Saint Kotar: The Yellow Mask similar games & best alternatives

Saint Kotar: The Yellow Mask

PC (Microsoft Windows) • 2020

Should you play it?

Follow the fear of Benedek Dohnany and Nikolay Kalyakin and play the onset of a dark and chilling narrative adventure. Make decisions and affect the events that precede a macabre series of murders, allegedly related to devil worship and witchcraft.

What works
  • Strong atmospheric and psychological horror elements
  • Intriguing and immersive narrative
  • Beautiful hand-drawn art and detailed environments
  • Well-done voice acting
  • Free prologue with substantial playtime
Things to keep in mind
  • Slow pacing and character movement
  • Overly long and sometimes tedious dialogues
  • Linear gameplay with minimal player freedom
  • Some technical issues and interface quirks
  • Main characters often unlikable or irritating

What to play next

Top picks

Games that feel the closest overall

  • The Lost Crown

  • The Last Door: Season 2 - Collector's Edition

  • Layers of Fear VR

  • The Charnel House Trilogy

  • Dread Fields

  • Necrophosis

  • Is Simon There?

  • Psych

  • Midnight Scenes: The Highway

Search more ->

Hidden Gems

Less popular games with surprisingly high similarity

  • The Samaritan Paradox

  • Satellite Odyssey: Prologue

  • Deep Sleep Trilogy

If you liked…

Recommendations by what you enjoyed most

  • Story

    CLANNAD

  • Escapism

    The Medium

  • Fantasy

    Lurk in the Dark : Prologue

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 to preview that game in the panel on the right; click to keep that comparison.
  • 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: The Yellow Mask: A very typical example of its motivational profile. Motivations that often define this kind of title include Strategy, Experimenting, Competence, Survival. Here, the score leans higher than usual among comparable games on Exploration, Thrill. It leans lower than usual among comparable games on Relaxation.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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  • Competence

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  • Competition

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  • Continuation

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    "Players report spending many hours and returning to the game despite frustrations, indicating moderate attachment and habitual play."

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  • Cooperation

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

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  • Creativity

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    "Players can interact with and move objects in the environment, but mostly within predefined structures and limited customization."

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  • Domination

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    "No elements of exerting control or superiority over others; single-player narrative focus."

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    "No elements of exerting control or superiority over others; narrative-driven solo play."

  • Escapism

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    "Strong atmospheric and psychological horror elements provide immersive escape from reality."

    Capsule for The Medium The Medium

    "Strong atmospheric and psychological horror elements provide immersive escape from reality."

  • Expectation

    Game with the same Expectation vibe

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    "Players engage voluntarily out of interest and curiosity; no obligation or external pressure noted."

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    "Players engage voluntarily out of interest and curiosity; no obligation or external pressure noted."

  • Experimenting

    Game with the same Experimenting vibe

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    "Limited experimentation possible; gameplay mostly involves following established routines with minor variations in dialogue."

    Capsule for inKONBINI: One Store. Many Stories inKONBINI: One Store. Many Stories

    "Limited experimentation possible; gameplay mostly involves following established routines and dialogue."

  • Exploration

    Game with the same Exploration vibe

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    "Exploration of new areas, uncovering secrets and lore is a core part of the experience."

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    "Exploration of new environments and uncovering mysteries is a core part of the experience."

  • Expression

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    "No character customization or player expression; fixed story and characters."

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  • Fantasy

    Game with the same Fantasy vibe

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    "Strong psychological horror and supernatural themes create an imaginative fictional experience."

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    "Strong supernatural, occult, and psychological horror themes create an imaginative fictional experience."

  • Fellowship

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

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  • Growth

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    "Players learn about the story and characters, and develop understanding through narrative progression."

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    "Players learn about the story and characters; some personal development through narrative understanding."

  • Health

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

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  • Idle

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    "Gameplay requires some attention but includes idle-like resource gathering and repetitive tasks."

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  • Intimacy

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    "Limited social or emotional connections beyond narrative characters."

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  • Leadership

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    "No leadership or group management elements; purely individual experience."

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  • Progression

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    "Some item collection and story progression, but no extensive upgrading or power accumulation."

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    "Some item collection and story progression occur, but no extensive upgrade or power accumulation."

  • Relaxation

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    "Atmosphere is tense and unsettling rather than relaxing; some players find it stressful."

    Capsule for Bonbon Bonbon

    "Atmosphere is tense and unsettling rather than relaxing; some players find it stressful."

  • Sensation

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    "Strong atmospheric audio-visual design provides sensory stimulation and emotional engagement."

    Capsule for Crow Country Crow Country

    "Strong atmospheric audio-visual design provides sensory stimulation and emotional engagement."

  • Status

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

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  • Story

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    "Narrative immersion is the core of the game, with complex plots and character development."

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    "Narrative immersion is central; story-driven gameplay with complex characters and plot."

  • Strategy

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

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

  • Thrill

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    "Psychological horror and suspense create tension and emotional thrills."

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    "Psychological horror and suspense create tension and occasional thrills."

  • Value

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    "Free prologue with frequent updates and substantial content; players perceive good value for time invested."

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    "Free prologue with substantial content; players perceive good value for time invested."

  • Violence

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    "No emphasis on combat or destruction; focus on dialogue and investigation."

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  • Survival

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    "No survival or resource management elements; stable conditions throughout."

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Last update: 19/07/2026