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Pentiment similar games & best alternatives

Pentiment

PC (Microsoft Windows), Xbox One, PlayStation 4, Xbox Series X|S, Nintendo Switch, PlayStation 5 • 2022

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Quick resume

Step into a living illustrated world in a time when Europe is at a crossroads of great religious and political change. Walk in the footsteps of Andreas Maler, a master artist who finds himself in the middle of murders, scandals, and intrigue in the Bavarian Alps.

Global score

95/100

Genres

Adventure, Casual, Role-playing (RPG), Puzzle

Similar games

    Pros

    • Exceptional historical accuracy and research
    • Deep, meaningful narrative with impactful choices
    • Unique and beautiful medieval manuscript art style
    • Well-developed characters and emotional engagement
    • Thought-provoking themes on history, religion, and society

    Cons

    • Slow pacing and heavy reading may deter some players
    • Limited gameplay mechanics beyond dialogue and investigation
    • Some minor bugs and occasional dialogue inconsistencies
    • Lack of voice acting and reliance on text
    • Linear main story with limited variation in endings

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players make choices affecting dialogue, relationships, and some story elements, though overall story progression is mostly fixed."

      Capsule for Invincible Presents: Atom Eve Invincible Presents: Atom Eve

      "Players make meaningful choices affecting story and character relationships, with some freedom in investigation and dialogue, though main story beats remain fixed."

    • Competence

      Game with the same Competence vibe

      2

      "Engages players in interpreting symbols and making moral decisions, requiring thoughtful consideration rather than repetitive tasks."

      Capsule for Grotto Grotto

      "Engages players in thoughtful decision-making and investigation rather than repetitive or predictable tasks; skill is more cognitive and interpretive."

    • Competition

      Game with the same Competition vibe

      -5

      "Focuses on personal narrative experience without competitive or ranked elements."

      Capsule for Burnhouse Lane Burnhouse Lane

      "Focuses entirely on personal narrative experience without competitive or ranked elements."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players engage in multiple playthroughs with high replayability and long sessions to explore different outcomes."

      Capsule for Ostalgie: The Berlin Wall Ostalgie: The Berlin Wall

      "Players report long play sessions and desire for multiple playthroughs to explore different choices and outcomes."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience focused on individual investigation without multiplayer or cooperative play."

      Capsule for IMMORTALITY IMMORTALITY

      "Single-player experience focused on individual investigation and story progression without multiplayer or cooperative elements."

    • Creativity

      Game with the same Creativity vibe

      4

      "Game emphasizes artistic expression, creativity in story, music, and visual style; players engage with creative narrative and world."

      Capsule for UNBEATABLE UNBEATABLE

      "Players creatively explore dialogue options and shape character interactions; the game itself is a creative reinterpretation of medieval art and narrative."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over others; interactions are balanced and respectful."

      Capsule for Fall of Porcupine Fall of Porcupine

      "No evidence of exerting control or superiority over others; interactions are balanced and respectful."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players immerse in a richly detailed historical world, escaping real life through exploration, stealth, and story."

      Capsule for Assassin's Creed Mirage Assassin's Creed Mirage

      "Players immerse themselves in a richly detailed historical setting to escape modern life and explore philosophical and historical themes."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in history and story; no obligation or pressure."

      Capsule for 1979 Revolution: Black Friday 1979 Revolution: Black Friday

      "Players engage voluntarily out of interest in history, narrative, and art; no indication of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players explore different dialogue options and scenarios, encouraging experimentation within the narrative."

      Capsule for Sleeping With Sakuya Izayoi Sleeping With Sakuya Izayoi

      "Players explore different dialogue choices and investigation paths, encouraging experimentation with story outcomes."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players explore different cities and storylines, though environments are limited and familiar."

      Capsule for Always Sometimes Monsters Always Sometimes Monsters

      "Players explore a detailed town and interact with many characters, though environments are limited and familiar."

    • Expression

      Game with the same Expression vibe

      3

      "Players express themselves through dialogue choices and character interactions; some customization of narrative tone."

      Capsule for Goodbye Volcano High Goodbye Volcano High

      "Players express themselves through dialogue choices and character background selection; game features unique typographic expression."

