Blind Fate: Edo no Yami — Dojo similar games & best alternatives

Blind Fate: Edo no Yami — Dojo

2021

Should you play it?

Dive into a world that mixes Sci-Fi and ancient tradition. Slash through robots with a trusty katana, use hi-tech implants to navigate the surroundings, dodge enemy attacks, and land devastating finishers. Reclaim the past following the way of the Japanese samurai in the fantastic period of New Edo.

What works
  • Unique sensor-based combat mechanic
  • Immersive cyberpunk samurai setting
  • Good visual and audio design
  • Challenging and rewarding gameplay
  • Free demo with promising content
Things to keep in mind
  • Combat feels clunky or unpolished to some
  • Limited combo variety and animations
  • Repetitive enemy encounters
  • Some bugs and technical issues reported
  • Storytelling and cutscenes need improvement

What to play next

Top picks

Games that feel the closest overall

  • WarriOrb: Prologue

  • Knock Harder: Useless

  • Labyrinth Of The Demon King

  • Dark Fracture: Prologue

  • Vox Populi Vox Dei 2

  • Penimorta

  • Skautfold: Shrouded in Sanity

  • The Darkest Tales — Into the Nightmare

  • Outbreak Island

Hidden Gems

Less popular games with surprisingly high similarity

  • Penimorta

  • You Will Die Here Tonight

  • 3000th Duel

If you liked…

Recommendations by what you enjoyed most

  • Creativity

    Conquest Dark

  • Escapism

    Technobabylon

  • Experimenting

    Star Fetchers

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).

Blind Fate: Edo no Yami — Dojo: A very typical example of its motivational profile. Motivations that often define this kind of title include Violence, Survival, Fellowship, Cooperation. It leans lower than usual among comparable games on Expression, Relaxation, Leadership.

Why this game works

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

  • Autonomy

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    "Players have freedom to choose stealth or action approaches, use gadgets creatively, and decide how to tackle enemies."

    Capsule for Tom Clancy's Splinter Cell Conviction™ Tom Clancy's Splinter Cell Conviction™

    "Players have freedom to choose combat style and use various sensors to detect enemies, indicating control over actions despite some imposed mechanics."

  • Competence

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    "Combat requires timing and skill development; some players find it challenging and rewarding, others find it clunky."

    Capsule for Risen 3 - Titan Lords Risen 3 - Titan Lords

    "Combat requires skillful timing, parrying, and use of sensors; some players find it challenging and rewarding though others find it clunky."

  • Competition

    Game with the same Competition vibe

    -4

    "Focus is on individual progression and personal goals; no evidence of competitive or ranked modes."

    Capsule for Idle Cave Miner Idle Cave Miner

    "Focus is on individual progression and personal mastery; no evidence of competitive or ranked modes."

  • Continuation

    Game with the same Continuation vibe

    3

    "Players express interest in continuing to play full game; demo encourages habitual exploration despite some frustration."

    Capsule for Understanding, The Game Understanding, The Game

    "Many players express excitement and willingness to continue playing beyond the demo, though some note repetitiveness."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Game is single-player focused with no cooperative elements mentioned."

    Capsule for Potato Thriller Potato Thriller

    "Game is single-player focused with no cooperative elements mentioned."

  • Creativity

    Game with the same Creativity vibe

    4

    "Players experiment with diverse builds, skill combinations, and gear customization, enabling creative approaches to combat."

    Capsule for Conquest Dark Conquest Dark

    "Innovative sensor mechanic and unique combat system show creative design and player experimentation."

  • Domination

    Game with the same Domination vibe

    -5

    "No indication of dominance or power over other players; interactions are individual and balanced."

    Capsule for Viktor Viktor

    "No indication of dominance or power over other players; interactions are individual."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong immersion in a detailed cyberpunk world with themes of virtual reality and futuristic technology offers escape from reality."

    Capsule for Technobabylon Technobabylon

    "Strong immersion in a cyberpunk samurai world with unique sensory gameplay offers escape from reality."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest and excitement, with no indication of obligation or pressure to play."

    Capsule for SCP: Fragmented Minds SCP: Fragmented Minds

    "Players engage voluntarily out of interest and excitement; no mention of obligation or pressure."

  • Experimenting

    Game with the same Experimenting vibe

    4

    "Players try different combat tactics, explore mechanics, and experiment with movement and timing."

    Capsule for Star Fetchers Star Fetchers

    "Players explore different sensors and combat tactics, trying new approaches to overcome challenges."

