Graded games
Every game on the Difficulty Depth Chart, ranked by how hard it is to learn, D1 (Surface) to D5 (Abyss). Well-known games anchor the scale; submitted games get the full Dive Plan. Search or filter below to find your next dive.
No games match. Try a different search or depth, or submit one.
2048
one rule, learned in a single swipe.
A Hat in Time
a charming, gentle 3D platformer anyone can pick up.
Among Us
do tasks or lie; the social game is deep, the rules are nothing.
Animal Crossing: New Horizons
no goals, no fail; the coziest on-ramp in games.
Balatro
poker hands plus jokers; instantly graspable, endlessly deep.
Beat Saber
slash to the beat; instantly intuitive, especially in VR.
Bejeweled
swap to match; pure pick-up-and-play.
Bloons TD 6
pop balloons; the depth is opt-in, the start is trivial.
Brotato
pick a weapon and survive waves; instant to grasp.
Candy Crush Saga
match three; the most frictionless on-ramp in games.
Chrono Trigger
a timeless, beginner-perfect turn-based RPG.
Cooking Mama
follow the prompts; built for total beginners.
Cut the Rope
slice ropes with simple physics; built for everyone.
Detroit: Become Human
branching choices and quick-time prompts; easy to follow.
Dragon Quest XI
classic, gentle turn-based comfort food.
Fall Guys
run, jump, flop; pure accessible chaos.
Firewatch
walk and talk through a story; no mechanics to learn.
Forza Horizon 5
an open, forgiving arcade racer with assists that meet you where you are.
Friday Night Funkin'
press arrows on beat; easy to grasp, tough to perfect.
Gang Beasts
floppy brawling; the clumsiness is the joke.
Goose Goose Duck
social deduction with simple tasks; the mind games are the depth.
Guitar Hero Live
hit the notes in time; the basics are immediate.
Hades
dash, attack, and go.
House Flipper
clean, paint, renovate; relaxing and forgiving.
Human: Fall Flat
wobbly physics puzzles; the comedy is the point, not the challenge.
Inside
move right and solve; wordless and intuitive.
It Takes Two
co-op designed to teach two players gently as they go.
Jackbox Party Pack
use your phone and play; built for any living room.
Left 4 Dead 2
point, shoot, survive together; about as approachable as shooters get.
Life is Strange
choose and rewind; the story carries you.
Limbo
a stark, trial-and-error puzzle-platformer; simple to control.
Mario Kart 8 Deluxe
press accelerate and steer; the most welcoming racer there is.
Mario Party Superstars
roll, move, minigame; the friendliest board in gaming.
Minesweeper
click and deduce; one rule, instantly graspable.
Monument Valley
rotate impossible architecture; calm and wordless.
Moving Out
co-op furniture chaos; built for laughs, not mastery.
Need for Speed Heat
arcade driving with instant fun; drift and nitrous are the whole skill.
Outlast
run and hide; nothing to master, everything to dread.
Overcooked! 2
simple inputs, frantic coordination; the chaos is the challenge, not the controls.
Pac-Man
eat dots, dodge ghosts, done explaining.
Pentiment
a reading-led historical drama; choices, not mechanics.
Phoenix Wright: Ace Attorney
read, investigate, object; logic puzzles with a gentle pace.
Picross
logic grids that teach themselves one clue at a time.
Pictorbit
open it and you are creating in seconds.
Plague Inc
evolve a pathogen; one simple loop, learned in a single playthrough.
Pokemon Scarlet & Violet
the friendliest RPG on-ramp; type matchups are the only real lesson.
Portal 2
a masterclass in teaching itself; you learn portals as you play.
PowerWash Simulator
point and spray; meditative and impossible to fail.
Pummel Party
a chaotic party board; easy to grasp, friendship-ending.
Rayman Legends
bright, forgiving, pick-up-and-play platforming.
Solitaire
if you know a deck of cards, you already know it.
Spiritfarer
a gentle, no-fail caretaking game; pure comfort.
Stray
be a cat in a neon city; relaxed and guided.
Stumble Guys
a mobile wipeout race; instantly playable.
Sudoku
one rule of logic; learnable in a single grid.
Super Mario Odyssey
move, jump, capture; a joyful, gentle on-ramp.
Tetris
you understand it in one piece, and spend a lifetime mastering it.
The Stanley Parable: Ultra Deluxe
walk and listen; nothing to learn, everything to discover.
Torchlight Infinite
a breezy, accessible ARPG; pure click-and-loot comfort.
