Siege Survival: Gloria Victis Prologue similar games & best alternatives

Siege Survival: Gloria Victis Prologue

PC (Microsoft Windows) • 2020

Should you play it?

A medieval city under siege and a handful of civilians are all that keep the walls from falling. Mixing survival strategy and resource management, build your camp, craft supplies, and scavenge the occupied city to supply the last troops holding back the invaders.

What works
  • Immersive medieval survival setting
  • Strategic resource management and crafting
  • Engaging risk-reward scavenging mechanics
  • Multiple playthroughs with different outcomes
  • Free prologue demo available
Things to keep in mind
  • Short day/night cycles and prologue length
  • Some ui and control clunkiness
  • Limited character differentiation and customization
  • Lack of pause function and difficulty settings
  • Slow and repetitive scavenging gameplay

What to play next

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

Top picks

Games that feel the closest overall

  • 60 Seconds! Reatomized

  • OH! RPG!

  • The Mims Beginning

  • Reigns: Game of Thrones

  • Dig or Die

  • Oxygen: First Breath

  • pyramida

  • Hidden Deep

  • Flesh Eaters

Hidden Gems

Less popular games with surprisingly high similarity

  • Xenopurge

  • Millennium - A New Hope

  • Rencounter

If you liked…

Recommendations by what you enjoyed most

  • Survival

    Siege Survival: Gloria Victis

  • Competence

    Rising Lords

  • Escapism

    Tales Of Glory

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).

Siege Survival: Gloria Victis Prologue: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Status. Here, the score leans higher than usual among comparable games on Leadership, Cooperation. It leans lower than usual among comparable games on Violence.

Why this game works

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

  • Autonomy

    Game with the same Autonomy vibe

    3

    "Players control their actions by managing cameras, doors, and lights strategically to survive, showing personal decision-making and resource management."

    Capsule for Five Nights at Freddy's Five Nights at Freddy's

    "Players make strategic decisions on resource allocation, scavenging routes, and managing survivors, showing significant control over actions."

  • Competence

    Game with the same Competence vibe

    4

    "Game challenges players with resource management, strategic planning, and tactical combat requiring skill and adaptation."

    Capsule for Rising Lords Rising Lords

    "The game challenges players with resource management, stealth scavenging, and strategic planning, requiring skillful play and adaptation."

  • Competition

    Game with the same Competition vibe

    -4

    "Focus is on personal survival and progression without competitive or ranked multiplayer elements."

    Capsule for The Last Stand Legacy Collection The Last Stand Legacy Collection

    "Focus is on personal survival and management without competitive or ranked multiplayer elements."

  • Continuation

    Game with the same Continuation vibe

    3

    "Players report replayability due to multiple objectives, hidden challenges, and varied strategies, encouraging repeated play sessions."

    Capsule for Party Hard 2 Party Hard 2

    "Players report replayability and multiple playthroughs to explore different strategies and outcomes, indicating engagement beyond initial sessions."

  • Cooperation

    Game with the same Cooperation vibe

    2

    "Players manage a group of survivors working together, but gameplay is single-player with no multiplayer cooperation."

    Capsule for Dead Age Dead Age

    "Players manage a group of survivors working together to support defenders, but gameplay is single-player with limited direct cooperation mechanics."

  • Creativity

    Game with the same Creativity vibe

    2

    "Crafting and base building elements allow some customization, but mostly within predefined structures and recipes."

    Capsule for DYSMANTLE DYSMANTLE

    "Some crafting and base building allow for player customization and strategic choices, but within predefined structures and limited scope."

  • Domination

    Game with the same Domination vibe

    -5

    "No evidence of exerting control or superiority over other players; interactions are cooperative or individual."

    Capsule for Cubicle Quest Cubicle Quest

    "No evidence of exerting control or superiority over other players; interactions are single-player and cooperative in nature."

  • Escapism

    Game with the same Escapism vibe

    4

    "Immersive medieval battles and campaign provide strong escape from real life."

    Capsule for Tales Of Glory Tales Of Glory

    "The immersive medieval siege setting and survival narrative provide strong escapism and emotional engagement."

  • Expectation

    Game with the same Expectation vibe

    -4

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

    Capsule for Warhammer 40,000: Boltgun Warhammer 40,000: Boltgun

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

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Game encourages trying different story paths, strategies, and resource management approaches across playthroughs."

    Capsule for Star Trek: Voyager - Across the Unknown Star Trek: Voyager - Across the Unknown

    "Players explore different strategies, routes, and resource management approaches, encouraged by multiple playthroughs and scenario variations."

  • Exploration

    Game with the same Exploration vibe

    3

    "Players explore various town locations and scavenge for materials, though map is limited and some areas feel empty."

