The priority with the scale's initial design was to compare similarity on relatively objective features - so it doesn't claim to include reviews of the depth and clarity you'd get at a games journalism site, nor the intensive time played you might get from player reviews on steam. We try to incorporate and link all of that along with a 'review scale' that checks for bugs. See the heatmap and breakdown! Time played noted so you can take any notes with a big grain of salt! I can't get to high level gameplay in 850+ games so I heavily research every game. Over 80 game creators let me interview or survey them! I Hope to go back and refine. Please argue or submit your own scores and reviews to be incorporated with credit into the notes and score numbers.
Added or last checked on 11/23/2023
An excellent choice to scratch your Vampire Survivors itch. This one is very inspired by oldschool Diablo 1 feel from graphics to enemy types and attacks. Great enemy patterns/AI, kind of beautiful sometimes to watch them move. Has options for Auto Aim and Auto Attack. Quick Toggle available at all times means it still gets high scores in those columns.
There is a prelude so you can try it out and see if you like the more downtempo vibe. I can see how some people complain about the graphics, but it's pure nostalgia for me! It's a great game, but I'm personally often looking for something a little more over the top and upbeat in this genre, which explains my lower playtime vs. some others.
I should write more on this at some point, it's one of the better games on the list, but I imagine it being up so far and already popular most people already know that. Like a few other games the detail of notes suffers because I played most of my time in it before I was making notes and they are already on my list to play a lot more of. That's generally a good sign, but I intend to revise the notes later.
Measured in 60 categories via likert-scale style options -1 to 1 in tenths, how does this game compare to Vampire Survivors. This allows 1200 total "points". It's easier to have a point of comparison and we just picked Vampire Survivors since it's the most popular and commonly referenced game in the subgenre. For detailed methodology read the explainer. For in depth examples at score value, see the scoring guide and for term definitions see the key.
The review scale is judged from -1 to 1 in 10 categories, with 200 possible "points" earned. Steam review positive percentage is worth another 100 points, and a "ten point" pure vibe review number adds extra subjectivity. Converted into points, that's 400 points total. The points aren't used directly in the ranking, though, which averages the three number scores for the final review score listed in the game line above.
More sortable taxonomies and categories associated with the game (genre tags are available in the main game table line!) We've just started adding tags to enable more sorting options, this section will get more filled out as we go!
Some description of the game and its features from the creators.
"Slay hordes of terrifying monsters in this horde survival roguelite. Descend into the Halls of Torment where the lords of the underworld await you. Treasures, magic trinkets, and a growing cast of heroes will grant you the power to vanquish the horrors from beyond. How long can you survive?"
Technically a twin stick shooter, but with auto aim and auto fire quickly available to toggle via a controller press without having to enter a menu. It felt, in my playthrough, like auto aim always was valid enough as a strategy and sometimes I would want to manually aim. Pretty comfortable play style.
Auto Aim generally targets nearest enemy, with some melee ranged attacks and upgrade paths make it a good mowing game.
Enemies form satisfying maze like patterns.
Automated Features
Auto-Aim
Auto-Fire
Toggle in menu or via button in play, default's to manual aim. With auto-aim on, you can still press the right stick to aim when needed and simply release to return to auto-aim.
The game challenges you to survive out a timer and the boss that shows up. Defeating the boss ends the run.
After completing a certain point at regular level, a harder mode called "Agony" becomes selectable.
The main menu navigation is through a hub zone called "Camp" where you control an avatar directly and interact with other characters to switch to them, and to a couple interactable objects and NPCs to increase your power and pick your equipment.
Much like Vampire survivors, you avoid enemies while picking up XP drops and gold. One difference is you have to find abilities around the map, instead of being able to get them by leveling. Leveling up powers up traits for your current abilities.
Equipment is also another difference, see also meta notes.
There are a couple powerups and a magnet ability.
When you "run out" of traits to pick in a run you can pick health or gold.
