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50 years similar games & best alternatives

50 years

PC (Microsoft Windows) • 2017

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Quick resume

50 Years is a fast-paced alternative to the bigger, longer turn-based strategy games. You can win or lose a game in a single evening. Either way you'll want to play it again.

Global score

90/100

Genres

Indie, Strategy, Adventure, Turn-based strategy (TBS), Simulator

Similar games

    Pros

    • High replayability with multiple factions and modes
    • Short, accessible game sessions
    • Pleasant art style and relaxing music
    • Challenging strategic depth especially on higher difficulties
    • Low price and frequent discounts

    Cons

    • Automated combat with no player control
    • Lack of save feature
    • Minimal graphics and animations
    • Some randomness can feel unfair
    • Limited faction differentiation and story depth

    Analysis

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

    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.

    Motivations

    • Autonomy
      3

      "Players make strategic decisions on resource allocation, unit recruitment, and development paths each turn, but combat is automated without direct control."

    • Competence
      3

      "Game requires planning and balancing economy and military to survive 50 turns; higher difficulties pose real challenge."

    • Competition
      -2

      "Focus is on individual play and personal improvement; no direct PvP or ranked modes mentioned."

    • Continuation
      3

      "High replayability with different factions, difficulty levels, and scenarios encourages repeated play despite short sessions."

    • Cooperation
      -5

      "Single-player game with no cooperative multiplayer or team-based mechanics."

    • Creativity
      2

      "Players experiment with different faction bonuses, belief combinations, and strategies but within fixed game structures."

    • Domination
      -5

      "No evidence of exerting control or superiority over other players; interactions are against AI."

    • Escapism
      3

      "Casual, relaxing gameplay with fantasy setting provides a mild escape from real life."

    • Expectation
      -4

      "Players engage voluntarily for fun and challenge without external pressure or obligation."

    • Experimenting
      3

      "Encouraged to try different factions, belief paths, and strategies to find winning combinations."

    • Exploration
      1

      "Limited exploration via scouting and dungeon events, but mostly static map and gameplay."

    • Expression
      -3

      "Minimal customization; players choose factions and beliefs but no avatar or environment personalization."

    • Fantasy
      4

      "Fantasy setting with mythical units like unicorns, minotaurs, angels, and zombie chickens."

    • Fellowship
      -5

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

    • Growth
      3

      "Players learn strategies and improve over time; skill trees and faction differences add depth."

    • Health
      -5

      "Sedentary gameplay with no physical activity involved."

    • Idle
      2

      "Short sessions and some passive waiting during automated battles allow casual play."

    • Intimacy
      -5

      "No social or emotional connections formed within the game."

    • Leadership
      2

      "Players lead their faction's development and army but no leadership over other players."

    • Progression
      4

      "Progression through building structures, recruiting units, and unlocking faith bonuses."

    • Relaxation
      4

      "Calm music, simple graphics, and short sessions create a relaxing experience."

    • Sensation
      1

      "Pleasant visuals and music but limited sensory stimulation due to minimal animation."

    • Status
      -5

      "No social recognition or status systems present."

    • Story
      1

      "Minimal narrative; focus is on gameplay rather than story immersion."

    • Strategy
      4

      "Requires strategic resource management, unit composition, and timing to survive attacks."

    • Thrill
      2

      "Some suspense from random attacks and risk of defeat, but overall low tension."

    • Value
      4

      "Good value for price, especially on sale; short, replayable sessions with achievements."

    • Violence
      3

      "Combat involves battles and unit destruction, though presented in a stylized, low-graphic manner."

    • Survival
      4

      "Core gameplay is about surviving waves of attacks for 50 turns."

    Last update: 29/04/2026