Saint Kotar similar games & best alternatives

Saint Kotar

PlayStation 4, PC (Microsoft Windows), PlayStation 5, Xbox One, Nintendo Switch • 2021

Should you play it?

Saint Kotar is a psychological horror detective game set in a cursed valley in rural Croatia. Investigate the disappearance of your relative in the occult-ridden town of Sveti Kotar as you switch between conflicting realities through the eyes of two godly men.

What works
  • Deep and immersive narrative
  • Dark and atmospheric setting
  • Multiple endings and branching story
  • Well-crafted voice acting for main characters
  • Rich lore and exploration of locations
Things to keep in mind
  • Slow pacing and long dialogues
  • Few and simple puzzles
  • Some technical bugs and glitches
  • Unlikeable main characters for some players
  • Lack of fast travel and tedious backtracking

What to play next

Top picks

Games that feel the closest overall

  • Just Ignore Them

  • Detention

  • Ghost in the pool

  • The Last Door - Collector's Edition

  • The Lightkeeper

  • Late Shift

  • Close To The Sun

  • Phantasmagoria

  • The Last NightMary - A Lenda do Cabeça de Cuia

Hidden Gems

Less popular games with surprisingly high similarity

  • Ghost in the pool

  • This Book Is A Dungeon

  • Sanator: Scarlet Scarf

If you liked…

Recommendations by what you enjoyed most

  • Story

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  • Escapism

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  • Fantasy

    The Aquarium does not dance Special Edition

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).

Saint Kotar: 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 Violence. It leans lower than usual among comparable games on Competence, Strategy.

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

    3

    "Players can switch between two protagonists at almost any time, making choices that affect story progression and endings, indicating moderate player control."

    Capsule for 1954 Alcatraz 1954 Alcatraz

    "Players can switch between two protagonists and make choices affecting story branches and endings, indicating some control over actions."

  • Competence

    Game with the same Competence vibe

    -2

    "Gameplay is mostly dialogue choices and simple puzzles, with limited skill challenge."

    Capsule for Kujlevka Kujlevka

    "Gameplay is mostly exploration and dialogue with few simple puzzles; minimal challenge and low skill requirement."

  • Competition

    Game with the same Competition vibe

    -5

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

    Capsule for The Descendant The Descendant

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

  • Continuation

    Game with the same Continuation vibe

    3

    "Multiple endings and story branches encourage replay; some players report habitual play and long sessions."

    Capsule for Grand Pigeon's Duty Grand Pigeon's Duty

    "Multiple endings and branching paths encourage replay; some players report long play sessions and attachment to story."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single-player experience focused on individual exploration and narrative; no cooperative gameplay."

    Capsule for Richard & Alice Richard & Alice

    "Single-player experience focused on individual exploration and narrative; no cooperative gameplay."

  • Creativity

    Game with the same Creativity vibe

    1

    "Limited creativity in gameplay; mostly following a narrative with some puzzle solving and note taking."

    Capsule for Blackwell Convergence Blackwell Convergence

    "Limited creativity in gameplay; some exploration of hidden locations and story branches but mostly predefined narrative."

  • Domination

    Game with the same Domination vibe

    -5

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

    Capsule for Man I Just Wanna Go Home Man I Just Wanna Go Home

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

  • Escapism

    Game with the same Escapism vibe

    4

    "Dark horror themes and immersive atmosphere provide strong escapism from real life"

    Capsule for Blood: Refreshed Supply™ Blood: Refreshed Supply™

    "Dark, immersive atmosphere and horror themes provide strong escapism from real life."

  • Expectation

    Game with the same Expectation vibe

    -4

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

    Capsule for Blacksad: Under the Skin Blacksad: Under the Skin

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

  • Experimenting

    Game with the same Experimenting vibe

    2

    "Branching storylines and multiple endings encourage trying different choices and exploring alternate paths."

    Capsule for Orwell: Ignorance is Strength Orwell: Ignorance is Strength

    "Branching storylines and multiple endings encourage trying different choices; gameplay itself is linear."

  • Exploration

    Game with the same Exploration vibe

    3

    "Exploration of different map locations and unlocking new areas is part of gameplay, though some find it repetitive."

    Capsule for SkyBrew: Entropic Strategist SkyBrew: Entropic Strategist

    "Exploration of multiple locations and hidden areas is a key part of gameplay despite limited fast travel."

  • Expression

    Game with the same Expression vibe

    -3

    "No character customization or self-expression; players use preset characters and visuals."