Undertale
simple to play; its cleverness is in choices, not difficulty.
Unpacking
unpack boxes and place things; quiet and impossible to lose.
Untitled Goose Game
honk and cause mischief; instantly understood.
Vampire Survivors
move and the game shoots for you; the easiest roguelite to pick up.
What Remains of Edith Finch
a short story you walk through; nothing to fail.
Wii Sports
swing the controller; designed for absolute beginners.
Wreckfest
demolition racing; floor it and crash, the joy is immediate.
Amnesia: The Bunker
run, hide, manage fear; little to learn, much to dread.
Astroneer
a charming, low-stress planetary sandbox.
Axiom Verge
retro exploration with deliberately obscure secrets.
Baba Is You
rules you literally rewrite; simple inputs, profound puzzles.
Blasphemous
a soulslike metroidvania; cryptic and punishing but learnable.
Borderlands 3
a friendly PvE looter-shooter; shoot, loot, level, with co-op carrying you.
Brawlhalla
a free, friendly platform fighter; easy to start with a high ceiling.
Castlevania: Symphony of the Night
a genre-defining classic that leaves you to find your own way.
Celeste
simple controls and kind teaching, but the precision platforming gets genuinely tough; assist mode helps.
Cities: Skylines II
zone and build; traffic mastery is the deep end, the basics are gentle.
Civilization
deep, but the tutorial and endless wikis get you competent fast.
Core Keeper
a cozy mining sandbox; dig, build, fight, gently.
Crypt of the NecroDancer
move to the beat through a roguelike; doing two things at once is the hump.
Cult of the Lamb
part roguelite, part cult management; both halves are friendly.
Cuphead
shoot, dash, parry, that is the whole kit.
Cyberpunk 2077
an open-world RPG that eases you in; build depth is optional.
Dead Cells
fast, fair roguevania; the basics click quickly, mastery is the depth.
Dead Space Remake
strategic dismemberment; methodical and approachable.
Death Stranding
a deliberate delivery sim; unusual but patiently taught.
Deep Rock Galactic
a welcoming co-op shooter; mining and shooting with friends, gently taught.
Diablo IV
click to smash; the build depth is opt-in and the on-ramp is smooth.
Disco Elysium
no combat, just reading and choices; dense but never mechanically hard.
Dragon Age: Inquisition
a big RPG with a slow, guided opening.
Dyson Sphere Program
galaxy-scale automation; relaxing to start, vast by the end.
EA Sports FC 24
anyone can kick a ball; skill moves and tactics are the deep end.
Enshrouded
survival-RPG building; a smooth, modern opening.
Enter the Gungeon
a bullet-hell dungeon crawler; dodge-roll and learn the hard way.
F1 24
assists make it accessible; without them, real prep and racecraft are required.
FTL: Faster Than Light
manage a ship under pressure; readable but punishing.
Factorio
the ideas are big, but the in-game tutorial and community carry you in.
Fallout 4
explore, shoot, build; the RPG systems sit lightly on top.
Farming Simulator 22
realistic and machine-heavy; the menus and equipment are the barrier.
Final Fantasy VII Remake
a guided action-RPG; combat opens up gradually with plenty of hand-holding.
Fire Emblem: Three Houses
a friendly tactical RPG; permadeath optional, systems taught gradually.
Five Nights at Freddy's
watch cameras, manage power; simple rules, pure panic management.
Frostpunk
a harsh survival-city sim; brutal choices but a guided opening.
Geometry Dash
one tap to jump; rhythmic memorization turns punishing fast, but learning is trivial.
Going Medieval
a 3D colony sim in the RimWorld spirit; cozy but systems-heavy.
Gran Turismo 7
realistic but assisted; tuning and racecraft add depth once you're past the basics.
Grounded
shrunk-down backyard survival; approachable co-op fun.
Guild Wars 2
one of the friendlier MMOs to start; depth is opt-in.
Gwent
a thinky, round-based card game with real bluffing depth.
Hearthstone
easy to play a card; deckbuilding and meta knowledge are the real game.
Helldivers 2
simple to play, with friendly-fire chaos and stratagems as the real learning.
Hollow Knight
move and attack in minutes; it just does not hold your hand about where to go next.
Inscryption
a card game wrapped in a mystery; approachable and inventive.
Into the Breach
perfect-information puzzle-tactics; approachable but deep.
Last Epoch
the friendlier ARPG, but crafting and skill trees still run deep.
