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Beholder similar games & best alternatives

Beholder

PC (Microsoft Windows), iOS, Mac, Android, Linux • 2016

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Quick resume

You’re a state-installed landlord in a totalitarian country. Place listening devices, steal and sneak into your tenants’ apartments. Use what you uncovered to report anyone capable of plotting against the state. You MUST! But WILL you?

Global score

92/100

Genres

Adventure, Indie, Strategy, Role-playing (RPG), Simulator

Similar games

    Pros

    • Deep moral choices and branching endings
    • Unique dystopian atmosphere and storytelling
    • Immersive and tense gameplay
    • Good replayability with multiple outcomes
    • Official localization including chinese and russian

    Cons

    • Repetitive tasks and limited environment
    • Some ui and control inconveniences
    • Steep difficulty and resource scarcity
    • Lack of manual save option
    • Some translation issues

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to investigate cases, choose deductions, and decide moral outcomes, reflecting high control over actions."

      Capsule for Sherlock Holmes: Crimes and Punishments Sherlock Holmes: Crimes and Punishments

      "Players have freedom to choose how to perform tasks, decide whom to report or help, and shape their own moral path in a totalitarian system."

    • Competence

      Game with the same Competence vibe

      3

      "Game requires skillful resource management, timing, and strategic planning to survive and progress."

      Capsule for Kingdom: New Lands Kingdom: New Lands

      "Game requires managing resources, balancing tasks, and making strategic decisions under time pressure, demanding skill and planning."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on individual progression and personal choices rather than competing against others."

      Capsule for The Age of Decadence The Age of Decadence

      "Focus is on individual moral choices and survival rather than competing against others or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      3

      "Multiple endings and branching paths encourage replaying, though some find repeated playthroughs tedious."

      Capsule for Erica Erica

      "Multiple endings and branching quests encourage replaying; players often engage in multiple playthroughs to explore outcomes."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Gameplay centers on individual tasks and choices; limited multiplayer or teamwork elements."

      Capsule for Mind Scanners Mind Scanners

      "Gameplay centers on individual tasks and decisions; limited collaboration or teamwork elements."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players experiment with different approaches and moral choices, though within predefined scenarios."

      Capsule for Gods Will Be Watching Gods Will Be Watching

      "Players can experiment with different approaches to quests and moral choices, but within a fixed environment and story."

    • Domination

      Game with the same Domination vibe

      3

      "Players exert authoritarian control over citizens through laws and enforcement, including harsh measures to maintain order."

      Capsule for Frostpunk Frostpunk

      "Players exert control over tenants through surveillance, blackmail, and reporting, imposing authority within the game world."

    • Escapism

      Game with the same Escapism vibe

      4

      "Dark, dystopian story and immersive world provide a strong escape from reality for players."

      Capsule for Library Of Ruina Library Of Ruina

      "Provides a dark dystopian world to escape into, allowing players to experience and reflect on oppressive regimes."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of intrinsic interest in story and moral dilemmas, not due to obligation or external pressure."

      Capsule for The Novelist The Novelist

      "Players engage voluntarily driven by interest in story and moral dilemmas, not out of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players explore different endings and moral paths, experimenting with choices and strategies."

      Capsule for Papers, Please Papers, Please

      "Players try different strategies and moral paths to explore various endings and consequences."

    • Exploration

      Game with the same Exploration vibe

      -2

      "Game environments are limited to house interiors and battlefields with no open-world exploration."

      Capsule for Wooden Battles Wooden Battles

      "Game is set in a limited environment (apartment building) with no open-world exploration."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited character customization; expression mainly through choices and actions rather than avatar personalization."

      Capsule for Pamali: Indonesian Folklore Horror Pamali: Indonesian Folklore Horror

      "Limited character customization; expression mainly through choices rather than avatar personalization."

    • Fantasy

      Game with the same Fantasy vibe

      -4

      "The game portrays a realistic, relatable social situation without fantasy or improbable elements."

      Capsule for One Night Stand One Night Stand

      "Game depicts a plausible dystopian totalitarian regime with realistic themes rather than fantasy elements."

    • Fellowship

      Game with the same Fellowship vibe

      -3

      "Primarily a single-player experience with minimal social or community interaction."

