Summary

There are games that players boot up for a few minutes before bed. And then there are games thatsaythey’ll only take a minute, then laugh as the sun starts rising. Whether it’s creeping toward a tactical victory, pushing for one more floor, or farming just until the next season, these games have the kind of hypnotic momentum that turns a short session into an accidental all-nighter.

“Just one more turn” isn’t a suggestion here; it’s a trap, a lifestyle, a warning sign. These aren’t necessarily thehardest gamesor the longest ones, but they are the most dangerous when played “just for a bit,” some more than others.

XCOM 2 Tag Page Cover Art

Strategy games can be chill.XCOM 2is not. Every single turn feels like defusing a bomb while blindfolded and being yelled at by anangry aliengeneral.It’s addictive, but for all the wrong reasons. The player can’t stop because their squad is in too deep. One more turn might save the sniper. One more turn might get the evac. One more turn might be the one where the RNG stops punishing them.

The beauty ofXCOM 2is how every system is wound tight like a clock that’s always threatening to explode. Resource management, tech trees, squad loadouts; none of it matters if one bad flank ruins an entire campaign. And somehow, that tension makes players restart again and again, convinced thatthistime they won’t screw it up. They always do. But they always come back.

Dead Cells Tag Page Cover Art

Every time players feel like they’re ready to put the controller down inDead Cells, the game throws a new blueprint at them. A hidden path. A cursed chest. A new biome. And the worst part? They don’t even need to beat the game to stay hooked; they just need to do a little better than last time.

There’s a tactile pleasure to every dodge roll, every parry, every wall climb. Movement feels like a reward in itself, andthe combatis snappy enough to make each mistake feel fair. But it’s the breadcrumb trail of progression that keeps players coming back. Even failed runs inch forward. Cells are banked. Runes are discovered. And when everything clicks, and a run really pops off, it’s borderline euphoric. Why stop now?

Slay the Spire Tag Page Cover Art

What starts as a quick climb up a mysterious tower turns into a multi-hour gauntlet of min-maxing and card hoarding inSlay the Spire. Players who love to play tactically get stuck in a loop of rerouting their path for optimal relics, tweaking their decks mid-run, and crossing their fingers that their fragile house of cards doesn’t crumble in the next elite battle.

The real problem is that each run takes maybe 40 minutes. But winning unlocks new cards. New cards change everything. New synergies open up. Suddenly, what was supposed to be a lunch break has spiraled into a full evening of building and rebuilding until a perfect poison-based Silent deck finally clicks. And then it’s time to start over again with Ironclad.

Sid Meier’s Civilization 6 Tag Page Cover Art

There is no stronger “just one more turn” energy in gaming thanCivilization6. It is the original, the blueprint, the devil in disguise. One turn leads to a science boost, which leads to unlocking artillery, which leads to a full-scale war with Gandhi, and now suddenly it’s 3 a.m. and the player is trying to race Brazil to a cultural victory while suppressing a rebellion in Amsterdam.

But what makes it genuinely dangerous is the slow-burn pacing. A full match can take dozens of hours, but every single turn feels like a carefully measured hit of strategy dopamine. The UI updates just enough to suggest that something important is about to happen, even when it isn’t. And when it is? That’s a hundred more turns, minimum.

Risk of Rain (2013-11-08) Tag Page Cover Art

2Stardew Valley

Five More Minutes Until Spring, I Swear

Anyone who’s ever said they’d log off after “just one more day” inStardew Valleyknows they’ve lied to themselves. The game is pure, distilledcozy addiction. Every morning brings a new task, a new crop, a new heart event, and before anyone realizes it, they’ve bulldozed through three in-game weeks just to see if that stupid blue chicken finally shows up.

The brilliance ofStardew Valleylies in how small goals bloom into bigger ones. Trying to upgrade a watering can casually leads to mining for iridium, which leads to befriending a wizard, which somehow results in marrying an emo musician and unlocking a teleporting obelisk. It’s wholesome, sure, but that loop of micro-accomplishments keeps players firmly glued to their farms like they’re running a rural cult of productivity.

Risk of Rain

There’s something deeply chaotic aboutRisk of Rainthat makes it impossible to put down once things get rolling. It’s that snowball feeling. One run starts with a couple of dinky drones and a rusty pistol, and a few chests later, it’s raining missiles, the cooldowns don’t even exist anymore, and the screen looks like alow-budgetfireworks finale.

But what keeps players locked in isn’t just the dopamine rush of stacking items; it’s how the difficulty timer keeps climbing, silently daring them to keep going just a little longer. The longer they stay, the more absurdly difficult everything gets. The game never tells them to stop. In fact, it silently taunts them into pushing their luck until it all collapses in a single bad decision. And that collapse? That’s exactly when the next run sounds like a great idea.

Risk of Rain

Risk of Rain