Meta Progression
Through progression players unlock characters and features in the hub zone. Players can find equipment and then purchase it from the wellkeeper NPC hubworld to equip at the stash.
Incremental upgrades can be purchased for in game currency between runs. Players can brew potions with the cupbearer NPC allowing temporary options like rerolls in the next run."
It's possible to reset and restore backups of progress in player profiles.
9 Characters ("Heroes") each with 3 Class Traits
16 Abilities each with trait upgrade options.
15 Base Traits
10 Elevated Traits
500+ trait options total that upgrade characters and abilities
22 Visible Player Stats
2 NPCs
4 Stages / "Dhapters"
30+ Unique Monsters
12+ Bosses
2 Difficulty Options (Normal, Agony)
250 Quests (Challenges) Total, split between chapter related and character related.
1 XP pickup item, 4 Healing Drops
1 Gold meta progression currency
4 Temporary Powerups (inc XP magnet)
50+ Equipment Items
18 Meta Upgrades ("Blessings")
6 Potions, brewed with 15 ingredients drops
9 Equippable Buffs ("Marks")
In Game Lore & Extras
2 rescuable hub zone NPCs with light voice acted dialog.
Any other accessibility or menu options not mentioned already in the game modes. Instead of deciding what to list here, I'm going to just list it all. This should make for a pretty interesting UI study, actually, but probably won't be needed by most players. These are all likely missing late game unlock options! Please comment in corrections! From top left, back or close buttons are assumed. Spoiler Warning! Menu unlocks often happen later in play. See also meta unlock menu walkthrough.
Main Menu
Initial
- Character Select (Left Stick)
-> Avatar Control / "Camp" Hub Zone
-> Menu (Start, also option during hub world)
Camp (Hubzone, Walk, button to interact)
- Wellkeeper (Merchant NPC, buy found items)
- Item Stash (Equip)
- Change Character
- Shrine of Blessings
(Currency Meta Powerups)
--> Register of Halls / Door (Choose Stage)
- Quests (Tab through challenges,
see unlock rewards)
- Cupbearer (Potion Crafting NPC)
Listing UI display as well. "In run" applies to "round end" UI in games with rounds. May use in game terms for complicated concepts. See also metaprogression system notes in the game mode notes.
Level / Power Up / Treasure: In Run and End Menus
XP drops as gems. Gold and health drop from enemies and breakables. Items sit on map. Enemies drop chests. Sidebars persist in all views.
On XP Gain Event
- Pick from 4 "Traits"
- 4 Level Options in vertical bordered list
- Potions: Reroll, Banish, Memorize, Double
On "Scroll of Mastery" pickup
- Pick from 3 "Abilities"
- Discard for 50% Level XP
"Dried Up Well" interactable
- Drop found equipment into the well
to retrieve it at camp
End Run Displays Results
- View stats and completed quests
-> Return to camp
Meta Unlock Menus
Various features for the hub world unlock through play.
Players can find equipment and then purchase it from the wellkeeper NPC hubworld to equip at the stash.
Item Stash: 7 slots, 4 loadouts, sorted tabs. Equip items found for bonuses during the next run.
Shrine of Blessings: Purchase upgrades for Health Capacity, Health Regeneration, Defense, Movement Speed, Pickup Range, Damage, Attack Speed, Area / Projectile Size, Attack Range. Can be refunded individually or all at once.
Players can brew potions with the cupbearer NPC allowing temporary options like rerolls in the next run.
Very commonly recommended free game for if you want something tight to the Vampire Survivors formula and just as fun. Technically a fan game for Hololive, it's a feature rich game anyone can enjoy. Some features, including fishing, are tucked into a little life sim menu mode. Has aiming and special moves but they can be ignored and still play ok.
Many meta notes via Joske and Genki on Discord!
