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Choice of the Deathless similar games & best alternatives

Choice of the Deathless

PC (Microsoft Windows), Mac, Linux • 2014

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Quick resume

Battle demons and undead attorneys, and win souls to pay back your student loans! At the elite demonic-law firm of Varkath Nebuchadnezzar Stone, you'll depose a fallen god, find romance, and maybe even make partner, if you don't lose your own soul first.

Global score

92/100

Genres

Indie, Role-playing (RPG)

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    Pros

    • Engaging and well-written story
    • Meaningful player choices with multiple endings
    • Unique fantasy setting with demons and magic
    • High replayability
    • Inclusive character customization

    Cons

    • Text-only format with no graphics or sound
    • Short playtime per run
    • Some linearity in major story events
    • Lack of save/load flexibility
    • Minimal complex gameplay mechanics

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players make meaningful choices shaping story, relationships, and character development, reflecting high personal freedom."

      Capsule for Cabernet Cabernet

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    • Competence

      Game with the same Competence vibe

      2

      "Engages players in decision-making and resource management, but lacks complex skill tests or technical challenges."

      Capsule for Heroes Rise: The Prodigy Heroes Rise: The Prodigy

      "Engages players in decision-making and managing relationships, but lacks technical skill challenges or complex mechanics."

    • Competition

      Game with the same Competition vibe

      -4

      "Focuses on personal story progression and individual choices without competitive elements."

      Capsule for Scarlet Hollow — Episode 1 Scarlet Hollow — Episode 1

      "Focuses on personal story progression and choices without competitive elements or comparison to others."

    • Continuation

      Game with the same Continuation vibe

      4

      "High replayability with multiple paths and endings encourages repeated playthroughs."

      Capsule for Deus Ex: Game of the Year Edition Deus Ex: Game of the Year Edition

      "High replayability with multiple endings and paths encourages repeated playthroughs and sustained engagement."

    • Cooperation

      Game with the same Cooperation vibe

      1

      "Some social interactions and relationships with characters, but primarily a single-player narrative experience."

      Capsule for Choice of Robots Choice of Robots

      "Some relationship-building and alliances with characters, but primarily a single-player narrative experience."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players creatively influence story outcomes and character development through choices, though within a structured narrative."

      Capsule for Batman: The Enemy Within - The Telltale Series Batman: The Enemy Within - The Telltale Series

      "Players creatively shape their character and story outcomes through choices, though within a predefined narrative framework."

    • Domination

      Game with the same Domination vibe

      -3

      "Interactions emphasize mutual respect and relationships rather than exerting control or superiority over others."

      Capsule for Mass Effect (2007) Mass Effect (2007)

      "Interactions emphasize mutual respect and relationship dynamics rather than exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      5

      "Highly immersive fantasy setting provides strong escape from real life."

      Capsule for The Lord of the Rings: Journeys in Middle-earth The Lord of the Rings: Journeys in Middle-earth

      "Strong fantasy setting with demons, gods, and magic provides immersive escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -5

      "Players engage voluntarily driven by intrinsic interest in story, character, and world; no obligation or external pressure noted."

      Capsule for Disco Elysium - The Final Cut Disco Elysium - The Final Cut

      "Players engage voluntarily driven by intrinsic interest in story and world, not obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Multiple branching paths and endings encourage players to try new choices and explore different narrative outcomes."

      Capsule for Class of '09 Class of '09

      "Multiple branching choices and endings encourage players to explore different story paths and outcomes."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players discover new story branches, secrets, and character interactions through choices."

      Capsule for Scarlet Hollow — Episode 1 Scarlet Hollow — Episode 1

      "Players discover new story developments and character interactions through choices, though within a fixed setting."

    • Expression

      Game with the same Expression vibe

      3

      "Character customization and cosmetic options allow players to express individuality within the game."

      Capsule for DEATH NOTE Killer Within DEATH NOTE Killer Within

      "Allows players to customize character identity, gender, sexuality, and moral alignment through choices."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Set in a fictional fantasy world with priestesses, demons, and magical elements."

