1
Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this.
Roguelike DeckbuilderDeckbuildingRogue-lite
$8.99 ~13.4 hr median no co-op complexity: moderate 85% of 754
The Squirrel's verdictSame core loop as As Far As The Eye: chain-dependency resource buildings, escalating crises, and runs that can collapse from one bad optimization call. Terracards trades hex-tile settlement building for a card-draw structure, so each run reshuffles rather than following a fixed campaign. Suits players who wanted the survival-management tension but want shorter, replayable runs instead of one long campaign.
Not for you if you need mechanics clearly explained upfront — both games leave dependencies and systems for you to figure out through trial and error.
2
Budget Pick Budget PickThe best game here for the least money.
Colony SimSurvivalBase-Building
$6.99 ~34.8 hr median no co-op complexity: moderate 80.7% of 2k
The Squirrel's verdictBoth put you managing a small community's survival through resource-chain building where one missing dependency stalls everything. Judgment trades As Far As The Eye's turn-based nomadic caravan for real-time base-building against demons, with combat and research gates replacing the constant crisis-event drip. For players who liked untangling production chains but want persistent bases over relocation.
Not for you if you came for As Far As The Eye's turn-based pacing rather than real-time combat and constant task-completion alerts.
3
Closest Match Closest MatchThe most similar game to the anchor, by what players say.
Dark HumorSexual ContentPerma Death
$7.99 ~3.9 hr median no co-op complexity: light 76.8% of 4k
The Squirrel's verdictDespotism 3k runs shorter and faster than As Far As The Eye — median playtime is under 4 hours. It replaces hex-tile migration with real-time resource juggling under a ticking day counter, and its crisis events are often comedic prompts where picking the wrong answer ends your run outright. Players who can accept memorizing event outcomes and rapid clicking will find the humor and pace rewarding.
Not for you if you want run outcomes determined by planning rather than memorized event responses, or dislike repetitive high-speed clicking.
4
RPGSurvivalAdventure
$19.99 ~39.9 hr median no co-op complexity: moderate 76.9% of 2k
The Squirrel's verdictNamed characters and a scripted story replace As Far As The Eye's procedural terrain and hex logistics. Dead In Vinland runs on turn-based combat and RNG-driven stat checks governing attacks, dodges, and character interactions — a structure reviewers either found compelling across 40-hour playthroughs or tedious within the first few hours. At $19.99, it suits players who want survival-crisis pacing attached to party management and character-driven narrative.
Not for you if heavy RNG on combat and social events frustrates you, or you want abstract resource puzzles over story.
5
Kainga: Seeds of Civilization
PC
City BuilderRogue-liteOld School
$19.99 ~30.6 hr median no co-op complexity: moderate 76.9% of 765
The Squirrel's verdictPlayers who liked As Far As The Eye's production-chain puzzle but want city-building layers and tech-tree progression added on top will find Kainga worth attention. Unit pathfinding and AI are recurring complaints — villagers ignore orders, get stuck in terrain, and walk into hazards — so the experience is less controlled than As Far As The Eye's deliberate turn-based structure. Median playtime is around 30 hours.
Not for you if unreliable unit behavior and RNG-gated tech that can force an unwinnable run will wear on your patience.
6
Rogue-liteSurvivalPuzzle
$13.99 ~7.9 hr median no co-op complexity: light 75.3% of 473
The Squirrel's verdictLandnama shares the tribe-management crisis loop and one-run-at-a-time structure: manage resources under recurring random hits (season rolls instead of environmental crises), build toward a single victory path, no mid-run saves to undo bad luck. It's shorter and more linear than As Far As The Eye — median playtime under 8 hours, with reviewers reporting little variation once you've won once.
Not for you if you want replayability across runs or different winning strategies rather than one linear path repeated with different dice.
7
City BuilderBase-BuildingResource Management
Cozy CozyLow-stress and wholesome — a game to unwind with.
$14.99 ~7.3 hr median no co-op complexity: light 72.9% of 388
The Squirrel's verdictDiluvian Winds covers the same ground as As Far As The Eye — manage resources and buildings while staged environmental crises escalate — but reviewers describe its UI as more legible than As Far As The Eye's unintuitive dependency chains. At $14.99 and a median playtime around 7 hours, it's a shorter, gentler pass through the resource-crisis loop, though the story mode ends abruptly and an early tutorial cannot be skipped.
Not for you if you want a substantial late-game or a campaign that feels complete — reviews consistently describe an abrupt ending.
8
Gold Gold Adventure Gold
PC
RTSCity BuilderGod Game
$24.99 ~13.4 hr median no co-op complexity: moderate 70.2% of 775
The Squirrel's verdictGold Gold Adventure Gold uses a Majesty-style indirect control system: you post quests for heroes rather than commanding units directly, and the town management layer runs alongside persistent colony survival with combat. Reviews flag balance problems and bugs alongside praise for its distinct identity. Median playtime is around 13 hours. It fits players drawn to indirect-control colony games who can tolerate rough edges in exchange for an unusual concept.
Not for you if balance problems and unpolished systems undermine your enjoyment, or you prefer direct unit control.