Filthy us 2 similar games & best alternatives

Filthy us 2

2023

Should you play it?

千禧年初西北某地,一起恶性杀人事件轰动一时,行凶者临死前紧紧握着半张佛脸,他强烈的怨念引起了“无者”的注意。随着探究的深入,竟又牵扯出十年前另一起纵火灭门案!相同的一尊佛像,背后暗藏的究竟是天灾还是人祸。在那片由怨念产生的怨秽地之中,种种诡异可怖的表象之下,深埋着未知的秘密。

What works
  • Deep and culturally rich narrative
  • Unique and striking artistic style
  • Strong atmospheric sound design
  • Multi-perspective storytelling
  • Accessible puzzle difficulty
Things to keep in mind
  • Slow pacing and excessive backtracking
  • Clunky and limited controls
  • Technical bugs and glitches
  • Sparse gameplay mechanics
  • Lack of english localization limits accessibility

What to play next

Top picks

Games that feel the closest overall

  • Transparent Black

  • Angels of Death Episode.Eddie

  • Morphine

  • Endless Jade Sea -Midori no Umi-

  • President Yukino

  • Life Tastes Like Cardboard

  • Sanfu

  • I live under your house.

  • Fallen ~Makina and the City of Ruins~

Hidden Gems

Less popular games with surprisingly high similarity

  • Transparent Black

  • Angels of Death Episode.Eddie

  • Endless Jade Sea -Midori no Umi-

If you liked…

Recommendations by what you enjoyed most

  • Story

    The Town of Light

  • Escapism

    Lorelai

  • Autonomy

    Elroy and the Aliens

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).

Filthy us 2: A very typical example of its motivational profile. Motivations that often define this kind of title include Strategy, Experimenting, Competence, Survival. Here, the score leans higher than usual among comparable games on Exploration, Violence. It leans lower than usual among comparable games on Relaxation.

Why this game works

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

  • Autonomy

    Game with the same Autonomy vibe

    3

    "Players control multiple characters and make decisions affecting exploration and puzzle solving, though the story is mostly linear."

    Capsule for Elroy and the Aliens Elroy and the Aliens

    "Players control the character '无者' to explore memories and solve puzzles with some freedom, but narrative progression is mostly linear with fixed event sequences."

  • Competence

    Game with the same Competence vibe

    -2

    "Gameplay involves simple puzzles and walking simulation with minimal challenge, focusing more on story than skill mastery."

    Capsule for Firework Firework

    "Gameplay involves simple puzzles and exploration with low difficulty and limited challenge, focusing more on story than skill mastery."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; gameplay is single-player narrative without comparison or ranking."

    Capsule for Koi x Shin Ai Kanojo Koi x Shin Ai Kanojo

    "No competitive elements; gameplay is solitary and narrative-driven without player comparison or ranking."

  • Continuation

    Game with the same Continuation vibe

    1

    "Players tend to engage for a moderate duration (3-9 hours) but replayability is limited and the experience is mostly linear."

    Capsule for How 2 Escape How 2 Escape

    "Players engage in a relatively short experience (~3-5 hours) with some replayability due to multiple endings, but pacing and slow movement may reduce prolonged engagement."

  • Cooperation

    Game with the same Cooperation vibe

    -5

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

    Capsule for Little Inferno Little Inferno

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

  • Creativity

    Game with the same Creativity vibe

    2

    "Artistic presentation and narrative style are distinctive and experimental, though gameplay mechanics are limited."

    Capsule for Stiff Neck Stiff Neck

    "Artistic and narrative creativity is high, with unique cultural and symbolic elements, but gameplay mechanics and puzzle design are conventional and limited."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; gameplay is individual and narrative focused."

    Capsule for WORLD OF HORROR WORLD OF HORROR

    "No elements of exerting control or superiority over others; the game is introspective and narrative-focused."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong immersion in a dark, emotional fictional world offering escape from real life through storytelling and atmosphere."

    Capsule for Lorelai Lorelai

    "Strong immersion into a dark, culturally rich fictional world that allows players to escape reality through atmospheric storytelling and exploration."

  • Expectation

    Game with the same Expectation vibe

    -3

    "Players engage voluntarily driven by interest in story and themes rather than obligation or external pressure."

    Capsule for Kidz Kidz

    "Players engage voluntarily driven by interest in story and cultural themes rather than obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    -1

    "Some exploration and light puzzle solving, but mostly follows a guided narrative with limited novelty in gameplay."

    Capsule for Sea of Solitude Sea of Solitude

    "Limited experimentation due to linear narrative and simple puzzles, but some exploration of multiple perspectives and endings."

  • Exploration

    Game with the same Exploration vibe

    3

    "Players explore various detailed environments and uncover story elements, though locations are mostly fixed and familiar."

    Capsule for Lorelai Lorelai

    "Players explore various locations and memories to uncover story details, though environments are limited and familiar within the narrative context."