Every game ranked was played, but also scaled based on research, talking to developers & your feedback. The priority with the scale's initial design was to compare similarity on relatively objective features - so it doesn't claim to include reviews of the depth and clarity you'd get at a games journalism site, nor the intensive time played you might get from player reviews on steam. We try to incorporate and link all of that along with a 'review scale' that checks for bugs. See the heatmap and breakdown! Time played noted so you can take any notes with a big grain of salt! I can't get to high level gameplay in 850+ games so I heavily research every game. Over 80 game creators let me interview or survey them! I Hope to go back and refine. Please argue or submit your own scores and reviews to be incorporated with credit into the notes and score numbers.
Added or last checked on 11/21/2023
You might not realize these are all fan representations of HoloLive vtubers as characters, except for the game kind of tells you. Many players including myself have no idea who they are and still enjoy the game a lot. It has a lighter humorous tone that doesn't bog it down into meme game territory and nails the basic VS formula with some subtle twists and upgrades with weapon evolutions.
Adds aiming and a special move button, but some builds you can make work for 1 handed play. Also has a home decoration side game, fishing, and more! On the downside, feels a little 'light' and less immersive for some reason to me, but hey, it's free! I'll be playing more of it!
Did I say it's totally free? It's Free! I'll come back and make real notes later.
Full level/progression notes from Genki: "Leveling up is done like Vampire Survivors. Enemies drop XP, on level up you choose a weapon (or item). Eventually there's an option to reroll or banish a weapon or item. Occasionally, anvils drop on the ground. Anvils allow you to level up a weapon/item without the need for xp, enchant a weapon (apply a random buff) or enhance a weapon beyond it's max level (each enhancement costs coins and every time per weapon the probability of success decreases).
Stamps also drop from time to time. Stamps are buffs that are only applied to the main character-unique weapon. You can equip a max of 3 stamps and level them up to level 3 by sacrificing other stamps. Stamps can also be sold for coins. There's a also a super rare chance for super-items to drop from boxes. Super items are buffed version of normal items without any downside."
"Players can combine certain weapons to make a collab, an evolved version of those two weapon that also frees a slot. When certain requirements are met and the player collects a golden hammer, they have the chance to combine a collab with an item to make a super collab."
Measured in 60 categories via likert-scale style options -1 to 1 in tenths, how does this game compare to Vampire Survivors. This allows 1200 total "points". It's easier to have a point of comparison and we just picked Vampire Survivors since it's the most popular and commonly referenced game in the subgenre. For detailed methodology read the explainer. For in depth examples at score value, see the scoring guide and for term definitions see the key.
The review scale is judged from -1 to 1 in 10 categories, with 200 possible "points" earned. Steam review positive percentage is worth another 100 points, and a "ten point" pure vibe review number adds extra subjectivity. Converted into points, that's 400 points total. The points aren't used directly in the ranking, though, which averages the three number scores for the final review score listed in the game line above.
More sortable taxonomies and categories associated with the game (genre tags are available in the main game table line!) We've just started adding tags to enable more sorting options, this section will get more filled out as we go!
Some description of the game and its features from the creators.
"Play as your favorite Vtubers from Hololive! Fight, explore, and clear your way through armies of fans and save them from their mind-control in this unofficial free fan-game."
"Free, unofficial fan game featuring the vtuber talents of Hololive and its surrounding community, with gameplay heavily inspired by Vampire Survivors and Magic Survival."
Genki: "Twin stick shooter with special skills activated by a button and strafing / aiming lock also toggled by holding a button. Can be played with only keyboard (aiming and strafing will be locked to eight directions), mouse+keyboard or controller (both allow for free aiming 360 degrees)."
Automated Features
Auto-fire. Default, but there is a special move button.
No targeted auto-aiming, but by default all weapons that can be aimed fire in the direction your character moves. You can choose to lock(strafe) the aim in a specific direction or use free aiming with m+k or controller
Supported Controls
Controller: Partial
Controller Move Only: No
Controller One Handed: Partially
Genki: "Possible to assign special skill and strafing to the two left triggers. Would be missing the free aim that comes with the right stick, though."
