Games like Pillars of Eternity II
Games Like Pillars of Eternity II: Try Madboys for Tactical RPG Raids
If you like party builds, faction politics, voyage structure, companion decisions, and tactical encounters, Madboys offers a different path: short tactical raids, squad builds, AI hero stories, Council consequences, and kingdom progression.
party CRPGtactical RPGAI heroeskingdom consequences
Quick answer
Games like pillars of eternity ii usually appeal to players who enjoy party builds, faction politics, voyage structure, companion decisions, and tactical encounters. Madboys is not a seafaring CRPG and it does not reproduce Deadfire's naval travel, multiclass character sheets, or long faction questlines. The useful comparison is narrower: Madboys also cares about meaningful party decisions, character growth, dangerous missions, and consequences, but it expresses them through short tactical dungeon raids instead of the exact structure of Pillars of Eternity II. If you like planning around systems such as Deadfire archipelago exploration, ship travel, naval encounters, multiclassing, and companions and sidekicks, Madboys may be interesting because it moves that pressure into squad roles, positioning, equipment, runes, artifacts, AI hero stories, Council decisions, and kingdom progression.
Why this comparison is useful
Pillars of Eternity II is useful as a comparison because its appeal is built on concrete systems, not just on broad RPG branding. Players remember it for Deadfire archipelago exploration, ship travel, naval encounters, multiclassing, companions and sidekicks, real-time with pause or turn-based mode, faction reputation, crew management, Watcher choices, class resources, island quests, and party formations. Those systems create a specific rhythm: the player reads a situation, prepares a build or party approach, accepts consequences, and then carries the result forward into the next mission, quest, relationship, or progression layer. Madboys is not a seafaring CRPG and it does not reproduce Deadfire's naval travel, multiclass character sheets, or long faction questlines. Madboys uses a much narrower and more mobile-first structure. Instead of asking for long open-world sessions, a full CRPG campaign, or a cinematic JRPG chapter, it concentrates the decision pressure into short dungeon raids where a squad of heroes must survive readable threats. The overlap is about motivation: both games can reward players who enjoy party builds, faction politics, voyage structure, companion decisions, and tactical encounters. The difference is the expression. Madboys moves the planning into hero roles, tactical positioning, equipment, runes, classes, artifacts, party synergy, inventory decisions, AI-driven hero stories, Council votes, faction consequences, and city or kingdom progression between raids. That makes the page honest: Madboys is not positioned as a replacement for Pillars of Eternity II, but as a different tactical roguelite RPG that may interest players who want some of the same decision satisfaction in shorter, clearer sessions.
What feels similar
The overlap starts with player motivation. Pillars of Eternity II gives players reasons to care about preparation, party identity, and consequences through systems such as Deadfire archipelago exploration, ship travel, naval encounters, multiclassing, companions and sidekicks, real-time with pause or turn-based mode, and faction reputation. Madboys aims at a related feeling, but it reaches it through shorter fantasy raids rather than the same campaign format. A player who enjoys reading a mission, choosing the right setup, and watching decisions echo later can understand the connection. The similarity is not that the controls or genre structure are identical. It is that both games make progress feel tied to choices, builds, characters, and risk instead of pure linear stat growth.
What Madboys does differently
Madboys does differently by shrinking the session and changing the center of decision-making. Madboys is not a seafaring CRPG and it does not reproduce Deadfire's naval travel, multiclass character sheets, or long faction questlines. In Madboys, the key loop is a tactical squad raid followed by consequences in the city and kingdom. Heroes have roles, personalities, goals, and AI story arcs. Equipment, runes, classes, artifacts, and party synergy matter inside combat, while Council decisions and factions change what future raids may look like. That creates a game for players who want RPG pressure without committing to the exact pace, camera, combat model, or campaign scale of Pillars of Eternity II.
Combat and controls
The combat comparison should be precise. In Pillars of Eternity II, moment-to-moment pressure comes from multiclassing, companions and sidekicks, real-time with pause or turn-based mode, faction reputation, crew management, Watcher choices, and class resources. Those systems ask the player to master the game's own rhythm before a difficult mission or fight succeeds. Madboys replaces that rhythm with readable turn-based squad decisions. The player evaluates enemy threats, chooses positions, protects weak heroes, uses role coverage, and builds around equipment, runes, classes, and artifacts. So the shared appeal is planning under pressure, while the difference is that Madboys favors tactical clarity and party composition over the specific execution model of Pillars of Eternity II.
Builds and progression
Builds are another useful bridge. Pillars of Eternity II supports identity through companions and sidekicks, real-time with pause or turn-based mode, faction reputation, crew management, Watcher choices, class resources, island quests, and party formations. Madboys does not copy those systems one to one. Its buildcraft is organized around heroes, roles, equipment, runes, classes, artifacts, inventory choices, and party synergy. A hero can become valuable because of how a rune interacts with gear, how a class supports another role, or how an artifact changes a raid plan. Between raids, kingdom progression and Council consequences can also reshape what kind of build feels safe, greedy, defensive, or risky.
Story, AI heroes, and kingdom layer
The story layer is where the comparison becomes more about consequences than format. Pillars of Eternity II uses Deadfire archipelago exploration, ship travel, naval encounters, and multiclassing alongside its authored world to make decisions feel attached to characters and places. Madboys uses a smaller but more systemic fantasy frame: heroes have personalities, relationships, fears, goals, and story arcs that can react to raid outcomes. The Council and factions can alter risks, rewards, enemy pressure, and world conditions. Instead of one large authored journey, Madboys aims for a living kingdom rhythm where repeated raids feed personal hero stories and kingdom-level changes.
Who should try Madboys?
Players looking for games like Pillars of Eternity II should try Madboys if they are not asking for the same camera, same controls, same world scale, or same campaign structure. The strongest fit is someone who enjoys party builds, faction politics, voyage structure, companion decisions, and tactical encounters and is open to a more compact tactical roguelite RPG. Madboys is especially relevant for players who like party roles, readable choices, buildcraft, dungeon risk, and consequences between missions. It is a weaker fit for someone who mainly wants the exact signature experience of Pillars of Eternity II, but a stronger fit for someone who wants related RPG satisfaction in mobile-first sessions.
FAQ
Does Madboys have multiclassing and ship travel like Pillars of Eternity II?
No, not exactly. The useful comparison is narrower: Madboys does not copy that specific Pillars of Eternity II system, but it does use tactical raids, hero builds, AI story arcs, and kingdom consequences to create meaningful RPG decisions between missions.
Are games like Pillars of Eternity II a good reason to try Madboys?
Yes, if your search for games like Pillars of Eternity II is really about finding tactical choices, party growth, readable RPG pressure, and consequences between missions. It is not the same game, but it can satisfy a related motivation in shorter raids.
What makes Madboys different from Pillars of Eternity II?
Madboys is built around mobile-first tactical squad raids, equipment, runes, classes, artifacts, AI heroes, Council decisions, and kingdom progression. Madboys is not a seafaring CRPG and it does not reproduce Deadfire's naval travel, multiclass character sheets, or long faction questlines.