In Silence Thumbnail

In Silence similar games & best alternatives

In Silence

PC (Microsoft Windows), Mac • 2021

Related articles

Quick resume

In Silence is a multiplayer horror game. One player takes on the role of the monster who has hypersensitive hearing abilities and is almost completely blind. The other players(2-6) play as survivors, trying to escape or hunting the monster.

Global score

75/100

Genres

Action, Adventure

Similar games

    Pros

    • Fun and tense multiplayer horror experience
    • Strong cooperative gameplay with voice chat
    • Unique sound-based stealth mechanics
    • Immersive atmosphere and jump scares
    • Good value for price especially with friends

    Cons

    • Limited content and maps leading to repetition
    • Imbalance favoring monster or survivors at times
    • Small and declining player base
    • Lack of progression or customization systems
    • Some bugs and occasional toxic players

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to choose roles, strategies, and actions including creative kills and sabotage, indicating high player control."

      Capsule for First Class Trouble First Class Trouble

      "Players have freedom to choose roles (survivor or Rake), use various strategies, and customize lobby settings, indicating high control over actions."

    • Competence

      Game with the same Competence vibe

      3

      "Requires skillful stealth, planning, and timing to avoid detection and complete objectives, with challenge increasing on higher difficulties."

      Capsule for The Slater The Slater

      "Requires skillful stealth, sound management, and teamwork to survive or hunt, with a learning curve and meaningful challenges."

    • Competition

      Game with the same Competition vibe

      2

      "Leaderboards and rankings exist, encouraging comparison with others, but many players focus on casual or cooperative play without heavy competitive pressure."

      Capsule for Over 9000 Zombies! Over 9000 Zombies!

      "Competitive elements exist in player-vs-player matches and leaderboards are not emphasized; focus is on outsmarting others rather than rankings."

    • Continuation

      Game with the same Continuation vibe

      -2

      "Players report the game gets stale after short sessions; limited content reduces long-term engagement."

      Capsule for Crashphalt Crashphalt

      "Players report the game gets repetitive and lacks content, leading to boredom and declining player base, reducing long-term engagement."

    • Cooperation

      Game with the same Cooperation vibe

      4

      "Strong emphasis on teamwork among residents to complete objectives and survive, with voice chat proximity encouraging cooperation."

      Capsule for First Class Trouble First Class Trouble

      "Strong emphasis on teamwork and communication among survivors to repair car or find codes, with voice chat enhancing cooperation."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players experiment with movement techniques and strategies; limited map and content restrict deeper creative expression"

      Capsule for Burg Burg

      "Some creativity in using distractions, traps, and stealth tactics, but limited map variety and static objectives reduce creative expression."

    • Domination

      Game with the same Domination vibe

      -3

      "Interactions emphasize balanced gameplay and mutual respect; no evidence of trash talk or power imposition."

      Capsule for Star Valor Star Valor

      "Interactions emphasize balanced play and mutual respect; no evidence of trash talk or power imposition, and players often cooperate."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players seek thrilling, scary experiences to escape real life stress, enjoying horror atmosphere and tension."

      Capsule for The Escape: Together The Escape: Together

      "Players seek thrilling horror experience and stress relief through immersive gameplay and jump scares, escaping real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for fun and social interaction, with no indication of obligation or external pressure to play."

      Capsule for Final Exam Final Exam

      "Players engage voluntarily for fun and social interaction, with no indication of obligation or external pressure to play."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players explore mechanics, test traps, and experiment with item usage."

      Capsule for Hello Guest: Hello Neighbor 2 pre-alpha Hello Guest: Hello Neighbor 2 pre-alpha

      "Players experiment with different roles, strategies, and use of items like flashbangs and traps, though limited by current content."

    • Exploration

      Game with the same Exploration vibe

      1

      "Some exploration of maps and item locations occurs, but limited to a few maps and known environments."

      Capsule for Beautiful Mystic Survivors Beautiful Mystic Survivors

      "Some exploration of map and item locations is required, but limited to a small number of maps and repetitive environments."

    • Expression

      Game with the same Expression vibe

      -2

      "Minimal character customization; mostly standardized avatars and aesthetics with some desire for color options."

      Capsule for DAVIGO: VR vs. PC DAVIGO: VR vs. PC

      "Minimal character customization or cosmetic expression reported; mostly standardized avatars and environments."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong fantasy and horror elements with demons, monsters, and supernatural story."

      Capsule for Cursed Cursed

      "Strong fantasy elements with mythical creature (Rake), horror themes, and supernatural mechanics like sound-based hunting."

    • Fellowship

      Game with the same Fellowship vibe

      4

      "Players enjoy community play, social voice chat, and group coordination, often playing with friends or Discord groups."