    • Fantasy

      Game with the same Fantasy vibe

      -3

      "Grounded in historical settings and plausible scenarios rather than imaginative or fictional fantasy."

      Capsule for Sid Meier's Civilization® III Complete Sid Meier's Civilization® III Complete

      "Strongly grounded in realistic historical setting and events, with emphasis on plausible scenarios and accurate cultural depiction."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Single-player game with minimal social connection or community involvement."

      Capsule for Shadow Warrior Shadow Warrior

      "Single-player game with minimal social connection or community involvement."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn about historical context, character psychology, and moral dilemmas, fostering personal reflection."

      Capsule for The Hungry Lamb: Traveling in the Late Ming Dynasty The Hungry Lamb: Traveling in the Late Ming Dynasty

      "Players learn about history, philosophy, and character motivations; game encourages reflection and personal development."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for Terror At Oakheart Terror At Oakheart

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention on dialogue and investigation; not suitable for background play."

      Capsule for Urban Myth Dissolution Center Urban Myth Dissolution Center

      "Requires focused attention on dialogue and investigation; not designed for background or casual play."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Players form emotional connections with characters through dialogue and story."

      Capsule for HIVESWAP: ACT 2 HIVESWAP: ACT 2

      "Players form emotional connections with characters through dialogue and story, though interactions remain narrative-driven."

    • Leadership

      Game with the same Leadership vibe

      -4

      "Player acts individually without managing or leading others; no leadership roles described."

      Capsule for Intravenous 2: Mercenarism Intravenous 2: Mercenarism

      "Player acts individually without leading or managing others; no leadership mechanics present."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through story episodes and character development rather than item or power accumulation."

      Capsule for The Walking Dead The Walking Dead

      "Character background and skills influence dialogue and investigation options, but no traditional item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Slow-paced, contemplative gameplay encourages relaxed, thoughtful engagement."

      Capsule for Eternal Threads Eternal Threads

      "Slow-paced, contemplative gameplay encourages relaxation and thoughtful engagement rather than tension."

    • Sensation

      Game with the same Sensation vibe

      3

      "Unique art style, music, and sound effects provide stimulating sensory experience."

      Capsule for Fearless Fantasy Fearless Fantasy

      "Unique art style, sound design, and typographic effects provide sensory stimulation and aesthetic enjoyment."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or ranking systems; focus is on personal narrative experience."

      Capsule for Legend of Mortal Legend of Mortal

      "No social recognition or ranking systems; focus is on personal narrative experience."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with detailed story, character development, and historical context."

      Capsule for War Mongrels War Mongrels

      "Strong narrative immersion with deep character development, meaningful choices, and historical storytelling."

    • Strategy

      Game with the same Strategy vibe

      2

      "Requires some strategic thinking in dialogue choices and puzzle solving, but not highly complex."

      Capsule for The Inn-Sanity The Inn-Sanity

      "Requires mental challenge in piecing together clues and making dialogue choices, though no complex strategy systems."

    • Thrill

      Game with the same Thrill vibe

      -2

      "Gameplay is predictable and low-risk; tension comes from pressure rather than suspense or thrill."

      Capsule for Chinese Parents Chinese Parents

      "Gameplay is slow and deliberate with low risk and minimal suspense; tension arises from narrative rather than gameplay."

    • Value

      Game with the same Value vibe

      4

      "Players perceive good value from engaging puzzles, story, and atmosphere relative to game length and price."

      Capsule for Homebody Homebody

      "Players perceive high value from story, art, and educational content relative to game length and price."

    • Violence

      Game with the same Violence vibe

      -4

      "Minimal violence; focus is on investigation and deduction rather than combat or destruction."

      Capsule for Between Horizons – A Sci-Fi Detective Adventure Between Horizons – A Sci-Fi Detective Adventure

      "Minimal violence depicted; focus is on investigation and dialogue rather than combat or destruction."

    • Survival

      Game with the same Survival vibe

      -4

      "No survival mechanics or threat management; gameplay is stable and narrative-driven."

      Capsule for Martial Law Martial Law

      "Stable conditions with no survival mechanics or threats; gameplay centers on social and narrative challenges."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Intimacy, Survival, Violence, Competition. It leans lower than usual among comparable games on Fantasy, Fellowship, Cooperation.

    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.

    Where to buy

    Last update: 30/04/2026