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Black Book similar games & best alternatives

Black Book

PC (Microsoft Windows), Mac, iOS, Xbox One, PlayStation 4, Nintendo Switch • 2021

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Quick resume

“Black Book” is a dark RPG Adventure, based on Slavic myths, in which you play as a young sorceress. Fight evil forces in card-based battles and explore the world, where humans live alongside mythological creatures.

Global score

92/100

Genres

Adventure, Indie, Role-playing (RPG), Strategy, Turn-based strategy (TBS), Card & Board Game

Similar games

    Pros

    • Rich slavic folklore and mythology
    • Engaging story with meaningful choices
    • Strategic and varied deck-building combat
    • Immersive atmosphere and music
    • Long playtime with replayability

    Cons

    • Clunky movement and navigation
    • Some localization and voice acting issues
    • Save system can be frustrating
    • Combat balance can become easy late game
    • Linear exploration and pacing issues

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have freedom in character build, dialogue choices, and multiple quest solutions, though main story progression is somewhat linear."

      Capsule for Planet Alcatraz Planet Alcatraz

      "Players have some freedom in deck building, dialogue choices, and multiple ways to solve problems, though overall story progression is relatively linear."

    • Competence

      Game with the same Competence vibe

      3

      "Combat involves strategic use of action bars and spell cards with some skill, but also includes repetitive battles and grinding that can feel tedious."

      Capsule for Septerra Core Septerra Core

      "Combat involves strategic deck building and tactical card play with puzzle battles requiring skillful solutions; some players find combat easy after mastering mechanics."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on single-player experience with no evidence of competitive multiplayer or leaderboards; play is at personal pace."

      Capsule for Hyperdevotion Noire: Goddess Black Heart (Neptunia) Hyperdevotion Noire: Goddess Black Heart (Neptunia)

      "Focus is on single-player experience with no evidence of competitive multiplayer or leaderboards; gameplay centers on personal progress and choices."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long playtimes (40-90+ hours), engagement with story and exploration, and repeated playthroughs."

      Capsule for Tower of Time Tower of Time

      "Many players report long play sessions (20-40 hours), strong attachment to story and lore, and repeated engagement with the game."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Gameplay is primarily single-player with limited or no cooperative multiplayer; players act independently."

      Capsule for Parkan 2 Parkan 2

      "Gameplay is primarily single-player with no cooperative multiplayer; players manage their own decks and demons independently."

    • Creativity

      Game with the same Creativity vibe

      4

      "Players create and customize decks, experiment with card upgrades and artifacts, and develop unique builds and strategies."

      Capsule for HELLCARD HELLCARD

      "Players customize decks, experiment with various card synergies and builds, and make meaningful choices affecting story and gameplay."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions are mostly narrative and personal; no evidence of exerting control or superiority over other players."

      Capsule for Like a Dragon: Ishin! Like a Dragon: Ishin!

      "No evidence of exerting control or superiority over other players; interactions are narrative-driven and personal."

    • Escapism

      Game with the same Escapism vibe

      5

      "Immersive dark fantasy world with Slavic mythology, rich narrative and atmospheric gameplay provide strong escape from reality."

      Capsule for Thea: The Awakening Thea: The Awakening

      "Strong immersion in Slavic folklore, mythology, and atmospheric storytelling provides a deep escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in folklore, narrative, and atmosphere; no obligation or pressure reported."

      Capsule for Bramble: The Mountain King Bramble: The Mountain King

      "Players engage voluntarily out of interest in folklore, story, and gameplay; no indication of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players try different deck builds, characters, and strategies; game encourages exploration of mechanics and combos."

      Capsule for Deck of Ashes Deck of Ashes

      "Players try different deck builds, strategies, and approaches to combat and puzzles; game encourages exploration of mechanics."

    • Exploration

      Game with the same Exploration vibe

      2

      "Some exploration of environment and secrets (notes, lore) but within limited areas."

      Capsule for Nocturnals Nocturnals

      "Some light exploration of locations and lore entries, though environments are relatively linear and limited in scope."

    • Expression

      Game with the same Expression vibe

      2

      "Players can customize decks and upgrade cards, but limited cosmetic or avatar personalization."

      Capsule for Monster Train Monster Train

      "Players customize decks and choose dialogue options, but no avatar customization or cosmetic personalization."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Game deeply rooted in Slavic folklore and fairy tale fantasy with supernatural elements."

