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Chasm similar games & best alternatives

Chasm

PC (Microsoft Windows), Mac, PlayStation 4, Xbox One, PlayStation Vita, Nintendo Switch, Linux • 2018

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Quick resume

Explore the depths below a remote mountain town in this procedurally-generated Adventure Platformer. Taking inspiration from hack 'n slash dungeon crawlers and Metroidvania-style platformers, Chasm will immerse you in a fantasy world full of exciting treasure, deadly enemies, and abundant secrets.

Global score

73/100

Genres

Action, Adventure, Indie, Role-playing (RPG), Platform

Similar games

    Pros

    • Classic metroidvania gameplay
    • Beautiful pixel art and animations
    • Engaging combat with pattern recognition
    • Procedural map generation adds replayability
    • Atmospheric music and sound design

    Cons

    • Procedural maps can feel repetitive
    • Limited weapon variety and customization
    • Tedious backtracking and navigation
    • Some control and platforming frustrations
    • Story and npc interactions are shallow

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have freedom to explore the map, solve puzzles, and choose paths, but some linear sections and scripted chase sequences limit full autonomy."

      Capsule for Five Nights at Freddy's: Secret of the Mimic Five Nights at Freddy's: Secret of the Mimic

      "Players can explore the procedurally generated map with some freedom of movement and choice of path, but progression is gated by acquiring specific abilities, so autonomy is somewhat limited but present."

    • Competence

      Game with the same Competence vibe

      3

      "Combat requires strategic thinking and skillful use of abilities, with some challenging boss fights and optional content; however, some players find combat repetitive."

      Capsule for Penny Arcade's On the Rain-Slick Precipice of Darkness 4 Penny Arcade's On the Rain-Slick Precipice of Darkness 4

      "Combat requires timing and pattern recognition; bosses and enemies demand skillful play, but some players find combat repetitive and weapon variety limited."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal progression and exploration without ranked modes or leaderboards; challenge modes exist but are solo."

      Capsule for Blaster Master Zero Blaster Master Zero

      "Focus is on solo exploration and personal progression; no mention of ranked modes or leaderboards; some challenge modes exist but no direct competition."

    • Continuation

      Game with the same Continuation vibe

      2

      "Many players report long play sessions and engagement for 20-30 hours, though late game can feel grindy and some disengage due to slow progression."

      Capsule for Nova Lands Nova Lands

      "Players report spending many hours and habitual play sessions; some find backtracking tedious, but overall engagement is sustained for 10+ hours."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

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

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

    • Creativity

      Game with the same Creativity vibe

      1

      "Players can customize builds via weapon upgrades, cards, and equipment, but map layouts and objectives are mostly static."

      Capsule for PERISH PERISH

      "Players can customize builds via weapons, magic, and equipment; however, map generation is procedural with limited variation, and customization is moderate."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over others; gameplay is individual and cooperative social dominance is absent."

      Capsule for TY the Tasmanian Tiger TY the Tasmanian Tiger

      "No evidence of exerting control or superiority over others; gameplay is individual and cooperative social dominance is absent."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players enjoy nostalgic 80s action vibes and immersive run-and-gun metroidvania experience."

      Capsule for Guns of Fury Guns of Fury

      "Players use the game as a nostalgic escape into a classic Metroidvania experience with immersive pixel art and music."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of personal interest and nostalgia; no indication of obligation or external pressure."

      Capsule for RoboCop: Rogue City RoboCop: Rogue City

      "Players engage voluntarily out of personal interest and nostalgia; no indication of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players try different weapons, tactics, and map creation; some experimentation encouraged."

      Capsule for Impact Point Impact Point

      "Procedural map generation and weapon/magic builds encourage some experimentation, though many players find the procedural aspect limited."

    • Exploration

      Game with the same Exploration vibe

      3

      "Procedurally generated maps and multiple biomes encourage discovery of new areas and secrets, though some maps feel repetitive."

      Capsule for ZERO Sievert ZERO Sievert

      "Exploration of multiple biomes with secrets and backtracking is core; however, map repetition and procedural generation reduce novelty somewhat."

