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Bastion
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Bastion

201190/100
Role-playing (RPG)AdventureIndie

Branching Story · Crafting · Fantasy · Post-Apocalyptic · Time Manipulation

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The defining characteristic of Bastion is its reactive narration, a constant, comforting presence that comments on every swing of your weapon and every perilous leap. This unique storytelling device, combined with the isometric action-RPG gameplay, created a cohesive and memorable experience. Players found themselves captivated by the evocative world-building, the satisfying combat, and the way the narrator wove the story around their actions, encouraging multiple playthroughs to experience the narrative in different ways.
The game takes place in the aftermath of the Calamity, a catastrophic event that suddenly fractured the city of Caelondia as well as the surrounding areas of the game's world into many floating pieces, disrupting its ecology and reducing most of its people to ash. Players take control of the Kid, a silent protagonist who awakens on one of the few remaining pieces of the old world and sets off for the eponymous Bastion, where everyone was supposed to go in troubled times. The only survivor he meets there is an elderly man named Rucks, the game's narrator, who instructs him to collect the Cores that once powered Caelondia. A device in the Bastion can use the power of the crystalline Cores to create landmasses and structures, as well as enable the Kid to travel farther afield via "skyways" that propel him through the air. During his quest, the Kid meets two more survivors: Zulf, an ambassador from the Ura, underground-dwelling people with whom Caelondia was once at war; and Zia, an Ura girl who was raised in Caelondia. Both of them return to the Bastion, but upon reading a journal that the Kid discovers, Zulf intentionally damages parts of the Bastion's central device (the monument) and returns to Ura territory. The Kid learns that the journal belonged to Zia's father, Venn, who had worked for the Caelondians. He had helped Caelondian scientists ("Mancers") build a weapon intended to destroy the Ura completely to prevent another war. Venn rigged the weapon to backfire, so that when he was finally forced to trigger it, the resulting Calamity destroyed most of Caelondia as well. To repair Zulf's damage to the Bastion, the Kid starts collecting Shards, a lesser form of Cores. As he obtains the penultimate shard needed, the Ura attack the Bastion, damaging it and abducting Zia. In the next seven days, The Kid engages in sporadic skirmishes in Ura territory. When he finally blasts through an Ura outpost and meets Zia, she tells him that she had left with the Ura voluntarily to find out their intentions; Rucks had previously told Zia that the Bastion had the ability to somehow fix the Calamity. The Kid travels to the once-underground Ura homeland to retrieve the last shard. There, he discovers Zulf being attacked by his own people: the battle with Kid has devastated the Ura forces, and they blame Zulf for bringing the Kid to their home. The Kid can choose to drop his weapon to help Zulf or leave him. If he leaves Zulf behind, the Kid destroys the remnants of the Ura and escapes through a skyway. If he chooses to carry Zulf, Ura archers initially open fire on them but ultimately cease fire and watch silently as the Kid and Zulf take the skyway back to the Bastion. After the Kid returns and recovers, Rucks gives him another choice: He can have the Bastion rewind time to before the Calamity in the hopes of preventing it, or use it to evacuate the survivors and move on to somewhere safe. Rucks is unsure if there is any way to prevent the Calamity from reoccurring if the time is rewound, as there was no way to test the process. The game ends either way, showing images of the characters (with the inclusion of Zulf if the player chose to rescue him) flying away or of their lives before the Calamity along with the credits. In the New Game+ mode, which is unlocked after beating the game once, it is hinted that restoring the world didn't prevent the Calamity.

Top 4 Alternatives to Bastion

1
Rating
Critic & community
83
Match
Recommendation strength
91%

Transistor

2014 · Role-playing (RPG)

From the creators of Bastion, Transistor offers a similar blend of atmospheric storytelling and strategic action-RPG combat, but with a futuristic, cyberpunk aesthetic and a unique 'Turn()' mechanic that lets you plan out your moves.

Why recommended

  • Features a compelling, voice-acted narrative delivered by a silent protagonist and a talking sword, echoing Bastion's unique storytelling style and strong narrative focus.
  • Criteria — Strong Story is central, with a deep lore, memorable characters, and a poignant plot that unfolds as you progress through the beautiful, dystopian city of Cloudbank.
  • The isometric perspective and real-time combat with strategic elements, including a planning mode, provide a familiar yet fresh action-adventure experience for fans of Bastion.
2
Rating
Critic & community
85
Match
Recommendation strength
85%

Another gem from Supergiant Games, Pyre shifts the focus to a mystical sports-like combat system but retains the rich narrative, stunning art, and powerful soundtrack that made Bastion so memorable, all while guiding a band of exiles to freedom.

Why recommended

  • Boasts a deeply branching narrative where every 'rite' (combat encounter) has significant consequences for your party members, leading to multiple unique endings and a strong sense of player agency.
  • Criteria — Strong Story is interwoven with character development and choices, providing a narrative-rich, single-player experience where the fate of your exiles is constantly at stake.
  • Presents a unique blend of visual novel-style storytelling and a fast-paced, action-oriented 'rite' system that, while different from Bastion's combat, shares the same high level of polish and engaging design.
3
Rating
Critic & community
93
Match
Recommendation strength
78%

While a roguelike, Hades shares Bastion's isometric action, incredible voice acting, and a narrative that unfolds with each attempt, drawing you deeper into its world of Greek mythology with every escape attempt.

Why recommended

  • Features a compelling, evolving narrative where characters react to your progress and failures, building a rich story over many 'runs' that feels as integral as Bastion's linear plot.
  • Criteria — Strong Story is a core component, with a vast amount of dialogue, character development, and lore that deepens with each attempt to escape the Underworld.
  • Offers fast-paced, isometric action combat with a wide array of upgradeable weapons and abilities, providing a similarly satisfying and challenging adventure experience.
4
Rating
Critic & community
80
Match
Recommendation strength
72%

This action RPG offers a beautiful pixel-art world and a strong focus on family, with each character bringing unique abilities to the fight against corruption, echoing Bastion's blend of action and heartfelt storytelling.

Why recommended

  • Presents a strong, emotional narrative centered around the Bergson family, with each member having their own story arcs and interactions that deepen the lore and player investment.
  • Criteria — Strong Story is delivered through cutscenes, character interactions, and environmental details, emphasizing themes of family, sacrifice, and heroism in a single-player context.
  • Features an isometric perspective and engaging hack-and-slash combat with distinct character classes, providing a satisfying action-adventure loop reminiscent of Bastion's gameplay.

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