Mouse Only: No
Keyboard Only: Yes.
Genki: "Weapon aiming and strafing will be restricted to only 8 directions, though."
Keyboard One Handed: Partially.
Genki: "It's possible to play with 1 hand with certain weapon combinations and characters, but not all."
Game is semi-accessible as it can be played with one hand, but it loses the aiming features.
Menu FX Toggles: Attack opacity slider, Visual Effects, Screen Shake, Show Skill Radius
Tutorial Notes
Has a very quick basic tutorial when you start a run for the first time showing basic movement and aiming controls for both keyboard + mouse and controller (twin-stick controls).
Stage mode is the default game mode that lasts 20 minutes and the run ends when the player defeats the final boss.
Endless mode lasts 30+ minutes (to upwards of 60 minutes, sometimes more depending on build and strategy), the run ends with a mob horde with exponentially increasing stats that eventually overwhelmed the player.
Time mode lasts 3-10 minutes. The goal is to complete a certain objective as fast as possible.
Very similar to Vampire Survivors. Enemies drop XP, on dialog pops up on level event, eventual reroll and "banish" options.
Occasionally dropped "anvils" allow you to instantly level, buff or a chance to further enhance a weapon beyond it's max level for coins.
Occasionally dropped "stamps" are also equippable/upgradeable/swappable buffs
Very rare chance of super-items dropped from boxes, which are buffed versions of items without any downside.
Weapons can combine and evolve, called a "collab", freeing an equip slot. In certain conditions they can combine with an item to make a "super collab".
Meta Progression
Players unlock new stages, items and weapons by completing certain goals. They can earn gold (holocoins) through runs that can be spent on upgrades and characters.
The characters can not be purchased directly and are instead obtained through gacha with the in-game currency. Repeat characters in the gacha upgrade the existing character. Repeat characters on a gacha banner also give a secondary currency (a "tear") per repeated character. Tears can be used to directly purchase
characters or outfits without the need for gacha.
Upgrades can be refunded, gold spent on gacha can not be refunded. In the HoloHouse, gold can be spent on farming crops and combined with fish obtained from a fishing minigame. It's cooked into various food items that give effects during gameplay (essentially difficulty modifiers.)
Any other accessibility or menu options not mentioned already in the game modes. Instead of deciding what to list here, I'm going to just list it all. This should make for a pretty interesting UI study, actually, but probably won't be needed by most players. These are all likely missing late game unlock options! Please comment in corrections! From top left, back or close buttons are assumed. Spoiler Warning! Menu unlocks often happen later in play. See also meta unlock menu walkthrough.
Main Menu
Play
->Character Select
-->Outfit Select (if extra outfits unlocked)
-> Mode Select (Stage, Endless or Time)
--> Stage Select(Also enable Food from HoloHouse)
HoloHouse
-> Character Select
Shop
-> Character Gacha
--> Banner Selection (Select your number of rolls from 1-10)
-> Tears Menu (Buy Outfits or Characters directly with the secondary currency tears)
-> Buy Upgrades
-> Armory (Collection)
Leaderboard
Achievements
-> Achievements
--> General Achievements
--> Character Specific Achievements
-> Fandoms (Character-based meta-progression based on goals)
Settings
Credits
Quit
Display & Sound
Available on the main menu or the pause menu
Display
- Resolution(720p or 1080p)
- Fullscreen
- Attack Opacity
- Damage Numbers
- Visual Effects
- Screen Shake
- Hud Portrait(Character Portrait)
- Hud HP bar
- Hud HP number
- Show Mini HP(above player)
- Hide HP if full
- Show Skill radius
- Show Stamps
Sound
- Music Volume Slider
- Sound Volume Slider
Gameplay / Input / Other Options
Available on the main menu or the pause menu
Gameplay
- Damage Numbers, Visual Effects, etc under the option "Graphic Settings". See Display and Sound Options column
Input
- Keybinds: Confirm/Strafe, Cancel/Special, Left,Right, Up,Down,SET ALL.
