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Hand of Fate

PC (Microsoft Windows), Mac, Xbox One, PlayStation 4, Linux • 2015

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Quick resume

Deckbuilding comes to life in Hand of Fate! An infinitely replayable series of quests - earn new cards, build your deck, then try to defeat it! In a cabin at the end of the world, the game of life and death is played. Draw your cards, play your hand, and discover your fate.

Global score

89/100

Genres

Action, Indie, Role-playing (RPG), Adventure, Turn-based strategy (TBS), Hack and slash/Beat 'em up, Strategy, Card & Board Game

Similar games

    Pros

    • Unique blend of card game and action rpg
    • High replayability with deck building and randomized encounters
    • Immersive narrative and atmospheric voice acting
    • Accessible yet skillful combat system
    • Frequent updates and dlc content

    Cons

    • Combat can feel repetitive and clunky
    • High reliance on rng can cause frustration
    • Limited character customization
    • No multiplayer or social features
    • Some technical issues and fixed camera

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Fellowship, Cooperation, Leadership, Violence. Here, the score leans higher than usual among comparable games on Story, Violence, Fantasy.

    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
      4

      "Players build their own decks and choose paths on the card board, directing their own adventure and decisions."

    • Competence
      3

      "Combat requires skillful timing of attacks, counters, and dodges; players improve through practice and equipment upgrades."

    • Competition
      -3

      "Focus is on individual progression and personal deck building rather than direct competition or leaderboards."

    • Continuation
      4

      "High replayability with randomized decks and unlockable cards encourages habitual play and long sessions."

    • Cooperation
      -5

      "Single player game with no multiplayer or cooperative elements."

    • Creativity
      4

      "Players customize their decks and equipment loadouts, influencing the game experience and strategy."

    • Domination
      -5

      "No evidence of dominating or controlling others; interactions are solo and narrative-driven."

    • Escapism
      4

      "Immersive fantasy setting and narrative provide escape from real life through engaging storytelling and gameplay."

    • Expectation
      -4

      "Players engage voluntarily out of interest and enjoyment, not obligation or external pressure."

    • Experimenting
      4

      "Strong encouragement to experiment with deck building and different card combinations to explore new strategies."

    • Exploration
      3

      "Players discover new cards, events, and storylines through repeated play and deck customization."

    • Expression
      2

      "Limited character customization, but equipment and deck choices allow some self-expression."

    • Fantasy
      5

      "Strong fantasy theme with mythical creatures, magic, and a mysterious dealer character."

    • Fellowship
      -5

      "No social or community gameplay; experience is solitary."

    • Growth
      3

      "Players learn game mechanics, improve combat skills, and unlock new cards and equipment over time."

    • Health
      -5

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

    • Idle
      -3

      "Requires focused attention during combat and decision making; not designed for idle play."

    • Intimacy
      -5

      "No close social interactions or relationships; single player narrative experience."

    • Leadership
      -5

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

    • Progression
      4

      "Players accumulate cards, equipment, and unlock new content as they progress through the game."

    • Relaxation
      2

      "Atmospheric and immersive, but combat and RNG can cause tension and frustration."

    • Sensation
      3

      "Visual and auditory elements create engaging sensory experience, including voice acting and card animations."

    • Status
      -5

      "No social recognition or status systems; focus is on personal achievement."

    • Story
      4

      "Narrative-driven with a mysterious dealer character and story arcs unlocked through cards."

    • Strategy
      4

      "Deck building and combat require planning, resource management, and tactical decision making."

    • Thrill
      3

      "Randomness and risk in card draws create suspense and excitement during play."

    • Value
      4

      "Players report good value for time and money with high replayability and content."

    • Violence
      3

      "Combat involves fighting and defeating enemies with weapons and abilities."

    • Survival
      3

      "Resource management of food and health is critical to avoid death and continue playing."

    Last update: 29/04/2026