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GetsuFumaDen: Undying Moon similar games & best alternatives

GetsuFumaDen: Undying Moon

PC (Microsoft Windows), Nintendo Switch • 2022

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Quick resume

Death is not the end: defeat infernal foes until you die and carry on the fight with your eternal soul and memories in a new body!

Global score

77/100

Genres

Action, Indie, Hack and slash/Beat 'em up

Similar games

    Pros

    • Stunning art style and animations
    • Engaging and tactical combat
    • Variety of weapons and upgrade systems
    • Immersive japanese folklore theme
    • Includes original getsu fuma den game

    Cons

    • Grindy progression and resource farming
    • Some clunky controls and slow pacing
    • Repetitive level layouts and limited exploration
    • Minimal story and character development
    • Always-online drm and lack of updates

    Motivations

    • Autonomy

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      3

      "Players can choose weapons, upgrade them, and allocate skill points, allowing some control over playstyle and progression."

      Capsule for Zombie Shooter Zombie Shooter

      "Players can choose different weapons, upgrade paths, and decide when to end runs to bank materials, allowing some control over playstyle and progression."

    • Competence

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      3

      "Combat requires skillful dodging, blocking, and timing, with satisfying feedback and a learning curve; some players find it clunky but rewarding once mastered."

      Capsule for Hellboy Web of Wyrd Hellboy Web of Wyrd

      "Combat requires skillful timing and pattern memorization; however, some reviews mention clunky controls and slow pacing which may reduce feeling of mastery."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on individual runs and personal progression without direct player-vs-player competition or leaderboards."

      Capsule for CloverPit CloverPit

      "Focus is on individual runs and personal progression without mention of leaderboards or direct player-vs-player competition."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report addictive gameplay and repeated runs; challenges and unlocks encourage habitual play."

      Capsule for Akane Akane

      "Many players report addictive gameplay with repeated runs and grinding to improve character and weapons, indicating habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Weird RPG Weird RPG

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

    • Creativity

      Game with the same Creativity vibe

      2

      "Players experiment with various weapons, characters, and tactical approaches, though within structured roguelike design."

      Capsule for Colt Canyon Colt Canyon

      "Players experiment with various weapon combinations and upgrades, but gameplay follows established roguelike structures."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over others; interactions are individual and balanced."

      Capsule for My Friend Pedro My Friend Pedro

      "No evidence of exerting control or superiority over others; interactions are individual and balanced."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a fun, immersive distraction with engaging combat and mythological themes."

      Capsule for Achilles: Survivor Achilles: Survivor

      "Players use the game as a challenging distraction with immersive art and music, escaping into a stylized Japanese mythological world."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment rather than obligation or external pressure."

      Capsule for Warhammer 40,000: Darktide Warhammer 40,000: Darktide

      "Players engage voluntarily out of interest and enjoyment rather than obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players try different weapons, attachments, and upgrades, exploring various gameplay mechanics."

      Capsule for Gun Club VR Gun Club VR

      "Players try different weapons, upgrade strategies, and paths through levels, exploring game mechanics and builds."

    • Exploration

      Game with the same Exploration vibe

      2

      "Procedurally generated levels offer some discovery, but environments are visually repetitive and level design is limited."

      Capsule for Seraph Seraph

      "Levels have some procedural generation and alternate paths, but layouts can feel repetitive and exploration is limited."

    • Expression

      Game with the same Expression vibe

      -3

      "Character customization is limited to equipment and skill choices; no avatar personalization or cosmetic modifications."

      Capsule for Cthulhu Saves the World Cthulhu Saves the World

      "Character customization is limited; players mainly choose weapons and upgrades but no avatar personalization or cosmetic modifications."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strongly rooted in imaginative Japanese folklore and mythological fantasy setting."

      Capsule for Bō: Path of the Teal Lotus Bō: Path of the Teal Lotus

      "Strongly rooted in Japanese folklore and mythology with imaginative demons, bosses, and ukiyo-e art style."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; gameplay is solitary."

      Capsule for Sekiro™: Shadows Die Twice - GOTY Edition Sekiro™: Shadows Die Twice - GOTY Edition

      "No social or community features; gameplay is solitary."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn weapon mechanics, optimize builds, and improve skillful combat over time."

      Capsule for Victor Vran ARPG Victor Vran ARPG

      "Players learn combat mechanics, weapon synergies, and upgrade systems to improve performance over time."

    • Health

      Game with the same Health vibe

      -5

      "Game is sedentary with no physical activity or health-related features."

      Capsule for My Little Universe My Little Universe

      "Game is sedentary with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and continuous engagement during runs; not suited for background play."

      Capsule for SYNTHETIK 2 SYNTHETIK 2

      "Requires focused attention and continuous engagement during runs; not suitable for background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No evidence of close social relationships or emotional sharing."

      Capsule for UMIGARI | ウミガリ UMIGARI | ウミガリ

      "No evidence of close social relationships or emotional sharing."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles; solo play only."

      Capsule for Soulstone Survivors Soulstone Survivors

      "No leadership or group management roles; solo play only."

    • Progression

      Game with the same Progression vibe

      4

      "Strong emphasis on accumulating items, upgrades, and unlocking new abilities and weapons."

      Capsule for Shatterline Shatterline

      "Strong emphasis on accumulating materials, unlocking weapons, and upgrading stats through repeated runs."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Some players find the game relaxing, but grinding and difficulty spikes cause frustration."

      Capsule for Conception II: Children of the Seven Stars Conception II: Children of the Seven Stars

      "Some players find the game relaxing due to art and music, but others report frustration from grind and difficulty spikes."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visual and auditory design is praised for atmosphere and immersion, providing sensory stimulation and emotional engagement."

      Capsule for Dishonored 2 Dishonored 2

      "Visual and auditory design is highly praised for stimulating and immersive experience."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or ranking systems present."

      Capsule for Pid Pid

      "No social recognition or ranking systems present."

    • Story

      Game with the same Story vibe

      1

      "Narrative is present but minimal and secondary to gameplay; some players find it average or unimportant."

      Capsule for Serious Sam 3: BFE Serious Sam 3: BFE

      "Narrative is minimal and sparse; some players find it lacking emotional engagement."

    • Strategy

      Game with the same Strategy vibe

      3

      "Combat and gear upgrading require planning and tactical thinking."

      Capsule for Spiral Knights Spiral Knights

      "Combat and upgrade choices require tactical thinking and planning, though some find mechanics straightforward."

    • Thrill

      Game with the same Thrill vibe

      3

      "Challenging combat and risk of death create suspense and excitement."

      Capsule for Looterkings Looterkings

      "Challenging combat and risk of losing materials on death create suspense and tension."

    • Value

      Game with the same Value vibe

      2

      "Generally considered good value especially on sale; achievements and soundtrack add appeal"

      Capsule for Shan Gui (山桂) Shan Gui (山桂)

      "Generally considered good value especially on sale; includes original game and soundtrack as bonuses."

    • Violence

      Game with the same Violence vibe

      4

      "Combat focused on fighting demons and monsters with swords and magical attacks; violence is central to gameplay."

      Capsule for Eastern Exorcist Eastern Exorcist

      "Combat focused on slashing and defeating demons with various weapons; violence is a core gameplay element."

    • Survival

      Game with the same Survival vibe

      3

      "Players must avoid death and manage resources to maintain position and progress."

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      "Players must avoid death to retain materials and progress; resource management and strategic defense are important."

    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, Continuation. It leans lower than usual among comparable games on Story.

    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