UNDYING - "KINGDOM" similar games & best alternatives

UNDYING - "KINGDOM"

Mac, PC (Microsoft Windows), Nintendo Switch, PlayStation 5, Xbox Series X|S • 2023

Should you play it?

As Anling’s zombie infection sets in, her days are numbered. The struggle to survive is made ever more paramount as she must ensure her son Cody stays alive. She must teach him how to survive in this new world at any cost…

What works
  • Unique mother-son survival story
  • Engaging resource management and crafting
  • Emotional narrative and character development
  • Challenging but rewarding gameplay
  • Immersive atmosphere and art style
Things to keep in mind
  • Early access bugs and rough ui
  • Some translation and writing issues
  • Steep difficulty and time pressure
  • Combat and controls can be clunky
  • Limited 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

  • Dead In Vinland

  • Baldur's Gate: Enhanced Edition

  • Battle Suit Aces

  • Aeon's End

  • A House of Many Doors

  • Citizen Sleeper 2: Starward Vector

  • Darkwater

  • The Lord of the Rings: Journeys in Middle-earth

  • Forsaken Frontiers

Hidden Gems

Less popular games with surprisingly high similarity

  • Battle Suit Aces

  • A House of Many Doors

  • Forsaken Frontiers

If you liked…

Recommendations by what you enjoyed most

  • Story

    Finding Paradise

  • Survival

    KLETKA

  • Autonomy

    My Time at Sandrock

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).

UNDYING - "KINGDOM": Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Cooperation, Fellowship, Intimacy, Leadership. It leans lower than usual among comparable games on Relaxation, Competition, Status.

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

    4

    "Players have freedom to direct their own actions, choose pace, explore, and make decisions in story and relationships."

    Capsule for My Time at Sandrock My Time at Sandrock

    "Players have freedom to explore, manage resources, and make choices affecting story and gameplay; some routines exist but overall player-directed actions dominate."

  • Competence

    Game with the same Competence vibe

    3

    "Game offers skill-based challenges especially in timed modes and achievements, rewarding player effectiveness and mastery."

    Capsule for Bejeweled® 3 Bejeweled® 3

    "Game offers skill challenges in combat, resource management, and teaching Cody; some grind and repetition noted but skillful play rewarded."

  • Competition

    Game with the same Competition vibe

    -5

    "No evidence of player-vs-player or leaderboard competition; focus is on personal progression and experience."

    Capsule for Hero's Journey Hero's Journey

    "No evidence of player-vs-player or leaderboard competition; focus is on personal survival and story progression."

  • Continuation

    Game with the same Continuation vibe

    3

    "Players report long sessions and desire to explore fully; some mention replayability due to multiple endings."

    Capsule for Atomfall Atomfall

    "Players report long sessions and replaying to explore multiple endings; some frustration with difficulty and time limits but overall attachment to game."

  • Cooperation

    Game with the same Cooperation vibe

    2

    "Some cooperation via trading and social interactions with NPCs, but mostly single player focused."

    Capsule for Echoes of the Plum Grove Echoes of the Plum Grove

    "Cooperation mainly with AI companion Cody; some NPC interactions and trading but no multiplayer cooperation emphasized."

  • Creativity

    Game with the same Creativity vibe

    3

    "Base building and crafting systems allow customization and player creativity in survival strategies."

    Capsule for Beyond Contact Beyond Contact

    "Crafting, upgrading, and base building allow creative problem solving and customization within survival constraints."

  • Domination

    Game with the same Domination vibe

    -5

    "No evidence of exerting control over other players; interactions are single-player and respectful."

    Capsule for There Came an Echo There Came an Echo

    "No evidence of exerting control over other players; interactions are balanced and respectful."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game as a comforting, emotional escape with immersive storytelling and atmosphere."

    Capsule for Purrgatory Purrgatory

    "Players use game as emotional and immersive escape into a poignant survival story with strong narrative and atmosphere."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of intrinsic interest and emotional investment, with no obligation or external pressure."

    Capsule for Heart Fragment Heart Fragment

    "Players engage voluntarily out of interest and emotional investment; no obligation or external pressure reported."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Players try different characters, skills, and strategies; some grinding and exploration involved."

    Capsule for Ys SEVEN Ys SEVEN

    "Players try different strategies, skill builds for Cody, and explore multiple endings; some routine grinding but novelty encouraged."

  • Exploration

    Game with the same Exploration vibe

    4

    "Exploration of new, varied environments is a core part of gameplay, with discovery of story elements and secrets."

    Capsule for Penumbra: Black Plague Gold Edition Penumbra: Black Plague Gold Edition

    "Exploration of multiple locations, secrets, and story elements is a core part of gameplay and player motivation."