Legends of Runeterra
a generous, well-taught card game with real strategic depth.
Lethal Company
scavenge and survive with friends; chaos is the teacher.
Loop Hero
an unusual auto-battler-builder; odd at first, then clicks.
MLB The Show 24
pick-up-and-play modes hide a deep simulation.
Madden NFL 24
the playbooks and controls are a real barrier for newcomers.
Marvel Snap
fast and friendly; the depth hides in timing and collection.
Mass Effect Legendary Edition
cover-shooter RPG that teaches as it goes.
Metroid Dread
tight controls and sparse direction, with a few sharp bosses.
Minecraft
mine, craft, survive the first night.
Monster Train
two-lane deckbuilding; a clean step up from its peers.
Myst
no instructions at all; observation and patience are everything.
NBA 2K24
deep controls and systems behind a simple-looking game.
New World: Aeternum
action-combat MMO with a relatively gentle start.
NieR: Automata
genre-shifting action that stays approachable throughout.
No Man's Sky
a vast survival-explorer with a much-improved but still busy opening.
Northgard
a streamlined Viking RTS; friendlier than most of its genre.
Octopath Traveler
a gorgeous turn-based RPG with a clear, classic structure.
Ori and the Will of the Wisps
fluid and well-taught, with a few sharp, demanding sequences.
Outer Wilds
knowledge is the only progression; it explains almost nothing on purpose.
Palworld
creature-collecting survival; busy but friendly to start.
Persona 5 Royal
turn-based and well-taught; calendar and social systems unfold at a gentle pace.
Phasmophobia
ghost-hunting with a lot of evidence rules to memorize, but mechanically simple.
Pizza Tower
fast and expressive; easy to move, deep to combo and chain.
Planet Coaster
creative park-building; the tools are deep but never punishing.
Prison Architect
design and run a prison; clear systems with a gentle ramp.
Raft
build out from a tiny raft; a gentle survival on-ramp.
Resident Evil 4 Remake
aim and manage resources; tense but very learnable.
Return of the Obra Dinn
deduce sixty fates from frozen moments; singular and demanding.
Risk of Rain 2
third-person scaling chaos; simple to start, wild by the end.
Rocket League
drive, jump, hit the ball, you are playing.
Rogue Legacy 2
die, upgrade, repeat; a gentle, generous roguelite.
RollerCoaster Tycoon Classic
a beloved tycoon classic with a dated but learnable interface.
Satisfactory
first-person factory building; the tutorial and 3D space ease you in.
Shovel Knight
classic, readable platforming with a fair but firm challenge.
Slay the Spire
play a card, attack or block.
Sonic Mania
hold right and go; momentum and routes are the deeper game.
Sons of the Forest
craft and survive a hostile island; tense but learnable.
Spelunky 2
simple controls, merciless depth; death teaches everything.
Star Wars Jedi: Survivor
souls-lite combat with accessible difficulty options.
Stardew Valley
a few gentle systems, then it quietly opens up.
Subnautica
explore and survive an alien ocean; tense but well-paced.
Super Mario Bros
run, jump, and World 1-1 teaches you the rest.
Super Meat Boy
one button to jump; brutal execution, but the learning itself is instant.
Super Smash Bros. Ultimate
anyone plays in minutes; the competitive tech is a different planet, but learning is gentle.
Teamfight Tactics
auto-battling econ and positioning; easy to watch, tricky to master.
Terraria
dig, build, fight.
The Binding of Isaac: Rebirth
twin-stick simplicity with a mountain of cryptic synergies to discover.
The Elder Scrolls V: Skyrim
wander and swing a sword; the systems are forgiving and mostly optional.
The Outlast Trials
co-op survival horror; learn the maps and the panic.
The Sims
lots of buttons, but nothing you cannot safely poke at.
The Talos Principle 2
thoughtful first-person puzzles with a steady, fair ramp.
The Witcher 3
a few combat and sign basics, then a huge world that mostly explains itself as you go.
The Witness
no words, all inference; gentle to start, brain-bending later.
Thumper
a punishing rhythm-runner; simple inputs, intense execution.
Timberborn
beaver city-building around water cycles; a clever, gentle puzzle.
Tony Hawk's Pro Skater 1+2
easy ollies, deep combo system; the basics are a joy.
Trackmania
simple to drive, absurdly deep to master; the early hours are pure fun.
Tunic
a Zelda-like that hides its own manual; cryptic by design.
Two Point Hospital
a cheerful management sim that teaches as you go.
