螢幕判官 Behind the Screen similar games & best alternatives

螢幕判官 Behind the Screen

Linux, PC (Microsoft Windows), iOS, Mac, Nintendo Switch • 2018

Should you play it?

“Behind the Screen” is a game including stuffs like puzzles, stealth modes and fighting that you can still easily handle. And many stories are inspired by actual historical events in Taiwan. If you dig deep into our stories, you will find it is not just an “easy” game.

What works
  • Deep, thought-provoking narrative
  • Unique and expressive art style
  • Varied gameplay mechanics integrated with story
  • Emotional and immersive experience
  • Rich background lore and collectibles
Things to keep in mind
  • Short game length
  • Some gameplay mechanics feel repetitive or simplistic
  • Translation and interface issues reported
  • Story ending divisive for some players
  • Limited replayability

What to play next

Top picks

Games that feel the closest overall

  • Among the Sleep - Enhanced Edition

  • Scorn

  • INMOST

  • The Long Reach

  • Lunar Mirror

  • Ghost Feed

  • Laughing to Die

  • 雨鸦 - You are my sanctuary

  • Song of Nunu: A League of Legends Story

Hidden Gems

Less popular games with surprisingly high similarity

  • Ghost Feed

  • 雨鸦 - You are my sanctuary

  • Milky Quest II

If you liked…

Recommendations by what you enjoyed most

  • Story

    KARMA: The Dark World

  • Creativity

    Neva

  • Escapism

    Serena

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • Scroll or double-click the chart to zoom out and see more games.

Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers (hidden on purpose).

螢幕判官 Behind the Screen: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Continuation, Value.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    3

    "Players can choose characters, worlds, and direct their own puzzle-solving and exploration, indicating moderate control over actions."

    Capsule for Somewhere in the Shadow Somewhere in the Shadow

    "Players experience different gameplay styles across chapters with some freedom in exploration and puzzle solving, indicating moderate control over actions."

  • Competence

    Game with the same Competence vibe

    2

    "Gameplay involves puzzle solving and dialogue challenges that require some skill and attention, but overall difficulty is moderate and accessible."

    Capsule for The Inn-Sanity The Inn-Sanity

    "Gameplay involves varied mechanics like puzzles, stealth, rhythm and QTE combat with some challenge, but overall difficulty is moderate and accessible."

  • Competition

    Game with the same Competition vibe

    -4

    "Focus is on personal story progression and individual play; no evidence of competitive multiplayer or leaderboards."

    Capsule for CRISIS CORE –FINAL FANTASY VII– REUNION CRISIS CORE –FINAL FANTASY VII– REUNION

    "Focus is on narrative and personal story rather than competing against others; no evidence of multiplayer or leaderboards."

  • Continuation

    Game with the same Continuation vibe

    -3

    "Short game length (~2 hours) encourages brief play sessions rather than long habitual play."

    Capsule for A Juggler's Tale A Juggler's Tale

    "Short game length (~2-3 hours) and some players found it too brief; not designed for long habitual play sessions."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single-player experience focused on individual narrative; no multiplayer or cooperative play."

    Capsule for 神社的百合香 ~ Floral Aroma in the Shrine 神社的百合香 ~ Floral Aroma in the Shrine

    "Single-player experience focused on individual narrative; no cooperative or multiplayer elements mentioned."

  • Creativity

    Game with the same Creativity vibe

    4

    "Highly creative art style, music, and narrative design with unique mechanics and evolving gameplay."

    Capsule for Neva Neva

    "Highly creative presentation with unique art style, imaginative symbolic visuals, and diverse gameplay mechanics integrated into storytelling."

  • Domination

    Game with the same Domination vibe

    -5

    "No indications of exerting control or superiority over others; interactions are personal and narrative-driven."

    Capsule for Five Hearts Under One Roof season2 Five Hearts Under One Roof season2

    "No indications of exerting control or superiority over others; interactions are narrative-driven and personal."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players immerse in a dark, emotional story to escape real life, reflecting on psychological themes."

    Capsule for Serena Serena

    "Players immerse in a dark, emotional story that offers escape through imaginative and surreal elements contrasting harsh reality."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily driven by interest in story, puzzles, and themes; no indication of obligation or external pressure."

    Capsule for The Fall Part 2: Unbound The Fall Part 2: Unbound

    "Players engage voluntarily driven by interest in story and themes; no indication of obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Players discover hidden secret game and explore different gameplay styles beyond typing."

    Capsule for NEEDY STREAMER OVERLOAD: Typing of The Net NEEDY STREAMER OVERLOAD: Typing of The Net

    "Varied gameplay styles and exploration of hidden items encourage trying different approaches and uncovering secrets."

  • Exploration

    Game with the same Exploration vibe

    3

    "Players discover new story paths and endings, uncovering hidden narrative content."