  • Expression

    Game with the same Expression vibe

    2

    "Some character customization through skill builds and upgrades, but no deep avatar personalization or cosmetic modification mentioned."

    Capsule for LunarLux LunarLux

    "Some character and base customization through crafting and upgrading; no deep avatar personalization noted."

  • Fantasy

    Game with the same Fantasy vibe

    2

    "Zombie apocalypse fiction with some imaginative elements but grounded in survival realism."

    Capsule for State of Decay State of Decay

    "Zombie apocalypse setting with fictional elements; grounded in emotional realism but includes fantastical undead threats."

  • Fellowship

    Game with the same Fellowship vibe

    1

    "Some social connection through NPC companions and story, but primarily a solo experience."

    Capsule for Don't Escape: 4 Days to Survive Don't Escape: 4 Days to Survive

    "Some social connection through NPCs and story, but mostly a solitary experience focused on mother-son bond."

  • Growth

    Game with the same Growth vibe

    4

    "Players develop skills, learn story details, and improve through multiple playthroughs."

    Capsule for Cabernet Cabernet

    "Strong emphasis on learning and teaching survival skills, character development, and player improvement over multiple playthroughs."

  • Health

    Game with the same Health vibe

    -5

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

    Capsule for Corpse Party: Book of Shadows Corpse Party: Book of Shadows

    "Sedentary gameplay with no physical activity; players manage virtual health but no real-world physical engagement."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires consistent attention for resource management, combat, and base upkeep; not designed for casual or background play."

    Capsule for CryoFall CryoFall

    "Requires continuous attention to resource management, combat, and time constraints; not suited for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    4

    "Players form close emotional bonds through family roles and shared experiences."

    Capsule for One Hour One Life One Hour One Life

    "Emotional connection between mother and son central to experience; players report strong feelings of attachment."

  • Leadership

    Game with the same Leadership vibe

    3

    "Player leads daughter's development and guides her decisions, though no large group management."

    Capsule for Volcano Princess Volcano Princess

    "Player leads and teaches Cody, guiding his development and survival skills; no leadership over other players."

  • Progression

    Game with the same Progression vibe

    4

    "Clear progression through levels, skill trees, equipment upgrades, and story advancement."

    Capsule for Vaporum Vaporum

    "Clear progression through skill trees, crafting upgrades, and story advancement; multiple endings encourage continued growth."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "Tense atmosphere and survival challenges create sustained tension rather than relaxation."

    Capsule for Obscure Obscure

    "Tense survival atmosphere with time pressure and resource scarcity; some moments of calm but overall challenging."

  • Sensation

    Game with the same Sensation vibe

    2

    "Enjoyable art style and music provide pleasant sensory experience, though not highly stimulating."

    Capsule for DYO DYO

    "Pleasant art style and music provide sensory enjoyment; combat and exploration add excitement."

  • Status

    Game with the same Status vibe

    -5

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

    Capsule for ENSLAVED™: Odyssey to the West™ Premium Edition ENSLAVED™: Odyssey to the West™ Premium Edition

    "No social status or recognition systems; focus is on personal survival and story."

  • Story

    Game with the same Story vibe

    5

    "Narrative immersion is the core of the game, with strong emotional storytelling and character development."

    Capsule for Finding Paradise Finding Paradise

    "Narrative immersion is a major motivation; emotional storytelling and character development central to player experience."

  • Strategy

    Game with the same Strategy vibe

    4

    "Players must plan tactics, manage resources, and make strategic decisions to succeed."

    Capsule for SYNTHETIK 2 SYNTHETIK 2

    "Players must plan resource use, time management, and skill teaching; strategic decision-making is key."

  • Thrill

    Game with the same Thrill vibe

    3

    "Survival tension, zombie encounters, and unpredictable threats create suspense and excitement."

    Capsule for HumanitZ HumanitZ

    "Tension from time limits, infection progression, and zombie threats creates suspense and excitement."

  • Value

    Game with the same Value vibe

    3

    "Players feel the game offers good return on investment through quality gameplay, replayability, and content."

    Capsule for I Am Your Beast I Am Your Beast

    "Players feel the game offers good return on investment through engaging story and gameplay despite early access state."

  • Violence

    Game with the same Violence vibe

    2

    "Combat against zombies is present but not gratuitous; violence is functional within survival context."

    Capsule for After Inc: Revival After Inc: Revival

    "Combat with zombies is present but not glorified; violence is functional within survival context."

  • Survival

    Game with the same Survival vibe

    5

    "Central motivation is to avoid death, manage resources, and survive threats in a hostile environment."

    Capsule for KLETKA KLETKA

    "Core motivation is avoiding death, managing infection, and ensuring survival of self and son in hostile environment."

Last update: 01/06/2026