Sandbox TTRPGs give players room to choose goals, routes, allies, enemies, and consequences instead of following a fixed plot. Start with Mutant Crawl Classics, Old-School Essentials, Twilight: 2000, and Worlds Without Number as comparison points, then move down the list based on the kind of mechanical focus your group actually wants.
When comparing sandbox games, look at GM tools for locations and factions, player-facing goals, travel procedures, rumor flow, and how the world changes without the characters. Those details matter more than the tag itself, because two games can share a category while asking completely different things from the GM and players.
Use the top picks as anchors rather than treating the page like a simple popularity ranking. The goal is to answer the practical table question: which game will produce the kind of first session, campaign rhythm, and player buy-in your group is likely to enjoy?
A sandbox needs more structure than a blank map. Look for procedures that keep choices legible.