Listen to the Wind similar games & best alternatives

Listen to the Wind

PC (Microsoft Windows) • 2021

Should you play it?

"Listen to the Wind" is a side-scrolling hack-and-slash game with counter attacks as the game's core mechanic. It takes pace during the Ming dynasty Jiajing era where you'll be battling Japanese pirates. It features unique martial art heroes and a story branching gameplay.

What works
  • Unique and beautiful traditional chinese ink art style
  • Challenging and rewarding parry-based combat system
  • Multiple endings and branching storylines
  • Strong historical and cultural atmosphere
  • Frequent updates and developer responsiveness
Things to keep in mind
  • Steep learning curve with punishing difficulty
  • Some technical issues and bugs reported
  • Limited enemy variety and repetitive combat
  • Sparse voice acting and thin narrative depth
  • Lack of movement options like running or jumping

What to play next

Top picks

Games that feel the closest overall

  • Abandoned Archive

  • Hard Reset Extended Edition

  • Touhou Kanjuden ~ Legacy of Lunatic Kingdom.

  • Five Nights At Floppa

  • GetsuFumaDen: Undying Moon

  • Alex Kidd in Miracle World DX

  • Cataegis : The White Wind

  • Touhou Chireiden ~ Subterranean Animism.

  • Bunker Punks

Hidden Gems

Less popular games with surprisingly high similarity

  • Abandoned Archive

  • Five Nights At Floppa

  • Cataegis : The White Wind

If you liked…

Recommendations by what you enjoyed most

  • Competence

    Griefhelm

  • Autonomy

    Age of Fear 2: The Chaos Lord GOLD

  • Escapism

    We. The Revolution

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).

Listen to the Wind: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Survival, Violence, Fellowship, Intimacy. It leans lower than usual among comparable games on Expression, Relaxation, Leadership.

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

    4

    "Players make meaningful decisions in campaigns with branching storylines and unit development choices, allowing personal control over tactics and progression."

    Capsule for Age of Fear 2: The Chaos Lord GOLD Age of Fear 2: The Chaos Lord GOLD

    "Players have significant control over combat decisions and branching storylines, emphasizing personal choice and agency."

  • Competence

    Game with the same Competence vibe

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    "High skill ceiling with timing-based combat, parrying, ripostes, and advanced techniques requiring mastery."

    Capsule for Griefhelm Griefhelm

    "High skill ceiling with demanding parry and timing mechanics requiring mastery and precise execution."

  • Competition

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    "Focus is on individual challenge and personal mastery rather than direct competition or leaderboards."

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    "Focuses on personal challenge and mastery rather than direct competition or leaderboards."

  • Continuation

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    "Multiple endings and replayability encourage continued engagement."

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    "Multiple endings and replayability encourage continued engagement despite difficulty spikes."

  • Cooperation

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

    Capsule for The Witcher: Enhanced Edition Director's Cut The Witcher: Enhanced Edition Director's Cut

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

  • Creativity

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    "Players can choose combat styles and make story choices, but the game is largely linear with limited creative modification."

    Capsule for The Vale: Shadow of the Crown The Vale: Shadow of the Crown

    "Players can choose different combat approaches and story branches, but limited in terms of creation or modification."

  • Domination

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

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

  • Escapism

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    "Strong immersion in historical setting provides escape from real life through narrative and gameplay."

    Capsule for We. The Revolution We. The Revolution

    "Strong immersion in historical setting and challenging combat offers escape from real life."

  • Expectation

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    "Players engage voluntarily out of interest and passion for the genre, not obligation."

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    "Players engage voluntarily driven by interest in the genre and challenge, not obligation."

  • Experimenting

    Game with the same Experimenting vibe

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    "Players experiment with shield parrying, weapon combinations, and difficulty sliders, exploring new combat mechanics."

    Capsule for DOOM: The Dark Ages DOOM: The Dark Ages

    "Players experiment with timing, parry windows, and different combat tactics to overcome challenges."

  • Exploration

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    "Limited exploration within a small set of locations and story branches, mostly narrative discovery."

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  • Expression

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    "Minimal character customization; expression mainly through player-chosen actions."

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    "Minimal character customization; expression mainly through playstyle and story choices."

  • Fantasy

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    "Set in a wuxia fantasy world blending historical elements with imaginative martial arts and supernatural abilities."

    Capsule for Fate Seeker II Fate Seeker II

    "Set in a fictionalized historical wuxia world blending real history with martial arts fantasy."

  • Fellowship

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    "No social or community features; strictly solo play."

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    "No social or community features; strictly solo play."

  • Growth

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    "Players develop skills through combat mastery, weapon progression, and learning enemy patterns."

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    "Players develop skills through learning enemy patterns and mastering combat mechanics."

  • Health

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    "Sedentary gameplay with no physical activity components."

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  • Idle

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    "Requires focused attention during combat; not suited for casual or background play."

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    "Requires focused attention due to demanding combat; not suited for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

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    "No social or emotional relationship building; solitary experience."

    Capsule for Resident Evil Resident Evil

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  • Leadership

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    "No leadership or group management elements present."

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  • Progression

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    "Includes item collection, upgrades, multiple endings, and achievement progression."

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    "Includes item collection, upgrades, and multiple endings encouraging progression."

  • Relaxation

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    "Challenging and tense combat creates sustained pressure rather than relaxation."

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    "Tense and punishing combat creates sustained pressure rather than relaxation."

  • Sensation

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    "Visuals, movement, and combat provide sensory stimulation and excitement."

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    "Strong visual style and rhythmic combat provide sensory engagement and excitement."

  • Status

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    "No social recognition or status systems involved."

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  • Story

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    "Narrative with branching paths, character development, and multiple endings provides moderate story immersion."

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  • Strategy

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    "Combat requires strategic skill selection, timing, and resource management to succeed."

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  • Thrill

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    "High stakes combat with risk-reward mechanics and tense boss fights provide thrill."

    Capsule for GRIME GRIME

    "High stakes combat with punishing failure and tense encounters creates thrill."

  • Value

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    "Good value for price considering art quality and gameplay depth, but limited content and grind reduce appeal."

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  • Violence

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    "Combat focused on sword fighting and boss battles; stylized violence is central to gameplay."

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    "Combat focused on sword duels and martial arts violence, central to gameplay."

  • Survival

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    "Players must defend against threats and manage resources to avoid failure."

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Last update: 11/07/2026