Arknights Endfield Comparison with Genshin, Wuthering Waves, and Other Action Gacha Games
Arknights: Endfield sits in the same broad “anime action gacha” lane as Genshin and Wuthering Waves, but it leans much harder into team-based tactical combat plus factory-style base building, rather than pure solo action and open-world traversal. It feels like an RPG layered over a light Factorio/Satisfactory-style outpost sim, instead of a climbing-and-gliding exploration game.

Core Combat: Team Field vs Solo Pilot
- Arknights: Endfield
- You control a full squad on the field at once; non-active characters keep auto-attacking while you swap between them, so the team always feels “present.”
- Combat mixes elemental reactions, toughness/break-style mechanics, and shared-SP skills, with dodging that creators describe as stricter and less forgiving than typical anime ARPGs.
- Genshin Impact
- Wuthering Waves
Players coming from Genshin/WuWa often describe Endfield as a more tactical, less input-intensive style of action, where macro decisions (team, SP usage, facilities) matter more than raw execution.
World and Exploration
- Arknights: Endfield
- Genshin Impact
- Classic Breath of the Wild-style open world: climbing, gliding, big vertical maps, scattered chests, puzzles, and collectibles.
- Exploration is a primary draw; narrative often waits behind exploration gating.
- Wuthering Waves
Endfield’s exploration is more mission and system-driven than “go anywhere and climb everything” sandbox; its uniqueness is how exploration plugs into the base builder and industrial loop.
Base Building and Factory Systems
- Endfield’s differentiator
- Developers explicitly cite Factorio and Satisfactory as inspirations; Endfield embeds a full factory/base builder into its RPG shell.
- You place facilities (mines, conveyors, power, turrets) into the overworld to support combat, resource flow, and story events, and are meant to engage deeply with automation and layout.
- Genshin / Wuthering Waves
- Offer light housing or simulated systems at best (Serenitea Pot, minor crafting), but nothing approaching a true production or tower network.
- No equivalent of defending or optimizing an industrial complex that meaningfully changes combat scenarios.
For players of other action gachas, Endfield often feels like “two games in one: tactical action plus factory sim,” which you do not get from Genshin or WuWa.
Strategy, Difficulty, and Input Load
- Arknights: Endfield
- Genshin / Wuthering Waves
- Lean more on real-time execution, animation cancels, invincibility frames, precise parries/dodges, especially in WuWa’s high-end content.
- Strategic layer centers on builds, sets, and team comps rather than persistent-world logistics.
Endfield can be more appealing if you like thinking about systems and builds over perfect combo timing, while still wanting real-time, controllable combat.
Monetization and Gacha Feel
- Arknights: Endfield
- Uses a familiar character-weapon gacha, with commentary noting pity and rate structures closer to Honkai: Star Rail / Zenless than to pure ARPGs like WuWa.
- Community discussion frames it as tuned for more dedicated daily players and spenders but still workable for casuals, similar to other big gachas.
- Genshin / Wuthering Waves
- Also run standard limited-banner cycles with pity systems, but their value emphasizes single-character power spikes and signature weapons.
- Less weight on something like a base/factory making units stronger over time.
From a Genshin/WuWa perspective, Endfield’s monetization is familiar, but the things you spend for sit inside a larger strategy game, not just character showcases.
In short, Endfield shares anime action DNA and gacha structure with Genshin and Wuthering Waves, but it carves out a distinct niche as a persistent-world tactical RPG + base builder, where your whole squad and industrial network matter as much as your main on-field carry.


