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Children of Zodiarcs

Xbox One, Nintendo Switch, PC (Microsoft Windows), Mac, PlayStation 4 • 2017

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Quick resume

A story-driven, tactical RPG set in the fantasy realm of Lumus; a world divided by affluence and poverty. Take control of Nahmi and her fellow outcasts, utilising a brand new deck and dice based combat system to strike a blow to the noble Lords’ and Ladies’ unquenchable thirst for profit.

Global score

71/100

Genres

Indie, Role-playing (RPG), Strategy, Card & Board Game, Tactical, Adventure

Pros

  • Unique card and dice combat system
  • Deep tactical gameplay with customization
  • Challenging but fair difficulty
  • Engaging dark fantasy story
  • Polished art and music

Cons

  • Linear story progression
  • Limited party size and customization
  • Some rng frustration
  • Short game length
  • Slow animations without speed-up

Motivations

  • Autonomy
    3

    "Players can customize decks and dice, experiment with builds, and choose strategies, though party members are fixed and story progression is linear."

  • Competence
    3

    "Challenging tactical combat with dice and card mechanics requiring skillful play and adaptation; some grinding needed but skill impacts success."

  • Competition
    -2

    "Focus is on single-player experience with no multiplayer or ranked modes; players compete against AI and personal challenges."

  • Continuation
    1

    "Players engage in skirmishes and arena modes for additional playtime; some find grinding repetitive but many enjoy extended play."

  • Cooperation
    -4

    "Gameplay is single-player with fixed party members; no multiplayer or cooperative modes."

  • Creativity
    4

    "Strong customization of decks and dice faces allows creative tactical builds and playstyles."

  • Domination
    -4

    "Interactions are balanced and cooperative within party; no evidence of dominance or power assertion over others."

  • Escapism
    3

    "Dark story and immersive tactical gameplay provide distraction and engagement away from real life."

  • Expectation
    -3

    "Players engage voluntarily out of interest in tactical RPGs and deck-building mechanics; no obligation or pressure noted."

  • Experimenting
    4

    "Players encouraged to experiment with dice crafting, deck building, and tactical approaches to battles."

  • Exploration
    -2

    "Game is mostly linear with limited map variety and story progression; exploration is minimal."

  • Expression
    3

    "Players express themselves through deck and dice customization; character appearance customization is limited."

  • Fantasy
    4

    "Set in a dark fantasy world with steampunk elements, featuring imaginative fiction and character-driven narrative."

  • Fellowship
    -4

    "Single-player focus with minimal social or community interaction."

  • Growth
    3

    "Players develop characters by unlocking cards and upgrading dice, learning new strategies and synergies."

  • Health
    -4

    "Typical sedentary gameplay with no physical activity or health-related features."

  • Idle
    -3

    "Requires focused attention during tactical battles; some downtime between missions but not idle play."

  • Intimacy
    -4

    "Limited to character interactions in story; no close social relationships or emotional sharing with other players."

  • Leadership
    -3

    "Players control a fixed small party but no leadership or management over larger groups or other players."

  • Progression
    4

    "Character progression through leveling, unlocking new cards, and upgrading dice; meaningful accumulation of power."

  • Relaxation
    1

    "Game offers moments of flow and satisfaction but also challenging battles that can cause tension."

  • Sensation
    2

    "Enjoyable audiovisual presentation with unique dice rolling animations and music, though not highly stimulating."

  • Status
    -4

    "No social status or recognition systems; achievements are personal and not publicly ranked."

  • Story
    2

    "Narrative is present with character development and plot twists, though some find it shallow or unengaging."

  • Strategy
    4

    "Tactical grid combat with deck and dice mechanics requires planning, positioning, and problem solving."

  • Thrill
    2

    "Dice randomness and challenging battles create suspense and excitement, though some frustration with RNG."

  • Value
    3

    "Good value for price with 15-25 hours of gameplay; some complaints about short length and replayability."

  • Violence
    3

    "Combat involves attacking and defeating enemies with weapons and magic; story includes dark themes and killing."

  • Survival
    3

    "Players must manage resources, positioning, and health to survive challenging battles."

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    Last update: 06/03/2026