Valheim
gather, build, survive; forgiving co-op but cryptic progression.
WWE 2K24
a deep wrestling control scheme that takes real learning.
Wargroove
accessible turn-based battles in the Advance Wars mold.
Xenoblade Chronicles 3
a sprawling combat system buried under heavy menus; patience required.
osu!
simple to start, but the precision ceiling is among the highest in games.
7 Days to Die
craft by day, defend by night; systems-heavy with a rough opening.
ARK: Survival Ascended
a sprawling, obtuse survival sim; taming and base systems overwhelm at first.
Age of Empires IV
build, gather, fight; the multitasking and build orders take real practice.
Age of Wonders 4
empire-building plus tactical battles; deep but reasonably taught.
Albion Online
a full-loot sandbox MMO; deep, social, and unforgiving.
Anno 1800
a deep production-chain city builder; logistics overwhelm at first.
Apex Legends
movement and gunplay run deep and fast; you can drop in, but real competence takes serious aim and map sense.
Assetto Corsa
deep sim physics with sparse onboarding; setup and modding are their own learning curves.
Baldur's Gate 3
D&D 5e is a lot, but the game eases you in.
Banished
a quiet, punishing town survival sim that explains little.
Battlefield
huge sandbox battles; vehicles, classes, and map scale overwhelm new players at first.
BeamNG.drive
a soft-body physics sandbox with little direction; you make your own goals.
Black Desert Online
gorgeous and overwhelming; menus on menus with weak onboarding.
Bloodborne
aggressive souls combat with no tutorial; the early hours are a true wall.
Call of Duty: Warzone
the gunplay is approachable, but the movement, loadouts, and stacked lobbies punish newcomers.
Company of Heroes 3
cover-based tactics with deep systems and harsh punishment.
Conan Exiles
brutal survival with deep building and harsh PvP.
Counter-Strike 2
the spray patterns, economy, and utility are a real curve the game barely explains.
Crusader Kings III
a glorious mess of medieval systems; embrace failing your way to understanding.
DOOM Eternal
a demanding combat puzzle; the resource loop and movement take real practice to flow.
Dark Souls
the controls are simple, but it explains almost nothing and the first few hours are a genuine wall for newcomers.
Dead by Daylight
asymmetric PvP with deep perk and map knowledge; the curve is real.
Demon's Souls
the original unforgiving descent; learn by dying, with no guidance.
Destiny 2
a sprawling looter-shooter with years of stacked systems and almost no onboarding.
Diablo II: Resurrected
cryptic build and itemization knowledge that the game never explains.
Divinity: Original Sin 2
deep, reactive systems and tough fights; rewards prep, punishes blind play.
Don't Starve Together
deliberately cryptic survival; it tells you nothing and punishes everything.
Dragon Ball FighterZ
flashy auto-combos hide a deep, fast three-on-three fighter.
Elden Ring
the combat basics are simple, but it drops you in with almost no direction and punishes you hard while you are still learning the ropes.
Endless Space 2
a stylish space 4X with the genre's usual mountain of systems.
Final Fantasy XIV
one of the friendlier MMOs, yet still hundreds of hours of systems to absorb.
Football Manager 2024
a spreadsheet ocean; the depth is the point and the menus are endless.
Fortnite
the shooting is approachable, but building is a real skill wall and aiming under pressure is tough for most newcomers.
Getting Over It
one strange control that takes hours to tame, designed to punish.
Grim Dawn
deep dual-class build complexity with little explanation.
Guilty Gear Strive
stylish but demanding; execution and system mechanics are a steep anime-fighter wall.
Halo Infinite
pick-up-and-play on the surface, but the aim, grenade, and map game is a real ranked climb.
Homeworld 3
full-3D fleet command; spatial control is a genuine hurdle.
Hunt: Showdown
tense, slow PvPvE with permadeath stakes that punish newcomers hard.
Kerbal Space Program
rocket science, but a forgiving sandbox and great guides meet you halfway.
Lies of P
a polished soulslike; readable but genuinely punishing early.
Lost Ark
flashy combat behind a maze of endgame systems.
Magic: The Gathering Arena
the deepest card game there is; rules, formats, and deckbuilding are a genuine wall.
Microsoft Flight Simulator
as deep as you let it be, but real flight systems and procedures are a steep climb.
Monster Hunter Rise
a touch more welcoming, but weapon mastery is still a long road.
Monster Hunter: World
obtuse systems and weapon depth with weak onboarding; the wall before the fun is real.
