Arknights Endfield Comparison with Genshin, Wuthering Waves, and Other Action Gacha Games

Arknights Endfield Artwork 7

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.

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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
    • You pilot one character at a time; off-field units only contribute via passives or lingering abilities.
    • Elemental reactions and i-frames dominate; normal and charged attacks are generally simple compared to Endfield’s constant multi-unit presence.
  • Wuthering Waves
    • Focuses on high-tempo solo or duo combat with parries, perfect dodges, Fortes, and echo skills.
    • Team is still essentially “one on the field,” with brief swap skills; the rest of the roster supports via rotations rather than constant presence.

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
    • Built as a “persistent world RPG” with dense regions, but not a full climbing-gliding, stamina-bar open world.
    • Exploration revolves around mission hubs, resource nodes, hazards, and AIC outposts you drop into the world, rather than giant vertical playgrounds.​
  • 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
    • Similar broad structure to Genshin with a more urban/post-apocalyptic feel and a stronger emphasis on movement tech (grapples, air dashes, parkour).

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
    • Interviews stress a focus on strategy over high mechanical difficulty: the aim is tactical action that does not demand fighting game reflexes.
    • Challenge comes from route planning, hazard interaction, SP/facility management, and multi-unit coordination, especially in defense and high-end modes.​​
  • 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.

Jake is an SEO-minded Football, Combat Sports, Gaming and Pro Wrestling writer and successful Editor in Chief. Most importantly, he is a Gacha players who specialises in Genshin Impact. On top of that, Jake has more than ten years of experience covering mixed martial arts, pro wrestling, football and gaming across a number of publications, starting at SEScoops in 2012 under the name Jake Jeremy. His work has also been featured on Sportskeeda, Pro Sports Extra, Wrestling Headlines, NoobFeed, Wrestlingnewsco and Keen Gamer, again under the name Jake Jeremy. Previously, he worked as the Editor in Chief of 24Wrestling, building the site profile with a view to selling the domain, which was accomplished in 2019. Jake was previously the Editor in Chief for Fight Fans, a combat sports and pro wrestling site that was launched in January 2021 and broke into millions of pageviews within the first two years. He previously worked for Snack Media and their GiveMeSport site, creating Evergreen and Trending content that would deliver pageviews via Google as the UFC and MMA SEO Lead. Jake managed to take an area of GiveMeSport that had zero traction on Organic and push it to audiences across the globe. Jake also has a record of long-term video and written interview content with the likes of the Professional Fighters League, ONE and Cage Warriors, working directly with the brands to promote bouts, fighters and special events. Jake also previously worked for the biggest independent wrestling company in the UK, PROGRESS Wrestling, as PR Head and Head of Media across the social channels of the company.