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KARMA: The Dark World similar games & best alternatives

KARMA: The Dark World

PC (Microsoft Windows), Xbox Series X|S, PlayStation 5 • 2025

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Quick resume

KARMA: The Dark World is a first-person cinematic psychological thriller set in a dystopian world where the Leviathan Corporation is omnipresent. The year is 1984, the place is East Germany, and things are not quite what they seem.

Global score

92/100

Genres

Adventure, Indie, Role-playing (RPG)

Similar games

    Pros

    • Stunning visuals and art direction
    • Deep, immersive narrative
    • Excellent sound design and voice acting
    • Thought-provoking psychological themes
    • Well-crafted puzzles integrated with story

    Cons

    • Short game length
    • Some puzzles are obtuse or confusing
    • Linear gameplay with limited player agency
    • Lack of replayability for some players
    • Minor technical issues and lack of ultrawide support

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

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

      Capsule for Doorways: Holy Mountains of Flesh Doorways: Holy Mountains of Flesh

      "Players explore and solve puzzles at their own pace within a narrative-driven walking simulator, allowing some freedom in approach but within a linear story."

    • Competence

      Game with the same Competence vibe

      2

      "Puzzles provide some challenge and require observation, but overall gameplay is simple and easy with no high difficulty."

      Capsule for Psychonauts in the Rhombus of Ruin Psychonauts in the Rhombus of Ruin

      "Puzzles provide some challenge and require observation and logic, but gameplay is generally accessible and not mechanically complex."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements; focus is on personal exploration and story experience without comparison to others."

      Capsule for 35MM 35MM

      "No competitive elements; focus is on personal experience and story exploration without comparison to others."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players express attachment to the story and atmosphere, often replaying for true endings and achievements despite slow pacing."

      Capsule for CINERIS SOMNIA CINERIS SOMNIA

      "Players express strong attachment to the story and atmosphere, with some replaying to uncover more details or understand the narrative better."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience focused on individual puzzle solving and exploration without multiplayer or cooperative play."

      Capsule for Machinarium Machinarium

      "Single-player experience focused on individual exploration and puzzle solving without multiplayer or cooperative play."

    • Creativity

      Game with the same Creativity vibe

      4

      "Highly creative environment design with surreal, shifting architecture and symbolic storytelling."

      Capsule for Rhome Rhome

      "Highly creative art direction and narrative design with surreal environments and symbolic storytelling."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; interactions are solitary and narrative-focused."

      Capsule for tomorrow won't come for those without ██████ tomorrow won't come for those without ██████

      "No elements of exerting control or superiority over others; interactions are solitary and narrative-focused."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong immersion in melancholic, surreal worlds provides escape from real life through emotional and atmospheric storytelling."

      Capsule for CINERIS SOMNIA CINERIS SOMNIA

      "Strong immersion in a dystopian, surreal world provides escape from reality and emotional engagement."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in story and atmosphere, with no indication of obligation or pressure."

      Capsule for [Chilla's Art] Missing Children | 行方不明 [Chilla's Art] Missing Children | 行方不明

      "Players engage voluntarily out of interest in story and atmosphere, with no indication of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Exploration and puzzle solving encourage trying different approaches, though within a structured story."

      Capsule for Nancy Drew®: Secrets Can Kill REMASTERED Nancy Drew®: Secrets Can Kill REMASTERED

      "Some exploration of narrative layers and puzzle solving encourages trying different approaches, though within a structured framework."

    • Exploration

      Game with the same Exploration vibe

      3

      "Exploring detailed, surreal environments and uncovering story elements drives curiosity."

      Capsule for Tormentum - Dark Sorrow Tormentum - Dark Sorrow

      "Exploration of detailed, surreal environments and uncovering story elements and collectibles drives curiosity."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited customization; focus is on experiencing the crafted world and story rather than personalizing characters or environments."

