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Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this. Budget Pick Budget PickThe best game here for the least money.
SurvivalOpen World Survival CraftOpen World
Monetized MonetizedHeads up: leans on microtransactions or free-to-play hooks.
Free ~143.1 hr median co-op complexity: moderate 78.2% of 178k
The Squirrel's verdictAt 143 hours median playtime and free to play, Once Human operates at a scale well beyond Hobo Prophecy: a full survival MMO shooter with territory building, co-op, and roughly two years of content updates that have substantially changed its systems. The scavenging-into-gear and base-building loop is shared, but the scope and live-service structure are entirely different.
Not for you if you want a small, contained experiment rather than a large live-service game with evolving systems.
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SurvivalBase-BuildingPost-apocalyptic
$14.99 ~33.1 hr median no co-op complexity: moderate 81.7% of 6k
The Squirrel's verdictPermadeath expeditions shape Sheltered's mid-game: survivors sent out can die permanently, and food scarcity in the early shelter forces strict rationing before you have tools to address it. Recruitment and crafting drive progress as in Hobo Prophecy, but brawls are replaced entirely by shelter micromanagement and task assignment. Finished and stable, 33 hours median playtime.
Not for you if you want a combat-focused loop rather than survivor task management and expedition-based resource scarcity.
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Closest Match Closest MatchThe most similar game to the anchor, by what players say.
SurvivalBase-BuildingCrafting
$19.99 ~21.7 hr median no co-op complexity: light 80.2% of 5k
The Squirrel's verdictDigging tunnels, farming beets, and crafting toward a fixed story ending is Mr. Prepper's core loop — the resource-management half of Hobo Prophecy without any fighting. There is a secondary goal hidden beneath the surface bunker-building, and the quest chain follows a strict A-to-B-to-C order reviewers describe as unforgiving if you deviate. No co-op, 21.7 hours median playtime.
Not for you if you came for the combo-building brawls, since Mr. Prepper has no fighting system.
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Colony SimSurvivalBase-Building
$6.99 ~34.8 hr median no co-op complexity: moderate 80.7% of 2k
The Squirrel's verdictBoth build a survivor community from scratch: recruit and train a crew, craft gear, manage resources, and send your people into fights against overwhelming enemies. Judgment swaps hobos for demon-apocalypse survivors and adds base-building depth with research gates, but reviews note combat becomes repetitive and progress gets gated behind mandatory build orders.
Not for you if you want fast freeform progression rather than forced build orders and research gates that dictate your pace.
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CrimeBase-BuildingResource Management
$19.99 ~7 hr median no co-op complexity: light 70% of 2k
The Squirrel's verdictPunishing build-order difficulty is Basement's defining trait: the campaign demands a specific sequence of actions, and straying from it leaves you unable to diagnose what went wrong. The setting is a drug production basement rather than homeless survival, with the same loop of building up operations and managing scarce resources under pressure. No co-op, 7 hours median playtime.
Not for you if you want a difficulty curve that lets you identify and learn from your own mistakes.
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SurvivalBase-BuildingOpen World
$12.49 ~17.1 hr median no co-op complexity: moderate 68.5% of 669
The Squirrel's verdictSurvive the Fall shares Hobo Prophecy's core loop: scavenge resources, build up a home base, recruit and manage a team, then fight using distinct combat styles. Combat here is top-down action-RPG with pause rather than combo-set training, and there's no co-op. Suits players who want village management paired with stealth-capable combat over crafting-heavy brawling.
Not for you if you need co-op play or expect base management with real depth — reviewers describe the village as mostly passive and the two halves as unbalanced.
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Shoot 'Em UpThird-Person ShooterTop-Down Shooter
~9.7 hr median no co-op complexity: moderate 68.5% of 321
The Squirrel's verdictManually queuing every base task — harvesting, crafting, errands — after each mission is the loop reviewers single out most in Cygnus Enterprises. It pairs that unautomated base management with combat missions and recruitable AI units you can equip, similar to Hobo Prophecy's crew-building. Mixed reception, 9.7 hours median playtime, PC only, and the game has since been delisted.
Not for you if you want any automation in base management, or need assurance the game remains downloadable.
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Colony SimEconomyPost-apocalyptic
$14.99 ~3.2 hr median no co-op complexity: light 61.9% of 278
The Squirrel's verdictBuild a room, set numerical parameters, press end day, watch numbers change — that is Shelter Manager's interaction model. It covers the same community-building and raiding layer as Hobo Prophecy but removes direct combat and animation entirely. Mixed reception at 61.9% positive, PC only, 3.2 hours median playtime.
Not for you if you want hands-on fighting or visible animations rather than adjusting numbers between turns.