    • Expression

      Game with the same Expression vibe

      -2

      "Limited visual customization; character appearance does not reflect equipment, but skill builds allow expression."

      Capsule for Dungeons of Dredmor Dungeons of Dredmor

      "Limited character customization; equipment does not change appearance; some build customization but minimal self-expression."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Set in a fantasy world with mages, monsters, spells, and mythical creatures; strong imaginative fiction elements."

      Capsule for Mage and Monsters Mage and Monsters

      "Set in a fantasy world with magic, monsters, and heroic quests; strong imaginative fiction elements."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Single-player game with minimal social interaction or community feeling."

      Capsule for Wolfenstein: The New Order Wolfenstein: The New Order

      "Single-player game with minimal social interaction or community feeling."

    • Growth

      Game with the same Growth vibe

      3

      "Players level up, unlock gear, and improve skills over time."

      Capsule for Storm Chasers Storm Chasers

      "Players level up, acquire new skills and equipment, and improve performance over time."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

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

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention on platforming, combat, and exploration; not a casual or idle experience."

      Capsule for Castlevania: Lords of Shadow – Mirror of Fate HD Castlevania: Lords of Shadow – Mirror of Fate HD

      "Requires continuous attention and focus on platforming and combat; not a casual or idle experience."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No evidence of close social relationships or emotional sharing; single-player experience."

      Capsule for Mini Healer Mini Healer

      "No evidence of close social relationships or emotional sharing; single-player experience."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements present."

      Capsule for Stray Stray

      "No leadership or group management elements present."

    • Progression

      Game with the same Progression vibe

      4

      "Clear progression through leveling, item acquisition, and skill upgrades."

      Capsule for Sneaky Sneaky Sneaky Sneaky

      "Clear progression through leveling, item acquisition, and unlocking new areas and abilities."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Some players find the game relaxing and nostalgic; others report frustration with difficulty spikes and backtracking."

      Capsule for Aggelos Aggelos

      "Some players find the game relaxing and nostalgic, but others note frustration with backtracking and difficulty spikes."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable pixel art, animations, and music provide sensory stimulation and emotional engagement."

      Capsule for Songs of Conquest Songs of Conquest

      "Enjoyable pixel art, animations, and music provide sensory stimulation and emotional engagement."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems; focus is on individual play."

      Capsule for Ocean's Heart Ocean's Heart

      "No social recognition or status systems; focus is on individual play."

    • Story

      Game with the same Story vibe

      2

      "Story is simple and light, with some narrative elements and NPC interactions but not deeply immersive."

      Capsule for Alwa's Legacy Alwa's Legacy

      "Simple but atmospheric narrative with NPCs and lore; story is not deep but provides context and motivation."

    • Strategy

      Game with the same Strategy vibe

      3

      "Combat and exploration require planning, timing, and puzzle solving."

      Capsule for FATAL FRAME / PROJECT ZERO: Mask of the Lunar Eclipse FATAL FRAME / PROJECT ZERO: Mask of the Lunar Eclipse

      "Combat and exploration require timing, pattern recognition, and planning; some puzzles add mental challenge."

    • Thrill

      Game with the same Thrill vibe

      2

      "Platforming and boss fights provide moments of tension and excitement, but overall difficulty is moderate."

      Capsule for Constance Constance

      "Boss fights and platforming challenges provide moments of tension and excitement, though overall difficulty is moderate."

    • Value

      Game with the same Value vibe

      3

      "Players report good value especially when purchased on sale, with many hours of engaging content."

      Capsule for Mirror's Edge™ Catalyst Mirror's Edge™ Catalyst

      "Players report good value especially on sale; game length and content justify purchase for fans of the genre."

    • Violence

      Game with the same Violence vibe

      3

      "Combat involves fighting enemies and bosses; violence is a core gameplay element."

      Capsule for Gedonia Gedonia

      "Combat involves defeating enemies and bosses; violence is a core gameplay element."

    • Survival

      Game with the same Survival vibe

      1

      "Some resource management and health upgrades, but death penalties are minimal and forgiving."

      Capsule for Super Trench Attack! Super Trench Attack!

      "Some resource management and avoiding damage is required; death penalizes progress but not overly harsh."

    Analysis

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

    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