Cover of Shin Megami Tensei: Strange Journey

Similar games

Games like Shin Megami Tensei: Strange Journey

2009 Classic

A grim sci-fi RPG where you join an expedition into a vast black void over Antarctica. You negotiate with and fuse over 300 demons and survive punishing turn-based battles, while your choices shape the ending.

What defines Shin Megami Tensei: Strange Journey:

  • Turn-based combat
  • Choices with consequences
  • A party of several characters
  • Dark, serious atmosphere

The closest matches for Shin Megami Tensei: Strange Journey are Devil Summoner: Soul Hackers, Warhammer 40,000: Mechanicus II and Encased. Each of these 10 games shares something of what makes Shin Megami Tensei: Strange Journey special – the reasons are listed right on each game.

10 games with a similar feel, sorted by match

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Best match

Devil Summoner: Soul Hackers

91 %

1997 PlayStation

  • Turn-based combat
  • A party of several characters
  • Sci-fi setting

A first-person dungeon-crawling JRPG set in a cyberpunk city, where you recruit and fuse demons as allies. A hacker theme and dark mystery plot meet turn-based battles.

Warhammer 40,000: Mechanicus II

Tactical depth

Turn-based tactics in the Warhammer 40,000 universe, where you lead Adeptus Mechanicus forces or ancient Necrons and manage resources and technology between battles. Its bleak, techno-religious atmosphere is a big draw.

Encased

Turn-based combat

An isometric sci-fi post-apocalyptic CRPG in the spirit of the late-90s classics, set in a sealed-off zone full of artifacts from a vanished civilization. Turn-based combat, character building and meaningful decisions define the experience.

Warhammer 40,000: Rogue Trader

Turn-based combat

A sprawling Warhammer 40K role-playing game where you command a voidship, a crew of eccentric companions and a trade empire as a Rogue Trader. Turn-based battles, deep character builds and weighty decisions define the journey.

Fallout: A Post Nuclear Role Playing Game

Strong character progression

The classic that defined the post-nuclear RPG: as a Vault 13 dweller you roam irradiated California, solving problems through talk, stealth or turn-based combat while your choices reshape towns and factions. Dark humor meets a bleak, open wasteland under the pressure of a ticking clock.

Breath of Fire: Dragon Quarter

Tactical depth

An unconventional JRPG with no overworld: in a bleak underground world you plan movement and attacks with action points, while scarce resources and the D-Ratio system keep constant pressure on you.

UnderRail

Tactical depth

A punishing old-school isometric RPG set in a post-apocalyptic underground subway world, built around turn-based tactical combat and highly flexible character builds. Exploration, crafting and meaningful choices shape your survival.

Wasteland 2

Turn-based combat

A classic turn-based party RPG set in a nuclear-ravaged desert, where you lead a squad of Desert Rangers and your decisions noticeably reshape the regions you visit. Tactical combat and a wide skill system give it depth.

Entropy

Turn-based combat

A tactical turn-based RPG in the style of classic JRPGs, where you lead a band of mercenaries on an expedition into hell to stop a demonic invasion. Your choices shape the fate of the world.

Wasteland

Turn-based combat

A 1988 classic in which you lead a squad of Rangers through a nuclear-ravaged America, using tabletop-style skills, turn-based combat and a surprisingly reactive world. It is the forerunner of the Fallout series.

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