      Capsule for BLACKTAIL BLACKTAIL

      "Game deeply rooted in Slavic mythology, folklore, and supernatural themes with witches, demons, and magic."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Single-player experience with minimal social interaction or community involvement."

      Capsule for Ni no Kuni Wrath of the White Witch™ Remastered Ni no Kuni Wrath of the White Witch™ Remastered

      "Single-player experience with minimal social interaction or community involvement."

    • Growth

      Game with the same Growth vibe

      4

      "Players learn game mechanics, improve deck building skills, and develop strategic thinking."

      Capsule for Cardfight!! Vanguard Dear Days Cardfight!! Vanguard Dear Days

      "Players learn lore, develop deck-building skills, and improve strategic thinking throughout the game."

    • Health

      Game with the same Health vibe

      -5

      "Typical sedentary gameplay with no physical activity or health-related features."

      Capsule for ONE PIECE: PIRATE WARRIORS 4 ONE PIECE: PIRATE WARRIORS 4

      "Typical sedentary gameplay with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

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

      Capsule for The Thaumaturge The Thaumaturge

      "Requires focused attention on story, combat, and decision-making; no evidence of casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "No evidence of forming close relationships; interactions are narrative and surface-level."

      Capsule for Thorne - Death Merchants Thorne - Death Merchants

      "Interactions are mostly surface-level narrative choices; no evidence of forming close social relationships."

    • Leadership

      Game with the same Leadership vibe

      -4

      "No leadership or group management roles; player acts independently."

      Capsule for Papers, Please Papers, Please

      "No leadership or group management roles; player acts independently."

    • Progression

      Game with the same Progression vibe

      4

      "Players accumulate items, weapons, upgrades, and skill cards, progressing through the story and character development."

      Capsule for Stygian: Outer Gods Stygian: Outer Gods

      "Players accumulate cards, items, and abilities; story progression and character development occur."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Slow-paced gameplay with atmospheric music promotes relaxation and immersion."

      Capsule for Gray Matter Gray Matter

      "Atmosphere and music promote immersion and mood; some players find pacing slow but relaxing."

    • Sensation

      Game with the same Sensation vibe

      2

      "Atmospheric music and visuals provide sensory engagement, though graphics are retro and simple."

      Capsule for City of Chains City of Chains

      "Visuals and music create atmospheric sensory experience, though graphics are simple and low-poly."

    • Status

      Game with the same Status vibe

      -4

      "No social status or ranking systems; achievements are personal and narrative-based."

      Capsule for I Wani Hug that Gator! I Wani Hug that Gator!

      "No social recognition or ranking systems; achievements are personal and narrative-based."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with lore, character development, and multiple endings."

      Capsule for Amanda the Adventurer 3 Amanda the Adventurer 3

      "Strong narrative focus with deep lore, character development, and multiple endings influenced by player choices."

    • Strategy

      Game with the same Strategy vibe

      4

      "Combat and deck-building require planning, resource management, and tactical decision-making."

      Capsule for Moonstone Island Moonstone Island

      "Combat and deck building require planning, problem solving, and tactical decision-making."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense in boss fights and strategic battles, but overall controlled and predictable gameplay."

      Capsule for Galaxy of Pen & Paper +1 Galaxy of Pen & Paper +1

      "Some suspense in story and boss battles, but overall gameplay is controlled and predictable."

    • Value

      Game with the same Value vibe

      4

      "Players report good value for price with long playtime and content."

      Capsule for Pid Pid

      "Players report long playtime and rich content for price; some mention minor bugs but overall good value."

    • Violence

      Game with the same Violence vibe

      2

      "Combat involves spells and defeating enemies, but violence is stylized and fantasy-based."

      Capsule for Tap Wizard 2 Tap Wizard 2

      "Combat involves battling demons with spells; violence is stylized and tied to folklore themes."

    • Survival

      Game with the same Survival vibe

      2

      "Players manage health and resources during combat to avoid death; survival elements present but not extreme."

      Capsule for Stellar Blade™ Stellar Blade™

      "Players manage health and status effects in combat; some difficulty spikes but no extreme survival mechanics."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Fellowship, Cooperation, Leadership, Violence. Here, the score leans higher than usual among comparable games on Story, Fantasy. It leans lower than usual among comparable games on Sensation.

    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