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HAAK similar games & best alternatives

HAAK

PC (Microsoft Windows), iOS, Nintendo Switch, Android • 2022

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Quick resume

HAAK is a Metroidvania-Platformer. As the mysterious wanderer Haak, you embarked on an epic expedition across the vast cyber-wasteland to find your lost brother. Explore deserted cities and metro, refine your weapons and hack skills, and uncover the secrets behind metal and dust.

Global score

90/100

Genres

Action, Adventure, Indie, Platform, Role-playing (RPG), Puzzle

Similar games

    Pros

    • Smooth and responsive movement
    • Rewarding exploration and secrets
    • Well-designed levels and map
    • Engaging platforming and puzzles
    • Good value for price and content length

    Cons

    • Combat is basic and easy
    • Some translation and localization issues
    • Story can be cheesy or underdeveloped
    • Frustrating difficulty spikes and backtracking
    • Limited character customization and social features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to choose routes, find shortcuts, and experiment with movement and mechanics, showing high control over actions."

      Capsule for BETON BRUTAL BETON BRUTAL

      "Players have freedom to explore multiple areas, choose routes, and backtrack with fast travel; some linear progression but overall good player control over actions."

    • Competence

      Game with the same Competence vibe

      3

      "Combat and platforming require skill and timing, with boss fights and enemy patterns, though difficulty is on the easier side."

      Capsule for Gestalt: Steam & Cinder Gestalt: Steam & Cinder

      "Platforming and combat require skill and precision; some bosses offer challenge; however, combat is often described as easy or basic."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on solo exploration and personal progression without competitive elements or leaderboards."

      Capsule for Guns of Fury Guns of Fury

      "Focus is on solo exploration and personal progression without competitive elements or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long playtimes (20-40+ hours), extensive exploration, and engagement with crafting and character builds encouraging habitual play."

      Capsule for Frontier Hunter: Erza’s Wheel of Fortune Frontier Hunter: Erza’s Wheel of Fortune

      "Many players report long playtimes (20-40 hours), rewarding exploration and upgrades encourage habitual play and completion."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Svarog's Dream Svarog's Dream

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

    • Creativity

      Game with the same Creativity vibe

      3

      "Players customize upgrades and use various abilities creatively to explore and solve puzzles."

      Capsule for SteamWorld Dig 2 SteamWorld Dig 2

      "Players discover secrets, unlock new movement abilities, and solve puzzles; some customization in upgrades but limited."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over others; gameplay is individual and cooperative social dominance is absent."

      Capsule for Chasm Chasm

      "No evidence of exerting control or superiority over others; gameplay is individual and cooperative social dominance is absent."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the immersive post-apocalyptic world and narrative to escape and engage their imagination."

      Capsule for Wasteland 1 - The Original Classic Wasteland 1 - The Original Classic

      "Players enjoy immersive exploration and story in a post-apocalyptic world, providing distraction and escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment; no indication of obligation or external pressure."

      Capsule for Atomic Heart Atomic Heart

      "Players engage voluntarily out of interest and enjoyment; no indication of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Game encourages trying new abilities, revisiting areas with new tools, and experimenting with puzzles and exploration."

      Capsule for Treasure Adventure World Treasure Adventure World

      "Game encourages trying new movement abilities, exploring hidden areas, and solving puzzles; some routine backtracking."

    • Exploration

      Game with the same Exploration vibe

      5

      "Strong emphasis on discovering new areas, secrets, and lore; exploration is a key motivator and gameplay element."

      Capsule for Rat Quest Rat Quest

      "Strong emphasis on discovering secrets, hidden paths, and lore; exploration is a core motivator and praised feature."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited character customization; mostly standard presentation with some inventory and weapon management."

      Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

      "Limited character customization; some suggestions for weapon effect color swaps but mostly standardized presentation."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Set in a futuristic cyberpunk world with fictional narrative elements and imaginative technology."

      Capsule for Song of Farca Song of Farca

      "Set in a post-apocalyptic, somewhat cyberpunk world with fictional story and characters; imaginative but grounded."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Minimal social interaction; mostly solo play with NPCs but no multiplayer or community features."

