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Doorways: Holy Mountains of Flesh similar games & best alternatives

Doorways: Holy Mountains of Flesh

PC (Microsoft Windows), Mac, Linux • 2016

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Quick resume

Doorways: Holy Mountains of Flesh is an Immersive Horror Adventure, featuring a Complex Story and Deep Atmosphere.

Global score

79/100

Genres

Action, Adventure, Indie, Puzzle

Similar games

    Pros

    • Strong atmospheric horror
    • Challenging and well-designed puzzles
    • Engaging psychological story
    • Immersive audio-visual design
    • Varied and detailed environments

    Cons

    • Some puzzles overly difficult or obscure
    • Poor optimization and occasional lag
    • Dark lighting can hinder visibility
    • Lack of hints or guidance
    • Short game length

    Motivations

    • Autonomy

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      3

      "Players explore environments and solve puzzles with some freedom, but within a linear narrative and guided puzzle structure."

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      "Players explore nonlinear environments, solve puzzles, and choose paths with some freedom, though within a structured narrative."

    • Competence

      Game with the same Competence vibe

      4

      "Challenging puzzles and platforming require skill and problem solving; players report significant difficulty and rewarding mastery."

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      "Challenging puzzles and platforming require skill and problem solving; some puzzles noted as very difficult."

    • Competition

      Game with the same Competition vibe

      -5

      "No evidence of competitive elements; focus is on individual exploration and puzzle solving."

      Capsule for Karma. Incarnation 1 Karma. Incarnation 1

      "No evidence of competitive elements; focus is on solo exploration and puzzle solving."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report immersive story and atmosphere encouraging extended play sessions and replaying the game."

      Capsule for BioShock™ Remastered BioShock™ Remastered

      "Players report immersive atmosphere and engaging story encouraging continued play, though some frustration with puzzles."

    • Cooperation

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      "Single-player experience with no multiplayer or cooperative gameplay."

      Capsule for Resonance of the Ocean Resonance of the Ocean

      "Single-player experience with no multiplayer or cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players engage in puzzle solving and exploration but limited creation or modification of game elements."

      Capsule for Amanda the Adventurer 2 Amanda the Adventurer 2

      "Players engage in puzzle solving and exploration within designed environments; limited player creation or modification."

    • Domination

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      "No social dominance or power over others; purely individual experience."

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      "No social dominance or power over others; purely individual experience."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong atmospheric horror and psychological tension provide immersive escape from reality."

      Capsule for [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル

      "Strong atmospheric horror and psychological themes provide immersive escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic interest in horror and puzzles, no indication of obligation or pressure."

      Capsule for Into The Gloom Into The Gloom

      "Players engage voluntarily for intrinsic interest in horror and puzzles; no evidence of obligation or pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players experiment with different puzzle solutions and strategies, encouraged by trial and error gameplay."

      Capsule for Death Squared Death Squared

      "Players explore environments and experiment with puzzle solutions; some trial and error involved."

    • Exploration

      Game with the same Exploration vibe

      4

      "Exploration of detailed, atmospheric locations is a key part of gameplay, though within predefined areas."

      Capsule for Syberia Syberia

      "Exploration of diverse and atmospheric locations is a core gameplay element."

    • Expression

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      -5

      "No character customization or player expression features."

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    • Fantasy

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      4

      "Game features surreal horror elements, supernatural themes, and imaginative fiction beyond realistic scenarios."

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    • Fellowship

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

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

    • Growth

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      "Players develop problem-solving skills and learn puzzle mechanics throughout the game."

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      "Players develop problem-solving skills and learn puzzle mechanics throughout the game."

    • Health

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      "Sedentary gameplay with no physical activity elements."

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      "Sedentary gameplay with no physical activity elements."

    • Idle

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      -3

      "Requires focused attention on puzzles and exploration; not designed for casual or background play."

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      "Requires focused attention on puzzles and exploration; not suited for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social interactions or relationship building."

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      "No social interactions or relationship building."

    • Leadership

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      -5

      "No leadership or group management roles."

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      "No leadership or group management roles."

    • Progression

      Game with the same Progression vibe

      3

      "Progression through puzzle completion and story advancement; collecting items is part of gameplay."

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      "Progression through puzzle completion and story advancement; item collection is part of gameplay."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Tense atmosphere and survival challenges create sustained tension rather than relaxation."

      Capsule for Obscure Obscure

      "Tense atmosphere and challenging puzzles create sustained tension rather than relaxation."

    • Sensation

      Game with the same Sensation vibe

      3

      "Atmospheric audio-visual design provides sensory stimulation and emotional engagement."

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      "Atmospheric audio-visual design provides sensory stimulation and emotional engagement."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems."

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      "No social recognition or status systems."

    • Story

      Game with the same Story vibe

      4

      "Strong narrative focus with immersive story, character development, and horror themes."

      Capsule for Alpha Polaris : A Horror Adventure Game Alpha Polaris : A Horror Adventure Game

      "Strong narrative focus with psychological horror story and character development."

    • Strategy

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      3

      "Puzzle solving requires logical thinking and planning."

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      "Puzzle solving requires logical thinking and planning."

    • Thrill

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      3

      "Tense chase sequences and suspenseful moments create thrill and adrenaline."

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      "Moments of suspense and chase sequences provide thrill and adrenaline."

    • Value

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      1

      "Mixed opinions on value; some find it worth the price especially on sale, others find it short."

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      "Mixed user opinions on value; some find it worth price especially on sale, others note short length."

    • Violence

      Game with the same Violence vibe

      3

      "Includes disturbing violent themes and imagery consistent with horror genre."

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    • Survival

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      3

      "Avoiding threats and hiding from monsters is a key gameplay element."

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      "Avoiding threats and escaping monsters is part of gameplay."

    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 Exploration. It leans lower than usual among comparable games on Expression, Relaxation.

    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