  • Expression

    Game with the same Expression vibe

    -3

    "Minimal character or environment customization; mostly standardized presentation with some narrative personalization."

    Capsule for Beat Around The Bush Beat Around The Bush

    "Minimal character or environment customization; presentation is fixed and standardized to serve the narrative."

  • Fantasy

    Game with the same Fantasy vibe

    2

    "Contains surreal and symbolic elements, blending fantasy with psychological realism."

    Capsule for Milky Way Prince – The Vampire Star Milky Way Prince – The Vampire Star

    "Incorporates supernatural and metaphysical elements rooted in Buddhist and folk beliefs, blending realistic tragedy with spiritual fantasy."

  • Fellowship

    Game with the same Fellowship vibe

    -4

    "Focus on solitary play and personal story experience without social community features."

    Capsule for Breeze Breeze

    "Focus on solitary play and personal narrative experience with little to no social or community interaction."

  • Growth

    Game with the same Growth vibe

    2

    "Players develop understanding of complex story and characters, gaining insight and emotional growth."

    Capsule for Hate Plus Hate Plus

    "Players gain understanding of complex story and cultural themes, promoting cognitive and emotional growth rather than mechanical skill development."

  • Health

    Game with the same Health vibe

    -5

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

    Capsule for Source of Madness Source of Madness

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

  • Idle

    Game with the same Idle vibe

    2

    "Gameplay allows for leisurely pacing with some backtracking and exploration, but requires focused attention on puzzles."

    Capsule for ENCODYA ENCODYA

    "Gameplay includes slow pacing and some waiting or backtracking, allowing for intermittent attention but requiring some focus during puzzles."

  • Intimacy

    Game with the same Intimacy vibe

    1

    "Emotional connection to narrative and characters, but no interpersonal social interactions."

    Capsule for Chasing Light Chasing Light

    "Emotional connection to story and characters is possible, but no direct social or relational interactions."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management mechanics; player acts individually."

    Capsule for Tinykin Tinykin

    "No leadership or group management elements; player acts as an observer and solver."

  • Progression

    Game with the same Progression vibe

    1

    "Narrative progression through story and puzzle completion; no item collection or upgrades."

    Capsule for Subsurface Circular Subsurface Circular

    "Narrative progression through story fragments and puzzle completion, but no item collection or character upgrades."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "Atmosphere is tense and unsettling rather than relaxing, with psychological horror elements."

    Capsule for Love Alone Death Love Alone Death

    "Atmosphere is tense and oppressive rather than relaxing, with a focus on psychological horror and emotional weight."

  • Sensation

    Game with the same Sensation vibe

    3

    "Art style, music, and sound design provide strong sensory stimulation and emotional impact."

    Capsule for Fran Bow Fran Bow

    "Strong sensory impact through distinctive art style, sound design, and unsettling imagery creating emotional and psychological stimulation."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; experience is private and personal."

    Capsule for I live under your house. I live under your house.

    "No social recognition or status systems; experience is private and personal."

  • Story

    Game with the same Story vibe

    5

    "Central focus on narrative immersion with a deep, emotional, and historically grounded story."

    Capsule for The Town of Light The Town of Light

    "Core focus on deep, multi-perspective narrative immersion exploring tragedy, superstition, and cultural themes."

  • Strategy

    Game with the same Strategy vibe

    -3

    "Minimal strategic or problem-solving demands; puzzles are simple and narrative choices straightforward."

    Capsule for The Wanderer: Frankenstein’s Creature The Wanderer: Frankenstein’s Creature

    "Minimal strategic or complex problem-solving; puzzles are straightforward and serve narrative pacing."

  • Thrill

    Game with the same Thrill vibe

    1

    "Subtle psychological horror and eerie atmosphere create mild suspense without intense thrills or scares."

    Capsule for My Friend is a Raven My Friend is a Raven

    "Psychological suspense and dread present but no high-intensity thrills or jump scares; horror is subtle and atmospheric."

  • Value

    Game with the same Value vibe

    3

    "Good perceived value for price due to story depth, multiple endings, and artistic quality."

    Capsule for Asphyxia Asphyxia

    "Good perceived value for price given artistic ambition and narrative depth despite short playtime and some technical issues."

  • Violence

    Game with the same Violence vibe

    1

    "Violence is thematic and psychological rather than explicit or action-based; present in narrative but not gameplay."

    Capsule for Love Stories: When Pastel Meets Grotesque Love Stories: When Pastel Meets Grotesque

    "Violence is present in narrative context but not glorified or central to gameplay; more focused on psychological impact."

  • Survival

    Game with the same Survival vibe

    -3

    "No survival mechanics; gameplay is stable and story-driven without resource management."

    Capsule for 恒水中学连环虐杀 / The untold story of hengshui school 恒水中学连环虐杀 / The untold story of hengshui school

    "No survival mechanics or resource management; gameplay is stable and narrative-driven."

Last update: 13/07/2026