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Pamali: Indonesian Folklore Horror similar games & best alternatives

Pamali: Indonesian Folklore Horror

PC (Microsoft Windows) • 2018

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Quick resume

A narrative horror game set in the daily lives of Indonesian society. Interact with various mystical objects as you explore haunted places, unravel their lingering mysteries, and experience how Indonesian myth, taboo and culture, combined with your choices, shape the course of your nights.

Global score

84/100

Genres

Adventure, Indie, Point-and-click

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    Pros

    • Unique cultural horror experience based on indonesian folklore
    • Multiple endings encouraging replay and experimentation
    • Strong atmospheric audio and visuals
    • Educational about local taboos and myths
    • Affordable price and indie development support

    Cons

    • Repetitive gameplay and tasks like cleaning
    • Dark visuals sometimes too difficult to see
    • Some bugs and technical issues reported
    • Limited action or threat reduces traditional horror tension
    • Lack of save system frustrates replaying endings

    Motivations

    • Autonomy

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      "Players make meaningful choices affecting multiple endings and gameplay experience, reflecting personal decisions and control."

      Capsule for When the Darkness comes When the Darkness comes

      "Players make many choices affecting endings, exploring and interacting freely with the environment."

    • Competence

      Game with the same Competence vibe

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      "Gameplay involves simple tasks and exploration with some puzzle-like elements, but overall low mechanical skill required."

      Capsule for [Bober Bros] The Hole [Bober Bros] The Hole

      "Gameplay involves simple tasks like cleaning and exploration with some puzzle elements, not highly skill-demanding."

    • Competition

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      "No competitive elements; focus is on personal story exploration and multiple endings."

      Capsule for Cooking Companions: Appetizer Edition Cooking Companions: Appetizer Edition

      "No competitive elements; focus is on personal exploration and multiple endings."

    • Continuation

      Game with the same Continuation vibe

      3

      "Multiple endings and replayability encourage repeated play sessions to explore all outcomes."

      Capsule for Drinks With Abbey Drinks With Abbey

      "Multiple endings encourage replaying and experimentation, though some find repetition tedious."

    • Cooperation

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      "Single-player experience with no cooperative or multiplayer features."

      Capsule for The Henry Stickmin Collection The Henry Stickmin Collection

      "Single-player experience with no cooperative or multiplayer features."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players experiment with different actions and sequences to unlock varied endings."

      Capsule for Meteor 60 Seconds! Meteor 60 Seconds!

      "Players experiment with different actions and choices to unlock various endings."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power dynamics; experience is personal and peaceful."

      Capsule for Cloud Gardens Cloud Gardens

      "No social dominance or power dynamics; experience is individual and respectful of cultural taboos."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive atmospheric horror and folklore setting provides escape from reality and emotional engagement."

      Capsule for Through the Woods Through the Woods

      "Immersive horror atmosphere and cultural folklore provide strong escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in horror and story, not obligation."

      Capsule for Corpse Party Corpse Party

      "Players engage voluntarily out of interest in folklore and horror, not obligation."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Core gameplay revolves around trying new actions and discovering new endings."

      Capsule for Please, Don't Touch Anything 3D Please, Don't Touch Anything 3D

      "Core gameplay involves trying different interactions and choices to discover endings."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore varied haunted locations and discover hidden ghosts and secrets within levels."

      Capsule for Ghost Master® Ghost Master®

      "Players explore haunted environments and uncover cultural lore and secrets."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited character customization; expression mainly through choices rather than avatar personalization."

      Capsule for Beholder Beholder

      "Limited character customization; expression mainly through choices and actions rather than avatar personalization."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong supernatural and horror fantasy elements based on Indonesian folklore and ghost stories."

      Capsule for DreadOut 2 DreadOut 2

      "Strong focus on supernatural folklore and ghost stories from Indonesian culture."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Solo play with minimal social interaction or community features."

      Capsule for White Shadows White Shadows

      "Solo play with minimal social interaction or community features."

    • Growth

      Game with the same Growth vibe

      2

      "Players learn about folklore and develop puzzle-solving skills during gameplay."

      Capsule for Oknytt Oknytt

      "Players learn about Indonesian folklore and cultural taboos through gameplay and story."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity or health-related features."

      Capsule for Railroads Online Railroads Online

      "Sedentary gameplay with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires player attention and interaction; not designed for idle or background play."

      Capsule for The Maw The Maw

      "Requires player attention and interaction; not designed for idle or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No close social relationships or emotional sharing; primarily individual experience."

      Capsule for Massacre At The Mirage Massacre At The Mirage

      "No close social relationships or emotional sharing; individual experience."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements."

      Capsule for High On Life High On Life

      "No leadership or group management elements."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through story and unlocking multiple endings; no item or upgrade accumulation."

      Capsule for The Quarry The Quarry

      "Progression through unlocking multiple endings and story outcomes rather than item upgrades."

    • Relaxation

      Game with the same Relaxation vibe

      -1

      "Atmosphere is tense and suspenseful rather than relaxing."

      Capsule for Still Wakes the Deep Still Wakes the Deep

      "Atmosphere is tense and suspenseful rather than relaxing or flow-inducing."

    • Sensation

      Game with the same Sensation vibe

      3

      "Strong sensory stimulation through eerie audio and realistic visuals enhances emotional impact."

      Capsule for Wardwell House Wardwell House

      "Strong sensory stimulation through eerie audio and dark visuals creating emotional tension."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems."

      Capsule for Alan Wake Alan Wake

      "No social recognition or status systems."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with branching storylines and deep lore immersion."

      Capsule for Heaven's Vault Heaven's Vault

      "Narrative-driven with multiple branching storylines and cultural lore immersion."

    • Strategy

      Game with the same Strategy vibe

      2

      "Players must consider choices and consequences, requiring some planning and reasoning to explore different endings."

      Capsule for Class of '09: The Re-Up Class of '09: The Re-Up

      "Players must plan actions and choices to unlock different endings, requiring some problem solving."

    • Thrill

      Game with the same Thrill vibe

      3

      "Suspenseful atmosphere and occasional scares create moments of thrill and tension."

      Capsule for Estranged: The Departure Estranged: The Departure

      "Suspenseful and creepy atmosphere creates tension and occasional scares."

    • Value

      Game with the same Value vibe

      4

      "High replay value and content length relative to price, with many endings and extras."

      Capsule for Amnesia™: Memories Amnesia™: Memories

      "Affordable price with high replay value due to many endings and cultural content."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay; focus on exploration and interaction."

      Capsule for Stray Stray

      "No combat or destructive gameplay; focus on respectful interaction and exploration."

    • Survival

      Game with the same Survival vibe

      0

      "No strong survival or threat avoidance mechanics; gameplay is stable with low risk."

      Capsule for The Elephant Collection The Elephant Collection

      "Minimal threat or survival mechanics; death possible but not central to gameplay."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Experimenting, Value. It leans lower than usual among comparable games on Violence.

    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