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80 Days

Nintendo Switch, PC (Microsoft Windows), iOS, Mac, Android • 2015

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Quick resume

1872, with a steampunk twist. Phileas Fogg has wagered he can circumnavigate the world in just 80 days. Travel by airship, submarine, mechanical camel, steam-train and more. Race other players and a clock that never stops in TIME Magazine's Game of 2014.

Global score

90/100

Genres

Adventure, Indie, Strategy, Point-and-click, Role-playing (RPG)

Pros

  • Rich and immersive storytelling
  • High replayability with many routes and outcomes
  • Strategic planning and resource management
  • Engaging steampunk alternate history setting
  • Accessible and intuitive interface

Cons

  • Heavy reliance on reading and english proficiency
  • Some interface quirks from mobile port
  • Lack of save slots and occasional frustrating randomness
  • Limited social or multiplayer features
  • Can feel repetitive after many playthroughs

Motivations

  • Autonomy
    4

    "Players make strategic decisions on routes, inventory, and dialogue choices, shaping their own unique journey."

  • Competence
    3

    "Requires planning, resource management, and decision-making skills to optimize travel and overcome obstacles."

  • Competition
    2

    "Some competition via beating own or friends' records, but mostly focused on personal progress and exploration."

  • Continuation
    4

    "Highly replayable with many routes and story variations encouraging multiple playthroughs."

  • Cooperation
    -4

    "Single player experience focused on individual decision-making and managing the journey alone."

  • Creativity
    3

    "Players creatively choose routes, manage inventory, and shape narrative outcomes through choices."

  • Domination
    -5

    "No evidence of exerting control or superiority over others; interactions are narrative and cooperative in tone."

  • Escapism
    5

    "Strong immersion in a steampunk alternate world with rich storytelling and exploration."

  • Expectation
    -4

    "Players engage voluntarily out of interest and enjoyment rather than obligation."

  • Experimenting
    4

    "Encourages trying new routes, dialogue options, and strategies for different experiences."

  • Exploration
    5

    "Core gameplay involves discovering new cities, routes, and storylines across a vast world."

  • Expression
    2

    "Some character development and choice-driven personality shaping, but limited visual customization."

  • Fantasy
    4

    "Steampunk alternate history setting with imaginative vehicles and scenarios."

  • Fellowship
    -4

    "Primarily a solo narrative experience with minimal social interaction."

  • Growth
    3

    "Players learn about geography, history, and develop strategic planning skills through repeated play."

  • Health
    -5

    "No physical activity or health-related gameplay elements."

  • Idle
    -3

    "Requires focused attention on planning and decision-making; time pressure adds urgency."

  • Intimacy
    1

    "Some narrative relationships and romance options, but limited emotional depth in social connections."

  • Leadership
    -5

    "No leadership or group management elements; player acts independently."

  • Progression
    3

    "Progression through acquiring items, money, and unlocking new routes and storylines."

  • Relaxation
    3

    "Generally relaxing and contemplative with some tension from time management."

  • Sensation
    1

    "Minimal sensory stimulation; focus on text and imagination rather than audiovisual excitement."

  • Status
    -4

    "Achievements exist but social recognition or popularity is minimal."

  • Story
    5

    "Strong narrative immersion with branching storylines and rich character interactions."

  • Strategy
    4

    "Strategic route planning, resource management, and decision-making are key gameplay elements."

  • Thrill
    2

    "Some suspense from time pressure and random events, but overall a calm experience."

  • Value
    4

    "High replayability and rich content provide good value for time and money."

  • Violence
    -3

    "Some narrative references to violence but gameplay focuses on travel and story, not combat."

  • Survival
    2

    "Managing health and resources to avoid failure is part of gameplay, but not extreme survival."

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    Last update: 06/03/2026