  • Exploration

    Game with the same Exploration vibe

    3

    "Multiple locations and revisiting areas with new elements encourage discovery and curiosity."

    Capsule for Hector: Badge of Carnage - Full Series Hector: Badge of Carnage - Full Series

    "Exploration of a visually rich world with sensor-based discovery encourages curiosity and new area investigation."

  • Expression

    Game with the same Expression vibe

    -2

    "Limited customization mentioned; focus is on gameplay rather than avatar or environment personalization."

    Capsule for Ghost Exorcism INC. Ghost Exorcism INC.

    "Limited customization mentioned; focus is more on gameplay mechanics than avatar or environment personalization."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Fictional cyberpunk world with demons and supernatural elements; strong imaginative setting."

    Capsule for Possessor(s) Possessor(s)

    "Fictional cyberpunk samurai setting with imaginative narrative and supernatural elements."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features reported; gameplay is solitary."

    Capsule for Dwerve: Prologue Dwerve: Prologue

    "No social or community features reported; gameplay is solitary."

  • Growth

    Game with the same Growth vibe

    3

    "Players learn combat mechanics and puzzle out clues to progress; some skill development involved."

    Capsule for Westerado: Double Barreled Westerado: Double Barreled

    "Players learn combat mechanics, sensor use, and boss patterns, indicating skill development."

  • Health

    Game with the same Health vibe

    -5

    "No physical activity or health-related features; standard sedentary gameplay."

    Capsule for Becastled Becastled

    "No physical activity or health-related features; standard sedentary gameplay."

  • Idle

    Game with the same Idle vibe

    -3

    "Gameplay requires active engagement and attention, especially during combat and story progression."

    Capsule for Polyarmory: High Calibre Love Polyarmory: High Calibre Love

    "Gameplay requires focused attention; sensor switching and combat demand active engagement."

  • Intimacy

    Game with the same Intimacy vibe

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    "No close social relationships or emotional sharing described."

    Capsule for Haste Haste

    "No close social relationships or emotional sharing described."

  • Leadership

    Game with the same Leadership vibe

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    "No leadership or group management roles present."

    Capsule for Half-Life: Alyx Half-Life: Alyx

    "No leadership or group management roles present."

  • Progression

    Game with the same Progression vibe

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    "Players progress by upgrading tools, weapons, and armor through resource gathering and boss fights."

    Capsule for Lay of the Land Lay of the Land

    "Players progress by learning new skills, upgrading abilities, and defeating bosses."

  • Relaxation

    Game with the same Relaxation vibe

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    "Challenging and sometimes frustrating gameplay; some players find it tense rather than relaxing."

    Capsule for The Darkest Tales — Into the Nightmare The Darkest Tales — Into the Nightmare

    "Some players find combat tense and challenging rather than relaxing; mixed experiences."

  • Sensation

    Game with the same Sensation vibe

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    "Visuals, music, and sound design provide sensory stimulation and emotional engagement."

    Capsule for Ginkgo Ginkgo

    "Visuals, sound design, and music contribute to sensory stimulation and emotional engagement."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems mentioned."

    Capsule for GRIME GRIME

    "No social recognition or status systems mentioned."

  • Story

    Game with the same Story vibe

    3

    "Narrative elements and lore snippets provide some story immersion, though limited in demo."

    Capsule for WarriOrb: Prologue WarriOrb: Prologue

    "Narrative and lore are present and appreciated though some find storytelling basic or incomplete in demo."

  • Strategy

    Game with the same Strategy vibe

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    "Combat requires tactical thinking, timing, and pattern recognition, especially in boss fights."

    Capsule for The Initial The Initial

    "Combat and sensor use require tactical thinking and timing, especially against bosses."

  • Thrill

    Game with the same Thrill vibe

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    "Combat difficulty and boss fights provide suspense and challenge, creating thrill."

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    "Combat difficulty and boss fights provide suspense and challenge, creating moments of thrill."

  • Value

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    "Free demo with high-quality graphics and gameplay; players felt good value for time invested."

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    "Free demo with promising gameplay and visuals offers good value for time invested."

  • Violence

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    "Combat involves defeating enemies with various weapons and skills; violence is a core gameplay element."

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    "Combat involves defeating enemies with weapons and finishers; violence is a core gameplay element."

  • Survival

    Game with the same Survival vibe

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    "Players must avoid damage and manage resources to complete missions, though not extreme survival focus."

    Capsule for Cleared Hot Cleared Hot

    "Players must avoid damage and manage stamina to survive encounters, though not extreme survival focus."

Last update: 10/07/2026