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One Deck Dungeon similar games & best alternatives

One Deck Dungeon

PC (Microsoft Windows), iOS, Nintendo Switch, Android • 2018

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Quick resume

The hit roguelike adventure that captures all the fun of a dungeon crawl in a single deck of cards!

Global score

81/100

Genres

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

Similar games

    Pros

    • Faithful and polished adaptation of physical board game
    • Engaging dice management and strategic depth
    • Meaningful character progression system
    • Short, replayable dungeon runs
    • Cooperative local multiplayer supported

    Cons

    • Heavy rng can frustrate some players
    • Limited variety in enemies and dungeons
    • Ui and graphics are functional but basic
    • Some grind required for full progression
    • Music and sound design considered weak

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. Here, the score leans higher than usual among comparable games on Cooperation, Fellowship. It leans lower than usual among comparable games on 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
      4

      "Players choose characters, skills, items, and how to allocate dice rolls, showing high control over decisions."

    • Competence
      3

      "Players develop skills and strategies to overcome dice-based challenges, though RNG influences outcomes."

    • Competition
      -3

      "Focus is on personal progression and solo or cooperative play rather than direct competition or leaderboards."

    • Continuation
      4

      "Players engage in repeated runs with progression systems encouraging habitual play and long sessions."

    • Cooperation
      2

      "Supports two-player local co-op and encourages teamwork, but primarily designed for solo play."

    • Creativity
      3

      "Players customize characters with skills, items, and dice management strategies to solve puzzles."

    • Domination
      -4

      "Interactions are balanced and cooperative; no evidence of exerting control or superiority over others."

    • Escapism
      3

      "Players use the game as a relaxing, engaging distraction with fantasy dungeon crawling."

    • Expectation
      -4

      "Players engage voluntarily for fun and challenge, not out of obligation or pressure."

    • Experimenting
      4

      "Players try different character builds, skills, and strategies to optimize dice use and progression."

    • Exploration
      1

      "Some discovery in dungeons and encounters, but environments and enemies are reused, limiting novelty."

    • Expression
      2

      "Players customize characters through skills and items, though visual customization is minimal."

    • Fantasy
      4

      "Strong fantasy theme with dungeon crawling, monsters, and heroic characters."

    • Fellowship
      1

      "Some community and co-op play, but mostly solo experience with limited social connection."

    • Growth
      4

      "Character progression and skill unlocking provide learning and personal development over time."

    • Health
      -4

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

    • Idle
      -3

      "Requires focused attention during dice placement and decision making; not a background game."

    • Intimacy
      -4

      "Minimal social interaction; mostly individual or casual co-op without deep emotional connections."

    • Leadership
      -3

      "No evidence of leadership roles; cooperative play is balanced and shared."

    • Progression
      5

      "Strong meta-progression system with character leveling, skill unlocking, and item acquisition."

    • Relaxation
      3

      "Players find a balance of challenge and flow in dice management and dungeon crawling."

    • Sensation
      1

      "Visuals and audio are simple and functional; sensory stimulation is moderate and not intense."

    • Status
      -4

      "No social status or recognition systems; focus is on individual achievement and progression."

    • Story
      1

      "Minimal narrative; focus is on encounters and gameplay rather than immersive story."

    • Strategy
      4

      "Requires planning dice placement, skill use, and resource management to succeed."

    • Thrill
      2

      "Some tension from dice rolls and risk management, but overall controlled and predictable gameplay."

    • Value
      4

      "Players report good value for time and money, especially with sales and DLC content."

    • Violence
      1

      "Combat is present but abstract and puzzle-like; not focused on graphic violence or destruction."

    • Survival
      3

      "Players manage health and time resources to avoid failure and survive dungeon runs."

    Last update: 29/04/2026