- Controller: Confirm/Strafe,Strafe(Alt),Cancel/Special,Special(Alt),Start,Menu,SET ALL
- Controller Vibration
Other
- Language (English, Indonesian, Japanese)
- HoloHouse Custom Names (randomizes workers names in HoloHouse)
- HoloHouse Custom Messages
From top left of the screen, persistent UI during play (aka Heads Up Display) and other menus during your run.
Player HUD / Gameplay UI
XP bar runs across the screen. Level is displayed on the top right.
Character Portrait (Size can be selected in settings)
6 weapon slots and 6 item slots below them. All next to character portrait.
Character Skill icon and charging bar below character portrait.
Coins collected and below it, enemies defeated. Both top right close to level.
Timer on display at all times. Shows selected mode and time elapsed.
Pause Menus
Actual Pause Menu on the center. On the left, Character Artwork, name and stats are shown.
-Skills (check character-specific skills and their level)
-Stamps (upgrade, swap or sell stamps)
-Collabs (see a list of already unlocked collabs and super collabs)
-Resume
-Settings
-Quit
Listing UI display as well. "In run" applies to "round end" UI in games with rounds. May use in game terms for complicated concepts. See also metaprogression system notes in the game mode notes.
Level / Power Up / Treasure: In Run and End Menus
XP drops as play buttons of varying color depending on the XP given. Gold drops from enemies. Health items can either drop randomly or be obtained by breaking certain objects. Anvils that let you upgrade your weapon also drop.
On XP Gain Event
- On the left, Character Artwork, name and stats are shown.
- Can bring up a side menu to see all available collabs possible.
- Pick from 4 options. Items/Weapons
- Reroll, Eliminate
On Stamp pickup
-Picked up stamp on left side. Description in the bottom center.
-Select an option to swap/upgrade/sell the stamp with any already placed stamp or place stamp in empty slot
On Collab
- Shows 6 weapons on screen. Weapons that can be collabed in general glow.
On Super Collab
- Shows all weapons and items on screen. Weapons and items that can super collab glow.
On Anvil pickup
- Shows all weapons and items. Maxed out items are greyed out.
- On item select: Level up item for free.
- On weapon select: Level up item for free if not maxed out. Can also "enchant" weapon (apply a buff) for coins.
If weapon already maxed, can choose to level up beyond max level for coins, has a probability to fail enhancement.
On box drop
- Can select to accept the drop or refuse it
Meta Unlock Menus
Characters can be purchased via gacha banners. There's a "tears" sub-menu per banner that also acts as a way to check alt outfit unlocked status.
Upgrades are bought in the shop. Divided in three menus: Enhancements (unlock basic game systems like stamps, rerolls, eliminates),
Stat Upgrades and Others(Game modifiers like weapon limit, banning super items, hardcore mode)
Enhancements: Special Attack, Growth, Reroll, Eliminate, Stamps, Enchantments, Fandom
Stat Upgrades: HP, ATK, Speed,Crit, Pickup Range, Haste, Regen, Defense, Special Cooldown Reduction, Skill Up, EXP Gain Up, Foods Drop Up, Coins Up, Enhancement Rates Up
Others: Marketing, Weapon Limit, Item Limit, Collab Ban, Super Items Ban, G Rank Off, Hardcore Mode, Refund All
All upgrades can be refunded, including the basic system ones (required for some achievements). Characters cannot be refunded, but
repeated characters on a gacha banner grant you a tear. With enough tears you can purchase characters or outfits directly without the need for gacha.
Fandom Menu: Under the Achievements Menu. Provides a list of every character's fandom exp and their conditions to level up. Fandoms grant you bonuses for each character. 3 levels of fandom per character.
