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Don't Knock Twice similar games & best alternatives

Don't Knock Twice

PC (Microsoft Windows), PlayStation VR, Xbox One, PlayStation 4, Nintendo Switch • 2017

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Quick resume

Don't Knock Twice is a first-person horror game based on a psychologically terrifying urban legend. One knock to wake her from her bed, twice to raise her from the dead. Supports VR on HTC Vive and Oculus Rift for the ultimate horror experience!

Global score

72/100

Genres

Action, Adventure, Indie, Puzzle

Similar games

    Pros

    • Immersive horror atmosphere
    • Effective sound design
    • Vr support enhances experience
    • Exploration and environmental storytelling
    • Well-crafted mansion environment

    Cons

    • Short gameplay length
    • Some control and interaction clunkiness
    • Minor bugs and glitches
    • Limited replay value
    • Price considered high for content

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players explore a large mansion with freedom to investigate and solve puzzles at their own pace, though the game is linear in narrative progression."

      Capsule for Dead Take Dead Take

      "Players explore a large mansion at their own pace, investigating and solving puzzles with some freedom of movement and interaction."

    • Competence

      Game with the same Competence vibe

      2

      "The game involves light puzzles and clue-finding that require some observation and problem-solving, but overall the challenges are straightforward and not very difficult."

      Capsule for We Went Back We Went Back

      "The game involves light puzzle solving and exploration with some skill in navigation and item use, but overall challenges are not very difficult."

    • Competition

      Game with the same Competition vibe

      -5

      "Single-player experience focused on personal exploration and story; no competitive elements."

      Capsule for ARAYA ARAYA

      "Single-player experience focused on personal exploration and story, no competitive elements."

    • Continuation

      Game with the same Continuation vibe

      1

      "Some players replay for achievements or nostalgia, but overall short length and limited replayability reduce habitual play."

      Capsule for Snufkin: Melody of Moominvalley Snufkin: Melody of Moominvalley

      "Some players replay for achievements and alternate endings, but the short length and limited replay value reduce habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely single-player with no cooperative or multiplayer features."

      Capsule for D1AL-ogue D1AL-ogue

      "Entirely single-player with no cooperative or multiplayer features."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players engage in exploration and piecing together story elements creatively, though game structure and puzzles are predefined."

      Capsule for CINERIS SOMNIA CINERIS SOMNIA

      "Players interact with many objects and piece together story elements, encouraging exploration and discovery rather than strict routines."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power dynamics; purely individual experience."

      Capsule for Conarium Conarium

      "No social or power dynamics; purely individual experience without dominance or authority over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive horror atmosphere provides strong escape from reality."

      Capsule for Penumbra Overture Penumbra Overture

      "Strong immersive horror atmosphere and VR support provide a compelling escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -3

      "Players engage voluntarily for horror enjoyment and story interest, not out of obligation."

      Capsule for Find Yourself Find Yourself

      "Players engage voluntarily for horror enjoyment and story interest, not out of obligation."

    • Experimenting

      Game with the same Experimenting vibe

      1

      "Some exploration and puzzle solving encourage trying different approaches, but gameplay is mostly structured and linear."

      Capsule for Insecticide Part 1 Insecticide Part 1

      "Some exploration and puzzle solving encourage trying different approaches, though gameplay is relatively linear."

    • Exploration

      Game with the same Exploration vibe

      4

      "Exploring a large mansion with many rooms, secrets, and lore items is a core part of the experience."

      Capsule for Dead Take Dead Take

      "Exploring a large mansion with many rooms and hidden items is a core gameplay element."

    • Expression

      Game with the same Expression vibe

      -4

      "Limited customization; players use default character and environments without modification."

      Capsule for Kona Kona

      "Limited customization or self-expression; players use default character and environment."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Game features supernatural horror elements, mythical lore, and fantastical weapons and enemies."

      Capsule for Sker Ritual Sker Ritual

      "Game centers on supernatural horror, urban legends, and mythical elements like Baba Yaga."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; solo play only."

      Capsule for Bright Memory: Infinite Bright Memory: Infinite

      "No social or community features; solo play only."

    • Growth

      Game with the same Growth vibe

      1

      "Players learn puzzle solutions and story progression, but limited skill development or complexity."

      Capsule for [Chilla's Art] Stigmatized Property | 事故物件 [Chilla's Art] Stigmatized Property | 事故物件

      "Players learn story details and puzzle solutions, but skill development is minimal."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay typical of VR and PC horror games, no physical activity emphasis."

      Capsule for Labyrinthine Labyrinthine

      "Sedentary gameplay typical of walking simulators and VR horror, no physical activity emphasis."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention to solve puzzles and explore; not designed for casual or background play."

      Capsule for FRACT OSC FRACT OSC

      "Requires focused attention to explore and solve puzzles; not designed for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social interaction or relationship building; purely individual experience."

      Capsule for The Room Three The Room Three

      "No social interaction or relationship building; purely individual experience."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements."

      Capsule for High On Life High On Life

      "No leadership or group management elements."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through collecting clues and unlocking story elements, but no item upgrades or power accumulation."

      Capsule for Supernormal Supernormal

      "Progression through collecting items and unlocking story elements, but no character upgrades or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Tense and suspenseful atmosphere with jump scares; not primarily relaxing."

      Capsule for Love, Sam Love, Sam

      "Tense and suspenseful atmosphere with jump scares; not primarily relaxing."

    • Sensation

      Game with the same Sensation vibe

      3

      "Strong sensory immersion through sound design and lighting effects creates emotional engagement."

      Capsule for Reveal The Deep Reveal The Deep

      "Strong sensory immersion through sound design, lighting, and VR visuals create emotional engagement."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems."

      Capsule for Alan Wake Alan Wake

      "No social recognition or status systems."

    • Story

      Game with the same Story vibe

      4

      "Narrative immersion through environmental storytelling, notes, and atmosphere is a key motivation."

      Capsule for The Light Remake The Light Remake

      "Narrative delivered through environmental storytelling, notes, and collectibles; story is a key motivation."

    • Strategy

      Game with the same Strategy vibe

      -1

      "Light puzzle-solving requires some reasoning but overall straightforward gameplay."

      Capsule for Stray Stray

      "Light puzzle solving requires some reasoning but overall straightforward gameplay."

    • Thrill

      Game with the same Thrill vibe

      3

      "Jump scares and suspenseful moments create tension and relief experiences."

      Capsule for The Cursed Forest The Cursed Forest

      "Jump scares and suspense create moments of tension and relief."

    • Value

      Game with the same Value vibe

      -2

      "Many players feel the game is short for its price, recommending purchase on sale."

      Capsule for Choo-Choo Charles Choo-Choo Charles

      "Many players feel the game is short for its price, recommending purchase on sale."

    • Violence

      Game with the same Violence vibe

      -3

      "Limited violence; no combat mechanics, focus on survival and evasion rather than destruction."

      Capsule for Westworld Awakening Westworld Awakening

      "Limited combat elements; some use of axe and flamethrower but no focus on violence or destruction."

    • Survival

      Game with the same Survival vibe

      -4

      "No threat of failure or death; stable conditions without survival mechanics."

      Capsule for Lost Horizon Lost Horizon

      "No threat of death or failure; no survival mechanics."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. It leans lower than usual among comparable games on Survival, Violence, Value.

    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.

    Where to buy

    Last update: 30/04/2026