See No Evil similar games & best alternatives
See No Evil
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
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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."
Home Sweet Home
"Players have freedom to solve puzzles using sound manipulation and stealth tactics, though constrained by puzzle design and level structure."
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Competence
Game with the same Competence vibe
4"Puzzles require skillful problem solving and timing; some puzzles are challenging and require precise execution."
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."
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."
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."
Sifu
"Entirely single-player experience with no cooperative gameplay."
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Creativity
Game with the same Creativity vibe
3"Players creatively coordinate movements and strategies to solve puzzles, though within designed levels."
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."
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."
Cart Racer
"Some players use the game as a relaxing or introspective experience, though others find it frustrating."
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Expectation
Game with the same Expectation vibe
-3"Players engage voluntarily for casual enjoyment and puzzle solving, not out of obligation."
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."
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."
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."
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."
Headliner: NoviNews
"Set in a dystopian world with a philosophical narrative, blending some imaginative elements with plausible scenarios."
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Fellowship
Game with the same Fellowship vibe
-5"No social or community features; purely solo play."
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."
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."
THE ENIGMA MACHINE
"Sedentary gameplay with no physical activity or health-related features."
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Idle
Game with the same Idle vibe
-3"Requires focused attention and timing; not suitable for passive or background play."
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."
Vital Shell
"No social or emotional relationship-building features."
-
Leadership
Game with the same Leadership vibe
-5"No leadership or group management mechanics."
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."
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."
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."
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."
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."
Rogue Waters
"Narrative is present and philosophical but vague and not deeply immersive; some players appreciate it, others find it lacking."
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Strategy
Game with the same Strategy vibe
3"Requires logical thinking, planning, and problem solving to navigate puzzles and enemy encounters."
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."
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."
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."
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."
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