      Capsule for Kena: Bridge of Spirits Kena: Bridge of Spirits

      "Primarily a single-player experience with minimal social or community interaction."

    • Growth

      Game with the same Growth vibe

      2

      "Players learn game mechanics, tenant needs, and develop strategies over time."

      Capsule for Constructor Constructor

      "Players learn to manage resources, understand tenant behaviors, and improve decision-making through repeated play."

    • Health

      Game with the same Health vibe

      -4

      "Sedentary gameplay with no physical activity; punishing and stressful mechanics."

      Capsule for Fear & Hunger Fear & Hunger

      "Sedentary gameplay with no physical activity; intense mental stress and moral tension."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires consistent attention to time management and daily tasks; not designed for casual or background play."

      Capsule for STORY OF SEASONS: Friends of Mineral Town STORY OF SEASONS: Friends of Mineral Town

      "Requires constant attention to tasks and time management; no casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Emotional connection to story and characters but limited social or relational interaction."

      Capsule for The Gardens Between The Gardens Between

      "Some emotional connection to family and tenants through story, but limited social interaction."

    • Leadership

      Game with the same Leadership vibe

      3

      "Player leads and manages tenants, directing their actions in combat and daily life."

      Capsule for Unholy Heights Unholy Heights

      "Player leads and manages the apartment building and tenants, making authoritative decisions."

    • Progression

      Game with the same Progression vibe

      3

      "Progression through acquiring upgrades for time powers and unlocking story branches and collectibles."

      Capsule for Quantum Break Quantum Break

      "Progression through acquiring money, reputation, equipment, and unlocking story branches."

    • Relaxation

      Game with the same Relaxation vibe

      -3

      "The game is tense and challenging with constant threats, resource pressure, and survival stress."

      Capsule for Made in Abyss: Binary Star Falling into Darkness Made in Abyss: Binary Star Falling into Darkness

      "Game is tense and stressful due to time limits, moral dilemmas, and resource scarcity."

    • Sensation

      Game with the same Sensation vibe

      1

      "Atmospheric audio and visuals provide moderate sensory stimulation, but not intense excitement."

      Capsule for Eternal Threads Eternal Threads

      "Atmospheric audio and visuals create mood but limited sensory stimulation or excitement."

    • Status

      Game with the same Status vibe

      -3

      "Focus on individual and group survival rather than social recognition or popularity."

      Capsule for Dead State: Reanimated Dead State: Reanimated

      "Focus on personal survival and moral choices rather than social recognition or popularity."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with branching storylines, character interactions, and multiple endings."

      Capsule for Indiana Jones® and the Fate of Atlantis™ Indiana Jones® and the Fate of Atlantis™

      "Strong narrative immersion with branching storylines, moral dilemmas, and multiple endings."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires strategic planning, resource management, and problem solving."

      Capsule for New Cycle New Cycle

      "Requires planning, resource management, and strategic decision-making under constraints."

    • Thrill

      Game with the same Thrill vibe

      3

      "Challenge and risk of failure create suspense and tension during gameplay."

      Capsule for Tcheco in the Castle of Lucio Tcheco in the Castle of Lucio

      "Tension from moral choices, time pressure, and risk of failure creates suspenseful gameplay."

    • Value

      Game with the same Value vibe

      4

      "Players perceive good value for price with engaging gameplay, story, and replayability."

      Capsule for Total Chaos Total Chaos

      "Players perceive good value due to rich story, replayability, and unique gameplay for price."

    • Violence

      Game with the same Violence vibe

      3

      "Game involves investigation of violent crimes and graphic scenes, though violence is not glorified."

      Capsule for Still Life Still Life

      "Game involves indirect violence through reporting, arrests, and consequences for tenants."

    • Survival

      Game with the same Survival vibe

      4

      "Core gameplay involves avoiding death, managing resources, and rescuing family under time constraints."

      Capsule for Nosferatu: The Wrath of Malachi Nosferatu: The Wrath of Malachi

      "Core gameplay revolves around surviving financial and social pressures to protect family and self."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. Here, the score leans higher than usual among comparable games on Domination. It leans lower than usual among comparable games on Fantasy, Expression.

    How to use the graph
    Similar games map

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

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • 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.

    Last update: 30/04/2026