    Capsule for CraftCraft: Fantasy Merchant Simulator CraftCraft: Fantasy Merchant Simulator

    "Nighttime scavenging involves discovering new areas and resources, though the map is fixed and limited in size."

  • Expression

    Game with the same Expression vibe

    -3

    "Limited character customization; focus is on survival mechanics rather than avatar personalization."

    Capsule for Arid Arid

    "Limited character customization or visual expression; focus is on resource and survival management rather than avatar personalization."

  • Fantasy

    Game with the same Fantasy vibe

    2

    "Medieval setting with some theatrical and humorous elements, but grounded in plausible castle building and siege."

    Capsule for Stronghold: Definitive Edition Stronghold: Definitive Edition

    "Set in a medieval fictional siege with some narrative elements, but grounded in realistic survival scenarios."

  • Fellowship

    Game with the same Fellowship vibe

    -4

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

    Capsule for Rogue Waters Rogue Waters

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

  • Growth

    Game with the same Growth vibe

    3

    "Players learn resource management, strategic planning, and improve skills through repeated play and difficulty progression."

    Capsule for After Inc: Revival After Inc: Revival

    "Players learn and improve resource management and strategic planning skills through repeated play and challenge."

  • Health

    Game with the same Health vibe

    -4

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

    Capsule for BOOK OF HOURS BOOK OF HOURS

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

  • Idle

    Game with the same Idle vibe

    -3

    "Requires active attention and management; no background or idle gameplay elements."

    Capsule for Sands of Salzaar Sands of Salzaar

    "Requires constant attention and active management; no background or idle gameplay elements."

  • Intimacy

    Game with the same Intimacy vibe

    -4

    "Limited social interaction; no emotional or close relationships formed within the game."

    Capsule for Metro Awakening Metro Awakening

    "Limited emotional or social interaction; relationships are minimal and functional within the game."

  • Leadership

    Game with the same Leadership vibe

    3

    "Players lead and manage a group of survivors, assigning roles and making strategic decisions for the community."

    Capsule for Dead Age Dead Age

    "Players lead and manage survivors and resource allocation, guiding the group's survival efforts."

  • Progression

    Game with the same Progression vibe

    3

    "Players accumulate resources, craft items, and upgrade shelter to improve survival chances."

    Capsule for This War of Mine This War of Mine

    "Players accumulate resources, craft items, and upgrade the keep to improve survival chances."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "Gameplay involves sustained tension and challenge rather than relaxation or flow."

    Capsule for Call to Arms Call to Arms

    "Gameplay involves tension, time pressure, and difficult decisions, creating sustained challenge rather than relaxation."

  • Sensation

    Game with the same Sensation vibe

    2

    "Atmospheric music and visuals provide moderate sensory stimulation supporting emotional tone."

    Capsule for The Test: Final Revelation The Test: Final Revelation

    "Atmospheric music and visuals provide emotional engagement, though sensory stimulation is moderate and subdued."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status mechanics present."

    Capsule for Unpacking Unpacking

    "No social recognition or status mechanics present."

  • Story

    Game with the same Story vibe

    3

    "Narrative elements and character stories add immersion but are secondary to gameplay."

    Capsule for Leap of Fate Leap of Fate

    "Narrative elements and choices affect gameplay and immersion, though the prologue is limited in scope."

  • Strategy

    Game with the same Strategy vibe

    4

    "Strong emphasis on strategic planning, resource management, and decision-making."

    Capsule for 60 Seconds! Reatomized 60 Seconds! Reatomized

    "Strong emphasis on strategic resource management, planning, and risk assessment."

  • Thrill

    Game with the same Thrill vibe

    3

    "Tension from night attacks and survival challenges provide suspense and excitement."

    Capsule for Kingdom Two Crowns Kingdom Two Crowns

    "Nighttime scavenging and risk of enemy encounters create suspense and tension."

  • Value

    Game with the same Value vibe

    3

    "Free prologue demo well received; players feel good value for time spent and anticipate full game purchase."

    Capsule for SUCCUBUS: Prologue SUCCUBUS: Prologue

    "Free prologue demo well received; players find good value in gameplay experience relative to time invested."

  • Violence

    Game with the same Violence vibe

    -3

    "Combat is minimal and abstracted; focus is on survival and defense rather than violent action."

    Capsule for Endzone - A World Apart Endzone - A World Apart

    "Combat is indirect and minimal; focus is on support and survival rather than direct violence."

  • Survival

    Game with the same Survival vibe

    5

    "Core gameplay revolves around managing scarce resources and avoiding failure in a siege survival scenario."

    Capsule for Siege Survival: Gloria Victis Siege Survival: Gloria Victis

    "Core gameplay revolves around managing scarce resources and avoiding failure to survive the siege."

Last update: 01/06/2026