      Capsule for Fate Seeker Fate Seeker

      "Minimal social interaction; mostly solo play with limited NPC dialogue but no community or multiplayer focus."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills, learn puzzles, and improve through gameplay progression and equipment upgrades."

      Capsule for Monster Boy and the Cursed Kingdom Monster Boy and the Cursed Kingdom

      "Players learn new abilities, improve skills, and progress through upgrades and puzzles; some learning curve noted."

    • Health

      Game with the same Health vibe

      -5

      "Typical sedentary gameplay; no physical activity or health-related features."

      Capsule for Soulstone Survivors Soulstone Survivors

      "Typical sedentary gameplay; no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention due to challenging combat and platforming."

      Capsule for They Always Run They Always Run

      "Requires focused attention for platforming and combat; some frustration with difficult sections demands concentration."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited social connection; interactions are mostly with NPCs via dialogue, no close relationships formed."

      Capsule for The Invincible The Invincible

      "Limited emotional or social connections; interactions mostly with NPCs via text, no close relationships formed."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; purely individual gameplay."

      Capsule for The Swapper The Swapper

      "No leadership or group management elements; purely individual gameplay."

    • Progression

      Game with the same Progression vibe

      4

      "Players accumulate items, upgrades, and complete quests to advance in the game."

      Capsule for Summer in Mara Prologue Summer in Mara Prologue

      "Players accumulate upgrades, new abilities, and collectibles; progression through exploration and quest completion."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Generally enjoyable and satisfying gameplay with some tension during boss fights and difficult sections."

      Capsule for F.I.S.T.: Forged In Shadow Torch F.I.S.T.: Forged In Shadow Torch

      "Generally enjoyable flow and satisfying movement; some frustration and tension in difficult platforming and boss fights."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visuals and music are praised for quality and atmosphere; animations and effects enhance sensory experience."

      Capsule for Druidstone: The Secret of the Menhir Forest Druidstone: The Secret of the Menhir Forest

      "Visuals, animations, and music praised for quality and atmosphere; sensory stimulation through smooth controls and effects."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or ranking systems; achievements are mostly personal milestones."

      Capsule for Supercharged Robot VULKAISER Supercharged Robot VULKAISER

      "No social recognition or ranking systems; achievements exist but mostly personal milestones."

    • Story

      Game with the same Story vibe

      3

      "Narrative with characters, plot, and lore is present and appreciated by players."

      Capsule for BloodRayne 2 (Legacy) BloodRayne 2 (Legacy)

      "Narrative and lore are present and appreciated by players; some translation issues but story engagement is noted."

    • Strategy

      Game with the same Strategy vibe

      2

      "Combat and puzzle-solving require some planning and tactical thinking, though platforming is straightforward."

      Capsule for The Last Tinker™: City of Colors The Last Tinker™: City of Colors

      "Some puzzle solving and planning in platforming and exploration; combat is straightforward and less strategic."

    • Thrill

      Game with the same Thrill vibe

      2

      "Platforming and boss fights provide moments of tension and excitement, but overall difficulty is moderate."

      Capsule for Constance Constance

      "Platforming and boss fights provide moments of tension and challenge; overall difficulty moderate with some spikes."

    • Value

      Game with the same Value vibe

      4

      "Players report good value for price with many hours of content and replayability."

      Capsule for Dread Delusion Dread Delusion

      "Players report good value for price with many hours of content and replayability; minor complaints about content length."

    • Violence

      Game with the same Violence vibe

      1

      "Combat involves defeating enemies but is simple and not emphasized as a core violent experience."

      Capsule for Wrongworld Wrongworld

      "Combat involves defeating enemies but is not emphasized as a core thrill; more focus on platforming and exploration."

    • Survival

      Game with the same Survival vibe

      1

      "Limited resource management and health preservation add mild survival elements."

      Capsule for INDUSTRIA INDUSTRIA

      "Some resource management and health recovery mechanics; survival elements present but not dominant."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Fellowship, Cooperation, Leadership, Violence. Here, the score leans higher than usual among comparable games on Exploration. It leans lower than usual among comparable games on Expression, Strategy.

    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