Extremely Different. It's hard to have a better pick if you want a rogue-lite auto-battler with really unique map-building non-direct control of the main character. But chances are you didn't know you were looking for that. Included to test the scale but also because it's a great game that might scratch your itch if it's about exploring a new system with great progression and interesting synergies, along with tense action that's not reflex based even if it doesn't have stick movement focus. It's above 5.0 so it might be recommended to appeal to VS fans, but only with major disclaimers about differences.
Every game ranked was played, but also scaled based on research, talking to developers & your feedback. The priority with the scale's initial design was to compare similarity on relatively objective features - so it doesn't claim to include reviews of the depth and clarity you'd get at a games journalism site, nor the intensive time played you might get from player reviews on steam. We try to incorporate and link all of that along with a 'review scale' that checks for bugs. See the heatmap and breakdown! Time played noted so you can take any notes with a big grain of salt! I can't get to high level gameplay in 850+ games so I heavily research every game. Over 80 game creators let me interview or survey them! I Hope to go back and refine. Please argue or submit your own scores and reviews to be incorporated with credit into the notes and score numbers.
Added or last checked on 10/17/2023
A map-making rogue-lite auto battler. You have a character that goes around a loop fighting enemies during your run, but you can only help him by placing map parts and changing gear - no direct control. There's so much to talk about with this one, but it's pretty different from most of the games on our scale. What it shares is really satisfying metaprogression and some autobattle elements.
Put in about 44.6 hours on Steam and then another 40+ hours on Switch when it released there. Amazing game, totally unique, interesting to compare to VS in terms of mechanics. The game is a strategy game played in menus and by putting down tiles, but we'll call the real time use of a click button a 'trigger' press.
One of the best games ever imho, but it's pretty different so no need to really discuss in detail here.
Measured in 60 categories via likert-scale style options -1 to 1 in tenths, how does this game compare to Vampire Survivors. This allows 1200 total "points". It's easier to have a point of comparison and we just picked Vampire Survivors since it's the most popular and commonly referenced game in the subgenre. For detailed methodology read the explainer. For in depth examples at score value, see the scoring guide and for term definitions see the key.
The review scale is judged from -1 to 1 in 10 categories, with 200 possible "points" earned. Steam review positive percentage is worth another 100 points, and a "ten point" pure vibe review number adds extra subjectivity. Converted into points, that's 400 points total. The points aren't used directly in the ranking, though, which averages the three number scores for the final review score listed in the game line above.
More sortable taxonomies and categories associated with the game (genre tags are available in the main game table line!) We've just started adding tags to enable more sorting options, this section will get more filled out as we go!
Some description of the game and its features from the creators.
"The Lich has thrown the world into a timeless loop and plunged its inhabitants into never ending chaos. Wield an expanding deck of mystical cards to place enemies, buildings, and terrain along each unique expedition loop for the brave hero."
"Infinite Adventure: Select from unlockable character classes and deck cards before setting out on each expedition along a randomly generated loop path." "Strategically place building, terrain, and enemy cards along each loop."
There is only one run type, with metaprogression between runs. There are four "chapters", each with a specific difficulty change, rewards and bosses. Until you beat the earlier chapters, the bosses for later ones will not show up in your run. The first three chapters each have one boss and the 4 requires beating them all. You can select earlier chapters to play again.
You can pick what tiles are available to you in the next run.
Each run finds the player starting with a blank map and loop of road, which they then place map pieces around as a timer counts towards a boss event. Early runs are guaranteed to be ended by the first boss, and players eventually work towards "endless" runs. There's no time based goal to complete, you simply decide to head back to camp or risk losing the run. The goal is to survive while gathering as much as possible before dying.
Average run time is probably more accurately 10m - 60m, but it also depends on the player selected speed / pause usage.
Speed Settings
The game can be paused or sped up by player toggle. While paused, the player can still manipulate the game field and inventory, then unpause or move to high speed to see how it plays out.