Eiyuden Chronicle: Rising similar games & best alternatives

Eiyuden Chronicle: Rising

PlayStation 4, PC (Microsoft Windows), Nintendo Switch, PlayStation 5, Xbox One, Xbox Series X|S • 2022

Should you play it?

Eiyuden Chronicle: Rising is an action RPG set in the same world as Eiyuden Chronicle: Hundred Heroes. Features town-upgrading mechanics, fast-paced combat. A prequel to the world of the Eiyuden Chronicle: Hundred Heroes.

What works
  • Beautiful 2.5d graphics and art style
  • Engaging characters and charming story
  • Accessible and satisfying combat system
  • Addictive town building and progression
  • Good value for price and length
Things to keep in mind
  • Repetitive fetch quests and backtracking
  • Combat can feel clunky or too easy early on
  • Limited challenge and depth in gameplay
  • Some pacing issues with story and dialogue
  • Lack of multiplayer or social features

What to play next

Similar games, hidden gems, and fresh directions from this game.

Top picks

Games that feel the closest overall

  • Ocean's Heart

  • Ara Fell: Enhanced Edition

  • Realms of Magic

  • Super Chibi Knight

  • Venetica - Gold Edition

  • Dread Delusion

  • Zwei: The Ilvard Insurrection

  • Wild West and Wizards

  • Eternal Senia

Hidden Gems

Less popular games with surprisingly high similarity

  • Wild West and Wizards

  • Driftmoon

  • Sands of Aura

If you liked…

Recommendations by what you enjoyed most

  • Fantasy

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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).

Eiyuden Chronicle: Rising: A very typical example of its motivational profile. Motivations that often define this kind of title include Survival, Violence, Competition, Thrill. Here, the score leans higher than usual among comparable games on Violence, Expression. It leans lower than usual among comparable games on Intimacy.

Why this game works

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

  • Autonomy

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    "Players can freely explore dungeons, choose quests, and upgrade town and characters, though the game has some linear progression and quest structure."

  • Competence

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    "Combat is straightforward with limited combos and skill variety, but mastering timing and character differences provides some challenge."

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  • Competition

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    "Focus is on personal progression and enjoyment without leaderboards or PvP; gameplay is casual and self-paced."

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    "Focus is on personal progression and story; no mention of PvP or leaderboards, and gameplay is casual and solo."

  • Continuation

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    "Players engage in long sessions and habitual play, though some mention grind and slow progression as a downside."

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  • Creativity

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    "Town-building and upgrading systems allow some creative choices, but core gameplay follows established RPG and learning routines."

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  • Domination

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

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  • Escapism

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    "Game provides relaxing, immersive fantasy experience that serves as a stress relief and distraction."

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  • Expectation

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    "Players engage voluntarily out of interest and enjoyment, with no obligation or pressure reported."

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  • Experimenting

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  • Exploration

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    "Players explore multiple realms, dungeons, and unlock new areas as part of story progression"

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    "Players explore multiple dungeons and unlock new areas with abilities, though world size is limited and some backtracking occurs."

  • Expression

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    "Character selection and upgrade customization allow some self-expression, though visual customization is limited."

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    "Character and town visual upgrades allow some self-expression, but customization is limited."

  • Fantasy

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    "Strong fantasy setting with imaginative fiction, mythical elements, and classic JRPG storytelling."

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  • Fellowship

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    "Single-player experience with minimal social interaction; community mainly through fandom rather than in-game."

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  • Growth

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    "Players develop skills through learning combat patterns and exploration; some equipment upgrades and progression."

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    "Players develop skills, upgrade equipment, and progress story and town, with learning curve in combat and exploration."

  • Health

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

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  • Idle

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    "Requires focused attention during combat and questing; not designed for idle or background play."

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  • Intimacy

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    "Social interactions are limited to scripted NPC dialogue; no close relationship building or emotional sharing."

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  • Leadership

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    "Players follow mission objectives and storylines; no evidence of leading or managing others."

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  • Progression

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    "Strong emphasis on leveling, skill mastery, equipment upgrades, and town development."

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    "Strong emphasis on accumulating upgrades, town development, and character growth through quests and crafting."

  • Relaxation

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    "The game offers a low-stress, enjoyable experience with balanced challenge and flow."

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  • Sensation

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    "Visuals and music are praised for their beauty and mood, providing sensory enjoyment."

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  • Status

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    "No social status or recognition systems; focus is on individual experience and story."

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  • Story

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    "Narrative immersion with engaging characters and plot, though some find story predictable or slow to start."

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    "Narrative immersion with character development and plot twists, though story is light and sometimes slow to start."

  • Strategy

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    "Combat involves some planning with skill and weapon choices, but overall gameplay is straightforward and repetitive."

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  • Thrill

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    "The game is low risk and easy, with minimal suspense or tension; some boss fights add mild challenge."

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  • Value

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    "Players perceive good value for time and money, especially at discounted prices."

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  • Violence

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    "Combat involves fighting monsters and bosses, but violence is stylized and not a primary focus."

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  • Survival

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    "Game operates in stable conditions with low threat; survival elements are minimal or absent."

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Last update: 01/06/2026