    Capsule for STEINS;GATE 0 STEINS;GATE 0

    "Players collect hidden notes and explore different narrative layers, revealing deeper story elements beyond main path."

  • Expression

    Game with the same Expression vibe

    -3

    "Limited character customization; focus is on narrative and visual presentation rather than player self-expression."

    Capsule for SHUTEN ORDER SHUTEN ORDER

    "Limited character customization; focus is on fixed narrative and artistic presentation rather than player self-expression."

  • Fantasy

    Game with the same Fantasy vibe

    3

    "Abstract, surreal narrative and imagery evoke imaginative and symbolic experiences."

    Capsule for Gorogoa Gorogoa

    "Story blends realistic social issues with imaginative symbolic and surreal imagery reflecting protagonist’s perspective."

  • Fellowship

    Game with the same Fellowship vibe

    -4

    "No social or community features; experience is solitary and introspective."

    Capsule for Queen of the flies 蝇后 Queen of the flies 蝇后

    "Experience is solitary and introspective; no social or community features reported."

  • Growth

    Game with the same Growth vibe

    3

    "Players develop understanding of complex narrative themes and character motivations, fostering personal reflection and insight."

    Capsule for 1000xRESIST 1000xRESIST

    "Narrative and gameplay encourage reflection and understanding of complex social and psychological themes."

  • Health

    Game with the same Health vibe

    -5

    "No physical activity or health-related gameplay elements; sedentary experience."

    Capsule for Road 96 🛣️ Road 96 🛣️

    "No physical activity or health-related gameplay elements; sedentary experience."

  • Idle

    Game with the same Idle vibe

    -4

    "Requires focused attention on story and choices; not designed for casual or background play."

    Capsule for Magical Diary: Horse Hall Magical Diary: Horse Hall

    "Requires focused attention on story and gameplay; not designed for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    2

    "Emotional engagement with story and characters fosters a sense of personal connection, though no social intimacy."

    Capsule for SELF SELF

    "Emotional engagement with protagonist’s personal story creates a sense of closeness, though no social intimacy."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements; purely single-player narrative."

    Capsule for SCP: Secret Files SCP: Secret Files

    "No leadership or group management elements; purely single-player narrative."

  • Progression

    Game with the same Progression vibe

    2

    "Progression through story chapters and achievement unlocking, but no complex item or upgrade systems."

    Capsule for Vampires' Melody 2 Vampires' Melody 2

    "Progression through story chapters and unlocking achievements and collectibles, but no complex upgrade systems."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "The game’s dark, intense themes create emotional tension rather than relaxation or flow."

    Capsule for MAMIYA MAMIYA

    "Game’s dark themes and tense moments create emotional strain rather than pure relaxation."

  • Sensation

    Game with the same Sensation vibe

    3

    "Distinctive art style and music provide sensory stimulation and emotional engagement."

    Capsule for The Basement Collection The Basement Collection

    "Distinctive art style and music provide strong sensory and emotional stimulation."

  • Status

    Game with the same Status vibe

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    "No social recognition or status systems; focus is on personal narrative experience."

    Capsule for Banishers: Ghosts of New Eden Banishers: Ghosts of New Eden

    "No social recognition or status systems; focus is on personal narrative experience."

  • Story

    Game with the same Story vibe

    5

    "Central to the game; deep narrative immersion with complex psychological and dystopian themes."

    Capsule for KARMA: The Dark World KARMA: The Dark World

    "Central to the game; deeply immersive narrative exploring complex social and psychological issues."

  • Strategy

    Game with the same Strategy vibe

    1

    "Basic combat and puzzle elements require some planning, but overall gameplay is straightforward."

    Capsule for Half-Life 2: Lost Coast Half-Life 2: Lost Coast

    "Some puzzle and combat elements require timing and planning, but overall gameplay is straightforward."

  • Thrill

    Game with the same Thrill vibe

    1

    "Some suspense in boss fights and story moments, but overall low risk and predictable combat."

    Capsule for Owinka Shooter Owinka Shooter

    "Certain tense moments and boss fights provide suspense, though not a primary focus."

  • Value

    Game with the same Value vibe

    0

    "Mixed opinions on price vs. length; some find it worth full price for story, others prefer sale."

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    "Mixed player opinions on price versus short length; some find it worthwhile for story, others find it short."

  • Violence

    Game with the same Violence vibe

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    "Violence is present in story context but not glorified; focus is on narrative consequences rather than combat."

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    "Includes combat and violent themes integral to story, but not glorified; violence is narrative-driven."

  • Survival

    Game with the same Survival vibe

    0

    "Some resource management and combat, but no strong survival pressure or threat."

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    "No explicit survival mechanics; some challenge in combat but no resource management or threat avoidance."

Last update: 12/07/2026