Ziggurat 2 similar games & best alternatives

Ziggurat 2

Mac, PlayStation 4, PC (Microsoft Windows), Nintendo Switch, Linux, PlayStation 5, Xbox One, Xbox Series X|S • 2021

Should you play it?

Ziggurat is back, and now it's even better! Use powerful weapons and spells to break through hordes of enemies and explore labyrinthine dungeons in this hectic roguelite FPS, while you improve your skills and discover new equipment.

What works
  • Fast-paced and skillful combat
  • Strong meta-progression and unlocks
  • Varied weapons and characters
  • Polished graphics and sound
  • High replayability
Things to keep in mind
  • Lack of multiplayer or co-op modes
  • Some repetitiveness in enemies and rooms
  • Minimal story and narrative depth
  • Early access bugs and optimization issues
  • Some grind required for unlocks

What to play next

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

Top picks

Games that feel the closest overall

  • Morbid Metal

  • GTTOD

  • Voidborn

  • Morsels

  • Fida Puti Samurai

  • Slasher's Keep

  • CULTIC

  • Project Warlock

  • Devil Spire

Hidden Gems

Less popular games with surprisingly high similarity

  • Voidborn

  • Morsels

  • Fida Puti Samurai

If you liked…

Recommendations by what you enjoyed most

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).

Ziggurat 2: A very typical example of its motivational profile. Motivations that often define this kind of title include Fellowship, Violence, Survival, Cooperation. Here, the score leans higher than usual among comparable games on Violence. It leans lower than usual among comparable games on Leadership, Story.

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 choose characters, weapons, and skill upgrades each run, allowing for varied playstyles and experimentation."

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    "Players can freely choose characters, weapons, perks, and loadouts before runs, with meta-progression allowing personalized upgrades."

  • Competence

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    "The game is challenging with fast-paced combat requiring skillful dodging, shooting, and swordplay; achievements provide skill-based goals."

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    "Fast-paced, skill-based combat with dodging, aiming, and strategic weapon use; difficulty scales and rewards skillful play."

  • Competition

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    "Focus is mainly on individual runs and personal improvement; leaderboards exist but are not central to gameplay."

    Capsule for Roundguard Roundguard

    "Focus is primarily on single-player progression and personal improvement; leaderboards exist but are not central."

  • Continuation

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    "Highly addictive gameplay with strong replay value, encouraging repeated playthroughs and long sessions."

    Capsule for XCOM: Enemy Unknown XCOM: Enemy Unknown

    "High replayability with meta-progression, multiple modes, and addictive gameplay encouraging long and repeated sessions."

  • Cooperation

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    "Primarily a single-player experience; multiplayer/co-op requested but not present."

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    "Entirely single-player experience; multiplayer or co-op modes are requested but not present."

  • Creativity

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    "Customization of characters and weapon loadouts available; players can experiment with different approaches and weapons."

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    "Players customize loadouts, choose perks, and experiment with different character and weapon combinations."

  • Domination

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    "No social dominance or power over others; gameplay is individual without imposing authority or trash talk."

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    "No evidence of power over others or trash talk; gameplay is solo and balanced without social dominance."

  • Escapism

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    "Provides immersive distraction through challenging dungeon crawling and fantasy exploration."

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  • Expectation

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    "Players engage voluntarily out of intrinsic interest and enjoyment; no obligation or external pressure noted."

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    "Players engage voluntarily out of intrinsic interest and enjoyment; no obligation or external pressure noted."

  • Experimenting

    Game with the same Experimenting vibe

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    "Encourages trying new weapons, spells, builds, and strategies with evolving meta and unlocks."

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    "Encourages trying new weapons, perks, characters, and strategies each run; meta-progression supports experimentation."

  • Exploration

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    "Procedurally generated dungeons offer some novelty, but rooms and layouts are relatively uniform and repetitive."

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    "Procedurally generated dungeons with some verticality and variety, but rooms and layouts can feel familiar."

  • Expression

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    "Some character and weapon choices allow personal expression; limited cosmetic customization currently."

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    "Character and weapon customization options exist, but mostly functional rather than deep cosmetic expression."

  • Fantasy

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    "Strong fantasy theme with magic, wizards, and mythical enemies."

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    "Strong fantasy theme with wizards, magic weapons, mythical enemies, and arcane settings."

  • Fellowship

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    "Minimal social interaction; focus is on solo play and individual progression."

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    "Minimal social interaction; focus is on solo play and personal progression."

  • Growth

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    "Significant learning curve with character development, skill mastery, and strategic growth."

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    "Significant learning curve and meta-progression with character, weapon, and skill upgrades."

  • Health

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

    Capsule for ARMORED CORE™ VI FIRES OF RUBICON™ ARMORED CORE™ VI FIRES OF RUBICON™

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  • Idle

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    "Requires constant attention and active engagement due to fast-paced combat and movement."

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    "Requires constant attention and active engagement during fast-paced combat and movement."

  • Intimacy

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    "No social or emotional relationship building; purely individual gameplay."

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  • Leadership

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    "No leadership or group management roles; single-player experience only."

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    "No leadership or group management roles; single-player experience only."

  • Progression

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    "Strong meta progression system with unlockable weapons, upgrades, and difficulty modifiers."

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    "Strong meta-progression system with unlocks, upgrades, and mastery levels for characters and weapons."

  • Relaxation

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    "Generally a fast-paced and thrilling experience with moments of flow, though some tension exists in combat and puzzles."

    Capsule for CARRION CARRION

    "Can be relaxing in flow state but generally fast-paced and challenging, creating tension and excitement."

  • Sensation

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    "Vibrant visuals, lively animations, and engaging sound design provide strong sensory stimulation."

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    "Engaging visual effects, colorful graphics, and satisfying sound design provide sensory stimulation."

  • Status

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    "Recognition is mostly internal or through achievements; no social status or popularity mechanics."

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    "Recognition is mostly personal; no strong social status or popularity mechanisms."

  • Story

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    "Minimal narrative mostly serving as a backdrop for action; story is surreal and secondary to gameplay."

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    "Minimal story mostly serving as context for gameplay; narrative is light and secondary."

  • Strategy

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    "Requires tactical loadout choices and combat planning to handle different enemy types and mission objectives."

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    "Requires tactical decisions on loadouts, perk choices, and combat positioning, though not deeply complex."

  • Thrill

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    "Fast-paced combat and challenging enemies create suspense and adrenaline."

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    "Fast-paced combat and challenging enemies create suspense and adrenaline rushes."

  • Value

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    "Players report good value for money with many hours of content and frequent updates."

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    "Players report good value for money with many hours of content and frequent updates."

  • Violence

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    "Enjoyment of combat and destruction through fighting moves, combos, and special attacks."

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  • Survival

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    "Players must avoid damage and manage resources to survive increasingly difficult enemies."

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Last update: 01/06/2026