Mortal Kombat 1
single hits are easy, but combos, krushing blows, and matchups take real study.
Mount & Blade II: Bannerlord
sandbox medieval warfare with sprawling systems and weak guidance.
Nioh 2
souls combat with deep loot and stances; brutal and systems-heavy.
Old School RuneScape
ancient, sprawling, and obtuse; charming once you push past the dated systems.
OpenTTD
deep logistics with an old-school interface and little hand-holding.
Overwatch 2
pick a hero and you are shooting in seconds, but real competence means learning the whole roster.
Oxygen Not Included
a delightful, brutal systems-puzzle; thermodynamics and gases with almost no guidance.
PUBG: Battlegrounds
realistic gunplay and looting wrapped in a steep, unforgiving survival curve.
Project Zomboid
deep, punishing zombie survival; you will die and learn, repeatedly.
Rainbow Six Siege
destructible and knowledge-heavy; learning sixty-plus operators and every map is the real wall.
Remnant 2
souls structure with guns; obtuse builds and tough bosses.
Returnal
a bullet-hell roguelite with brutal runs and sparse explanation.
RimWorld
managing colonists takes a little reading up, but its systems reward the prep quickly.
Rust
brutally social and unforgiving; the wipe cycle and raiding punish newcomers hard.
Sekiro
the parry-based combat is simple to understand but punishing, and takes real practice to internalize.
Shadow Tactics
real-time stealth puzzles; methodical and demanding.
Splitgate
arena shooting plus portals; the movement ceiling is high even if the basics come quick.
StarCraft II
mechanically brutal; macro, micro, and build orders are a famous wall.
Street Fighter 6
modern controls lower the bar, but combos, spacing, and matchups are a lifelong climb.
Team Fortress 2
nine classes and decades of movement tech sit under a friendly surface.
Tekken 8
movement and frame data run deep; you'll mash for a while before you truly play.
They Are Billions
a tense survival RTS; one breach can end a whole run.
Throne and Liberty
a big open-world MMO with the genre's usual learning load.
Titanfall 2
the campaign eases you in, but pilot movement and titan play run deep.
Total War: Warhammer III
two games in one, a campaign map and real-time battles, each deep.
Valorant
aim, abilities, economy, and callouts add up.
Victoria 3
an economic simulation so deep that even veterans debate how it works.
Warcraft III: Reforged
heroes plus base-building; a dense classic with a real curve.
Warframe
a fantastic game hidden behind one of gaming's most confusing openings.
World of Warcraft
easy to start questing, but two decades of systems make true competence a long road.
XCOM 2
turn-based tactics with permadeath; a few systems to learn and harsh punishment for mistakes.
Yu-Gi-Oh! Master Duel
an infamously complex rules engine with paragraph-long card text.
iRacing
a serious sim with real-world physics, racecraft etiquette, and a steep practice curve.
Caves of Qud
a dense, systems-rich roguelike with a steep interface and very little hand-holding.
Dwarf Fortress
staggering depth and an arcane interface, but its legendary wiki keeps it out of the Abyss.
EVE Online
a genuine learning cliff, softened only by one of gamings deepest knowledge bases.
Escape from Tarkov
notoriously punishing; dense inventory, healing, and raids with no hand-holding and real loss on death.
Europa Universalis IV
a famously impenetrable wall of overlapping systems with brutal onboarding.
Hearts of Iron IV
WWII micromanaged down to divisions and supply; expect to read wikis for hours.
League of Legends
160-plus champions, items, and map knowledge make it one of the steepest games to actually learn.
Noita
the pixel physics and alchemy run deep and explain nothing.
Path of Exile
the passive tree and crafting are famously impenetrable.
Star Citizen
an unfinished, staggering sim; janky, deep, and barely explained.
Stellaris
a vast 4X of overlapping systems.
Aurora 4X
brutal and alone.
Cataclysm: Dark Days Ahead
staggering depth, a brutal interface, and almost no onboarding.
Vote on what we grade next
These are in review. Vote on how hard each was to learn — at 10 confirmed votes a game's Player grade unlocks and it jumps the queue for our full evaluation. Players decide the order; no critic required.
PEAK
Co-op climbing that punishes early mistakes and leans on a friend who already knows the ropes.
Subnautica 2
Underwater survival where the deep literally is the difficulty. We're grading it while it's early access and the guides are still thin.
Also in the pool: The Powder Toy, Sandboxels. Know another underserved game? Submit it.