      Capsule for Get Stuffed! Get Stuffed!

      "Players value community and social interaction, especially playing with friends and using voice chat for shared experiences."

    • Growth

      Game with the same Growth vibe

      2

      "Players develop skills in stealth, strategy, and power-up use, though limited content restricts long-term growth."

      Capsule for Mass Exodus Redux Mass Exodus Redux

      "Players develop skills in stealth, teamwork, and game mechanics, though lack of progression system limits long-term growth."

    • Health

      Game with the same Health vibe

      -4

      "Sedentary gameplay with no physical activity; some players note eye strain from visual effects."

      Capsule for Stoneshard: Prologue Stoneshard: Prologue

      "Sedentary gameplay with no physical activity or health-related features; some reports of eye strain from visual effects."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention due to tense atmosphere and stealth mechanics; not suited for casual or background play."

      Capsule for The Designer's Curse The Designer's Curse

      "Requires continuous attention and focus due to tense gameplay and stealth mechanics; not suited for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Close social interactions and friendships form through voice chat and cooperative play."

      Capsule for OrbusVR: Reborn OrbusVR: Reborn

      "Close social interactions through voice chat and cooperative play foster emotional connections among players."

    • Leadership

      Game with the same Leadership vibe

      1

      "Some informal leadership in coordinating team actions but no formal roles."

      Capsule for MIMESIS MIMESIS

      "Some informal leadership in coordinating team actions, but no formal roles or authority structures reported."

    • Progression

      Game with the same Progression vibe

      -3

      "No meaningful progression or unlocks; gameplay is static and skill-based."

      Capsule for Half-Life Deathmatch: Source Half-Life Deathmatch: Source

      "No leveling, unlocks, or progression system; gameplay revolves around static objectives and repeated matches."

    • Relaxation

      Game with the same Relaxation vibe

      -3

      "Gameplay is tense and suspenseful with frequent jump scares, not focused on relaxation."

      Capsule for Ghost Janitors Ghost Janitors

      "Gameplay is tense and suspenseful with frequent jump scares, creating sustained emotional strain rather than relaxation."

    • Sensation

      Game with the same Sensation vibe

      3

      "Strong sensory stimulation through graphics, sound design, and jump scares create emotional excitement."

      Capsule for The Dark Pictures Anthology: Man of Medan The Dark Pictures Anthology: Man of Medan

      "Strong sensory stimulation from sound design, jump scares, and atmospheric visuals contribute to emotional excitement."

    • Status

      Game with the same Status vibe

      -3

      "No strong social recognition or popularity; achievements and leaderboards are minimal or absent."

      Capsule for Gun Rocket Gun Rocket

      "No emphasis on social recognition or popularity; achievements and leaderboards are minimal or absent."

    • Story

      Game with the same Story vibe

      -4

      "No narrative or plot; gameplay is context-free and event-driven without story immersion."

      Capsule for THE GAME OF LIFE 2 THE GAME OF LIFE 2

      "No narrative or story immersion; gameplay is context-free with focus on survival mechanics rather than plot."

    • Strategy

      Game with the same Strategy vibe

      4

      "High strategic depth in deception, sabotage, combat, and teamwork."

      Capsule for Unfortunate Spacemen Unfortunate Spacemen

      "High strategic depth in stealth, distraction, team coordination, and monster hunting tactics."

    • Thrill

      Game with the same Thrill vibe

      5

      "Core motivation is high-speed chases, risk vs reward, and intense police pursuits creating strong thrill and suspense."

      Capsule for Need for Speed™ Rivals Need for Speed™ Rivals

      "Core motivation is suspense, tension, and thrill from being hunted or hunting in a horror environment."

    • Value

      Game with the same Value vibe

      3

      "Many players feel the game offers good value for its low price, especially with friends."

      Capsule for Madballs in Babo:Invasion Madballs in Babo:Invasion

      "Players feel the game offers good value for price, especially when played with friends, despite limited content."

    • Violence

      Game with the same Violence vibe

      3

      "Includes combat avoidance and being hunted by a monster; violent encounters are central to gameplay."

      Capsule for FURRY BACKROOMS FURRY BACKROOMS

      "Combat and killing are central gameplay elements, including hunting the monster or being hunted."

    • Survival

      Game with the same Survival vibe

      4

      "Strong survival theme with players making life-or-death decisions and managing threats."

      Capsule for Your Turn To Die -Death Game By Majority- Your Turn To Die -Death Game By Majority-

      "Strong survival theme with players avoiding death, managing resources, and overcoming threats."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Competition, Fellowship, Domination, Status. It leans lower than usual among comparable games on Progression, Continuation, Status.

    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