      Capsule for Momodora III Momodora III

      "Set in an imaginative supernatural world with magic, demons, gods, and necromancy."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Some social interaction with characters and shared experiences, but primarily a solo narrative."

      Capsule for Summer Pockets Summer Pockets

      "Some social connections and relationships with characters, but primarily a solo narrative experience."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn about consequences of choices and character development through story progression."

      Capsule for Always Sometimes Monsters Always Sometimes Monsters

      "Players develop their character's skills and relationships, learning consequences of choices and story progression."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity involved; sedentary, text-based gameplay."

      Capsule for Academagia: The Making of Mages Academagia: The Making of Mages

      "No physical activity involved; sedentary text-based gameplay."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused reading and decision-making; not suitable for casual or background play."

      Capsule for Omen Exitio: Plague Omen Exitio: Plague

      "Requires focused reading and decision-making; not suitable for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Emotional connections and relationships with characters, including romance and friendship."

      Capsule for //TODO: today //TODO: today

      "Includes romantic relationships and emotional connections with characters."

    • Leadership

      Game with the same Leadership vibe

      1

      "Players guide narrative decisions and character interactions but do not lead groups or manage others."

      Capsule for Batman: The Enemy Within - The Telltale Series Batman: The Enemy Within - The Telltale Series

      "Players influence story direction but do not lead groups or manage others explicitly."

    • Progression

      Game with the same Progression vibe

      3

      "Narrative progression and character relationship development drive the experience."

      Capsule for Heart of the Woods Heart of the Woods

      "Character development and relationship building represent progression through the narrative."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Provides emotional catharsis and flow through immersive storytelling, though some tension and suspense are present."

      Capsule for Komorebi Komorebi

      "Engaging story provides flow and immersion, though some tension and suspense are present."

    • Sensation

      Game with the same Sensation vibe

      -2

      "Minimal sensory stimulation due to text-based format; relies on imagination rather than audiovisual excitement."

      Capsule for Vampire: The Masquerade — Night Road Vampire: The Masquerade — Night Road

      "Minimal sensory stimulation due to text-only format; relies on imagination rather than audiovisual excitement."

    • Status

      Game with the same Status vibe

      -3

      "Focus on personal narrative and gameplay rather than social recognition or popularity."

      Capsule for METAL GEAR SOLID 3: Snake Eater - Master Collection Version METAL GEAR SOLID 3: Snake Eater - Master Collection Version

      "Focus on personal story without social recognition or visibility among other players."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with complex characters, emotional plot, and meaningful choices."

      Capsule for Life is Strange: True Colors Life is Strange: True Colors

      "Strong narrative immersion with complex characters, plot, and meaningful choices."

    • Strategy

      Game with the same Strategy vibe

      2

      "Requires some planning and decision-making but no complex problem solving or tactics."

      Capsule for Cinders Cinders

      "Requires some planning and reasoning in decision-making, but no complex problem-solving mechanics."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense and tension in story, but no high-risk gameplay elements."

      Capsule for Synergia Synergia

      "Contains suspense and tension in story developments, but no high-risk gameplay elements."

    • Value

      Game with the same Value vibe

      5

      "Highly praised for providing great entertainment and replayability at no or low cost."

      Capsule for Kyle is Famous: Complete Edition Kyle is Famous: Complete Edition

      "Highly praised for providing excellent entertainment and replayability at a low price."

    • Violence

      Game with the same Violence vibe

      1

      "Some combat and conflict in story, but focus is on political intrigue and relationships rather than violence."

      Capsule for Arcadie: Second-Born Arcadie: Second-Born

      "Some combat and conflict in story, but focus is on narrative and legal/magical problem solving."

    • Survival

      Game with the same Survival vibe

      1

      "Some resource and time management to avoid failure, but no strong survival or threat elements."

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      "Some elements of avoiding failure and managing resources like sleep and soulstuff, though not critical."

    Analysis

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