    Capsule for Cave Story's Secret Santa Cave Story's Secret Santa

    "No character customization or visual expression; players use predefined characters and settings."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Imaginative horror and supernatural elements create a fictional, surreal experience."

    Capsule for The Aquarium does not dance Special Edition The Aquarium does not dance Special Edition

    "Supernatural, occult, and horror elements create an imaginative fictional experience."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "Primarily a solitary experience with minimal social interaction beyond NPC dialogues."

    Capsule for BABBDI BABBDI

    "Primarily a solitary experience with minimal social interaction beyond NPC dialogues."

  • Growth

    Game with the same Growth vibe

    1

    "Some narrative and character development; limited skill growth or learning in gameplay."

    Capsule for Cloudpunk Cloudpunk

    "Some narrative and character development; limited skill growth or learning opportunities in gameplay."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay typical of point-and-click adventures; no physical activity involved."

    Capsule for Randal's Monday Randal's Monday

    "Sedentary gameplay typical of point-and-click adventures; no physical activity involved."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires player attention for dialogue and exploration; some slow pacing but not background or idle play."

    Capsule for Dreamfall Chapters Dreamfall Chapters

    "Requires focused attention on dialogues and exploration; slow pacing but not background or idle play."

  • Intimacy

    Game with the same Intimacy vibe

    -4

    "Limited emotional connection mainly through narrative; no close social relationships formed."

    Capsule for The Great Perhaps The Great Perhaps

    "Limited emotional connection mainly through story; no close social relationships formed."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; player follows narrative without directing others."

    Capsule for Lucid9: Inciting Incident Lucid9: Inciting Incident

    "No leadership or group management roles; player follows narrative without directing others."

  • Progression

    Game with the same Progression vibe

    1

    "Progression through story and collectibles, but no complex item upgrades or power accumulation."

    Capsule for The First Tree The First Tree

    "Some item collection and story progression; no complex upgrade or power accumulation systems."

  • Relaxation

    Game with the same Relaxation vibe

    2

    "Atmospheric and immersive but with underlying tension and disturbing themes, providing mixed relaxation."

    Capsule for Life Gallery Life Gallery

    "Atmospheric and immersive experience offers a form of relaxation despite dark themes."

  • Sensation

    Game with the same Sensation vibe

    3

    "Strong sensory stimulation through visuals and sound design creating eerie and immersive mood."

    Capsule for SEPTEMBER 1999 SEPTEMBER 1999

    "Strong sensory stimulation through eerie visuals, sound design, and mood."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; focus is on individual narrative experience."

    Capsule for The Evil Within 2 The Evil Within 2

    "No social recognition or status systems; focus is on individual narrative experience."

  • Story

    Game with the same Story vibe

    5

    "Strong narrative immersion with complex characters, branching plots, and multiple endings."

    Capsule for Cinders Cinders

    "Deep narrative immersion with complex characters, branching plots, and multiple endings."

  • Strategy

    Game with the same Strategy vibe

    -2

    "Minimal strategic or problem-solving demands; puzzles are simple and gameplay straightforward."

    Capsule for Caravan SandWitch Caravan SandWitch

    "Minimal strategic or problem-solving demands; puzzles are simple and gameplay is straightforward."

  • Thrill

    Game with the same Thrill vibe

    3

    "Psychological horror and suspense elements create tension and thrill for players."

    Capsule for Lunar Mirror:The Pavilion of Desire Lunar Mirror:The Pavilion of Desire

    "Psychological horror and suspense create tension and thrill throughout the game."

  • Value

    Game with the same Value vibe

    3

    "Players perceive good value in story, gameplay, and replayability despite some bugs and short length."

    Capsule for Sucker for Love: Date to Die For Sucker for Love: Date to Die For

    "Players find value in story depth, atmosphere, and replayability; some complaints about pacing and bugs."

  • Violence

    Game with the same Violence vibe

    4

    "Game contains graphic violence, gore, and disturbing scenes as part of psychological horror."

    Capsule for How To Date A Magical Girl! How To Date A Magical Girl!

    "Game contains graphic and gory scenes, ritualistic violence, and horror elements."

  • Survival

    Game with the same Survival vibe

    1

    "Limited survival elements; players can die but deaths are rare and require reloading saves."

    Capsule for Beneath a Steel Sky (1994) Beneath a Steel Sky (1994)

    "Some death/failure states requiring reloads, but no complex survival mechanics."

Last update: 12/07/2026