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See No Evil similar games & best alternatives

See No Evil

PC (Microsoft Windows) • 2014

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Quick resume

See No Evil is a dark, isometric puzzle game about sound manipulation. A harsh fantasy where the willingly blind are hostile to the nonconformist. Sometimes, the world seems darker with your eyes open.

Global score

73/100

Genres

Adventure, Indie, Strategy, Puzzle

Similar games

    Pros

    • Unique sound-based puzzle mechanics
    • Atmospheric art and music
    • Thought-provoking philosophical narrative
    • Challenging and varied puzzles
    • Good value at low price or on sale

    Cons

    • Slow and sometimes frustrating controls
    • Buggy achievements and technical issues
    • Repetitive and tedious level design
    • Lack of subtitles limits story comprehension
    • Limited exploration and linear gameplay

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have some freedom to explore and solve puzzles but must follow stealth mechanics and story progression."

      Capsule for Home Sweet Home Home Sweet Home

      "Players have freedom to solve puzzles using sound manipulation and stealth tactics, though constrained by puzzle design and level structure."

    • Competence

      Game with the same Competence vibe

      4

      "Puzzles require skillful problem solving and timing; some puzzles are challenging and require precise execution."

      Capsule for Braid, Anniversary Edition Braid, Anniversary Edition

      "Puzzles require skillful timing, reasoning, and coordination; some levels are challenging and demand precision."

    • Competition

      Game with the same Competition vibe

      -5

      "Single player puzzle game with no competitive or ranked modes."

      Capsule for Evo Explores Evo Explores

      "Single-player puzzle game with no competitive or ranked elements."

    • Continuation

      Game with the same Continuation vibe

      1

      "Some players report replayability through unlocks and achievements, but others find limited long-term engagement after completing main content."

      Capsule for Iris and the Giant Iris and the Giant

      "Some players report engagement and replayability with New Game+ and achievements, but others find it tedious and drop early."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely single-player experience with no cooperative gameplay."

      Capsule for Sifu Sifu

      "Entirely single-player experience with no cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players creatively coordinate movements and strategies to solve puzzles, though within designed levels."

      Capsule for Biped Biped

      "Players creatively manipulate sound waves and environmental elements to solve puzzles, though within fixed level designs."

    • Domination

      Game with the same Domination vibe

      -5

      "No player-versus-player or dominance mechanics; interactions are with environment and AI only."

      Capsule for Dread Flats Dread Flats

      "No player versus player or dominance mechanics; interaction is with environment and AI only."

    • Escapism

      Game with the same Escapism vibe

      2

      "Some players use the game as a distraction or stress relief, but others find it frustrating rather than relaxing."

      Capsule for Cart Racer Cart Racer

      "Some players use the game as a relaxing or introspective experience, though others find it frustrating."

    • Expectation

      Game with the same Expectation vibe

      -3

      "Players engage voluntarily for casual enjoyment and puzzle solving, not out of obligation."

      Capsule for 1 Moment Of Time: Silentville 1 Moment Of Time: Silentville

      "Most players engage voluntarily for puzzle enjoyment and curiosity, not out of obligation."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Encourages exploration and experimentation with interactive objects and musical puzzles."

      Capsule for Samorost 3 Samorost 3

      "Game encourages experimenting with sound mechanics and puzzle solutions, though within preset constraints."

    • Exploration

      Game with the same Exploration vibe

      1

      "Limited exploration within puzzle mechanics and level progression; no open world or discovery."

      Capsule for klocki klocki

      "Limited exploration in linear puzzle levels with some thematic variety but no open world discovery."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or player-driven aesthetic expression."

      Capsule for Amnesia: Rebirth Amnesia: Rebirth

      "No character customization or player-driven aesthetic expression."

    • Fantasy

      Game with the same Fantasy vibe

      2

      "Set in a fictional dystopian world with exaggerated political scenarios, blending imaginative fiction with social commentary."

      Capsule for Headliner: NoviNews Headliner: NoviNews

      "Set in a dystopian world with a philosophical narrative, blending some imaginative elements with plausible scenarios."

    • Fellowship

      Game with the same Fellowship vibe

      -5

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

      Capsule for CARRION CARRION

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

    • Growth

      Game with the same Growth vibe

      3

      "Players develop puzzle-solving skills and learn new mechanics progressively."

      Capsule for Machinika: Museum Machinika: Museum

      "Players develop puzzle-solving skills and learn new mechanics progressively."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and timing; not suitable for passive or background play."

      Capsule for Hatsune Miku: Project DIVA Mega Mix+ Hatsune Miku: Project DIVA Mega Mix+

      "Requires focused attention and timing; not suitable for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional relationship-building features."

      Capsule for Vital Shell Vital Shell

      "No social or emotional relationship-building features."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management mechanics."

      Capsule for Outlast 2 Outlast 2

      "No leadership or group management mechanics."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through levels and unlocking achievements, but no item collection or upgrades."

      Capsule for SiNKR SiNKR

      "Progression through levels and unlocking achievements, but no item collection or upgrades."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Some players find atmosphere immersive and relaxing, but puzzles and clunky controls can cause frustration."

      Capsule for Tomb Raider IV-VI Remastered Tomb Raider IV-VI Remastered

      "Some find the puzzles calming and the atmosphere immersive, others find frustration due to slow pace and bugs."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visuals and audio create atmospheric sensory engagement."

      Capsule for Tyranny Tyranny

      "Unique sound-based mechanics and atmospheric audio-visuals provide sensory engagement."

    • 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

      2

      "Narrative is present but considered light and somewhat predictable; supports gameplay but not deeply immersive."

      Capsule for Rogue Waters Rogue Waters

      "Narrative is present and philosophical but vague and not deeply immersive; some players appreciate it, others find it lacking."

    • Strategy

      Game with the same Strategy vibe

      3

      "Requires logical thinking, planning, and problem solving to navigate puzzles and enemy encounters."

      Capsule for Penumbra: Black Plague Gold Edition Penumbra: Black Plague Gold Edition

      "Requires logical thinking, planning, and timing to solve puzzles and avoid enemies."

    • Thrill

      Game with the same Thrill vibe

      1

      "Mild suspense from stealth and timing elements but overall low risk and tension."

      Capsule for Untitled Goose Game Untitled Goose Game

      "Some suspense from stealth and timing elements, but overall low risk and tension."

    • Value

      Game with the same Value vibe

      2

      "Generally considered good value especially on sale, though some find it short for full price."

      Capsule for Leo’s Fortune - HD Edition Leo’s Fortune - HD Edition

      "Generally considered good value especially at low price or on sale, though some feel it is overpriced at full price."

    • Violence

      Game with the same Violence vibe

      -5

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

      Capsule for Stick it to The Man! Stick it to The Man!

      "No combat or destructive gameplay; focus on puzzle solving and stealth."

    • Survival

      Game with the same Survival vibe

      1

      "Avoiding death is part of puzzle solving, but death is not permanent and is integrated into gameplay."

      Capsule for Strangeland Strangeland

      "Avoiding detection and failure is part of gameplay, but death has minimal penalty and is puzzle-focused."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. It leans lower than usual among comparable games on Violence, Expression, Escapism.

    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