      Capsule for Planet of Lana Planet of Lana

      "Limited player customization; focus is on experiencing the narrative rather than personalizing characters or environments."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Fictional dystopian sci-fi setting with surreal and psychological horror elements."

      Capsule for I Have No Mouth, and I Must Scream I Have No Mouth, and I Must Scream

      "Engages players in a fictional dystopian sci-fi world with surreal and psychological horror elements."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Experience is solitary with minimal social interaction or community involvement."

      Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

      "Experience is solitary with minimal social interaction or community involvement."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn new puzzle-solving approaches and interpret abstract narrative elements, fostering cognitive growth."

      Capsule for CALENDULA CALENDULA

      "Players develop understanding of complex narrative and solve puzzles, reflecting cognitive and interpretive growth."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay typical of walking simulators with no physical activity."

      Capsule for Tacoma Tacoma

      "Sedentary gameplay typical of walking simulators with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention to narrative and puzzles; not designed for casual or background play."

      Capsule for The Medium The Medium

      "Requires focused attention to narrative and puzzles; not designed for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited to narrative relationships; no social or emotional player-to-player connections."

      Capsule for Marvel’s Spider-Man Remastered Marvel’s Spider-Man Remastered

      "Limited social or emotional connection beyond the narrative; no player-to-player relationships."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; purely single-player experience."

      Capsule for Marvel’s Spider-Man: Miles Morales Marvel’s Spider-Man: Miles Morales

      "No leadership or group management elements; purely single-player experience."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through story and puzzle completion, but no item collection or upgrades."

      Capsule for Killer Frequency Killer Frequency

      "Progression through story and puzzle completion with collectible items, but no character upgrades or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Balances tension and calm through atmospheric storytelling and pacing, providing immersive flow."

      Capsule for Scarlet Hollow Scarlet Hollow

      "Atmospheric pacing and immersive storytelling provide a contemplative and sometimes tense but generally balanced experience."

    • Sensation

      Game with the same Sensation vibe

      4

      "Strong sensory stimulation through detailed visuals, music, and emotional narrative."

      Capsule for Minute of Islands Minute of Islands

      "Strong sensory stimulation through visuals, sound design, and emotional narrative impact."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition mechanics; focus is on personal narrative experience."

      Capsule for OMORI OMORI

      "No social status or recognition mechanics; focus is on personal narrative experience."

    • Story

      Game with the same Story vibe

      5

      "Deep narrative immersion with complex plot, character development, and thematic exploration central to the game."

      Capsule for Observer: System Redux Observer: System Redux

      "Central to the game; deep narrative immersion with complex psychological and dystopian themes."

    • Strategy

      Game with the same Strategy vibe

      1

      "Some puzzle-solving requires thinking, but overall gameplay is straightforward and simple."

      Capsule for Draw Draw

      "Some puzzle-solving and interpretation require mental engagement, but overall gameplay is straightforward."

    • Thrill

      Game with the same Thrill vibe

      2

      "Psychological tension and suspense replace traditional horror thrills."

      Capsule for Nevermind Nevermind

      "Tension and suspense arise from psychological horror and narrative mystery rather than fast-paced action."

    • Value

      Game with the same Value vibe

      4

      "Players perceive good value for price due to engaging story, atmosphere, and replayability."

      Capsule for The Inn-Sanity The Inn-Sanity

      "Players perceive strong value for price due to quality storytelling, visuals, and immersive experience."

    • Violence

      Game with the same Violence vibe

      -4

      "Minimal violence; gameplay focuses on stealth and avoidance rather than combat or destruction."

      Capsule for Timelie Timelie

      "Minimal violence; gameplay emphasizes exploration and psychological themes over combat or destruction."

    • Survival

      Game with the same Survival vibe

      -3

      "Mostly stable environment; limited threat except for brief chase sequence near the end."

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      "Limited survival elements; occasional chase sequences but mostly stable, low-risk environments."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Survival, Violence, Fellowship, Expression. Here, the score leans higher than usual among comparable games on Thrill, Story, Sensation.

    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