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Sekiro™: Shadows Die Twice - GOTY Edition similar games & best alternatives

Sekiro™: Shadows Die Twice - GOTY Edition

PC (Microsoft Windows) • 2019

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Quick resume

Game of the Year - The Game Awards 2019 Best Action Game of 2019 - IGN Carve your own clever path to vengeance in the award winning adventure from developer FromSoftware, creators of Bloodborne and the Dark Souls series. Take Revenge. Restore Your Honor. Kill Ingeniously.

Global score

95/100

Genres

Action, Adventure

Similar games

    Pros

    • Challenging and rewarding combat system
    • Engaging boss fights
    • Immersive japanese setting and story
    • High replayability with multiple endings
    • Excellent sound design and visuals

    Cons

    • Steep learning curve and difficulty
    • No multiplayer or co-op
    • Some frustrating boss mechanics
    • Linear level design with limited exploration
    • Lack of character customization

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players control the protagonist's actions in a stealth and combat context with some freedom in approach, but the game is largely linear and directed by the narrative and mission structure."

      Capsule for Manhunt Manhunt

      "Players have control over combat style and approach, including stealth and aggressive tactics, but the game is linear with a fixed protagonist and limited freedom in exploration."

    • Competence

      Game with the same Competence vibe

      5

      "High skill ceiling with challenging combat requiring mastery of dodging, parrying, stamina management, and enemy patterns; player improvement is clearly felt."

      Capsule for Curse of the Dead Gods Curse of the Dead Gods

      "High skill ceiling with challenging combat requiring mastery of parrying, timing, and mechanics; players report strong feelings of growth and mastery."

    • Competition

      Game with the same Competition vibe

      -3

      "No multiplayer or ranked modes; focus is on personal challenge and self-improvement rather than competing against others."

      Capsule for Skautfold: Shrouded in Sanity Skautfold: Shrouded in Sanity

      "No multiplayer or ranked modes; focus is on individual skill improvement and overcoming bosses rather than competing against others."

    • Continuation

      Game with the same Continuation vibe

      4

      "Many players report long playtimes, multiple playthroughs, and high replayability due to randomized elements and multiple endings."

      Capsule for Dreams in the Witch House Dreams in the Witch House

      "Many players report long playtimes, multiple playthroughs, and high replayability due to multiple endings and challenges."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "No multiplayer or cooperative features; gameplay is entirely single-player and independent."

      Capsule for The Polynomial - Space of the music The Polynomial - Space of the music

      "No multiplayer or co-op features; gameplay is entirely single-player and independent."

    • Creativity

      Game with the same Creativity vibe

      1

      "Limited character customization and appearance changes; some creative combat builds possible but mostly predefined structures."

      Capsule for Royal Quest Online Royal Quest Online

      "Some player choice in combat approach and use of prosthetic tools, but overall follows a structured design with limited creative building or customization."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions are respectful and cooperative; no evidence of exerting control or superiority over others."

      Capsule for eSail Sailing Simulator eSail Sailing Simulator

      "Interactions are solo and respectful; no evidence of exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players describe immersion in the game world, stress relief, and distraction from real life"

      Capsule for Sonic Frontiers Sonic Frontiers

      "Players describe immersion in a mythical Japanese world, stress relief through focused gameplay, and escape from real-life challenges."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily driven by intrinsic interest and challenge rather than obligation or external pressure."

      Capsule for Rebel Inc: Escalation Rebel Inc: Escalation

      "Players engage voluntarily driven by intrinsic interest and personal challenge rather than obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players explore different tactics, roles, and game settings; some experimentation with movement and combat mechanics."

      Capsule for DAVIGO: VR vs. PC DAVIGO: VR vs. PC

      "Players explore different combat tactics, stealth approaches, and boss strategies, experimenting with timing and mechanics."

    • Exploration

      Game with the same Exploration vibe

      1

      "Game world is somewhat linear but allows exploration with limited random encounters."

      Capsule for Breath of Death VII Breath of Death VII

      "The world is linear and relatively small but encourages some exploration and stealth tactics; not open-world or heavily discovery focused."

    • Expression

      Game with the same Expression vibe

      -3

      "Minimal character customization or self-expression; players experience a fixed protagonist and preset aesthetics."

      Capsule for Hoa Hoa

      "Limited character customization; fixed protagonist and preset aesthetics with minimal options for self-expression."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Set in historical Sengoku era with fictionalized characters and supernatural elements, strong fantasy experience."

      Capsule for Nightshade/百花百狼 Nightshade/百花百狼

      "Set in a mythical Sengoku-era Japan with supernatural elements, bosses, and lore, providing a strong fantasy experience."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; gameplay is solitary."

      Capsule for Loop Hero Loop Hero

      "No social or community features; gameplay is solitary."

    • Growth

      Game with the same Growth vibe

      5

      "Strong emphasis on learning, skill development, and personal improvement in movement and combat."

      Capsule for Warfork Warfork

      "Strong emphasis on learning, skill acquisition, and personal improvement through repeated attempts and mastery of combat."

    • Health

      Game with the same Health vibe

      -4

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

      Capsule for Supraland Six Inches Under Supraland Six Inches Under

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

    • Idle

      Game with the same Idle vibe

      -4

      "Requires continuous attention and focus due to challenging combat and boss fights."

      Capsule for Thymesia Thymesia

      "Requires constant attention and focus due to challenging combat and boss fights."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No evidence of forming close relationships or emotional social interactions within the game."

      Capsule for Bastion Bastion

      "No evidence of forming close relationships or emotional social interactions within the game."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles; entirely single-player experience."

      Capsule for Rick and Morty: Virtual Rick-ality Rick and Morty: Virtual Rick-ality

      "No leadership or group management roles; entirely single-player experience."

    • Progression

      Game with the same Progression vibe

      3

      "Players accumulate skill, ranks, and unlock cosmetic items; progression is mostly skill-based rather than item-based."

      Capsule for Ultra Street Fighter® IV Ultra Street Fighter® IV

      "Players accumulate skills, upgrades, and items, but progression is skill-based rather than stat or gear grind."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Gameplay is tense and challenging with moments of flow but sustained pressure and difficulty."

      Capsule for Witchfire Witchfire

      "Gameplay is tense and challenging, though players report moments of flow and satisfaction after overcoming difficulty."

    • Sensation

      Game with the same Sensation vibe

      4

      "Highly praised visuals, sound design, and exciting combat provide strong sensory stimulation."

      Capsule for Ratchet & Clank: Rift Apart Ratchet & Clank: Rift Apart

      "Highly praised sound design, visual aesthetics, and satisfying combat feedback provide strong sensory stimulation."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or visibility features; achievements are personal and not publicly ranked."

      Capsule for Gunman Clive Gunman Clive

      "No social recognition or visibility features; achievements are personal and not publicly ranked."

    • Story

      Game with the same Story vibe

      3

      "Narrative and lore provide context and flavor but are secondary to gameplay; multiple endings add story depth."

      Capsule for Stay Out of the House Stay Out of the House

      "Engaging narrative with lore and multiple endings; story is more accessible than other FromSoftware titles but not the main focus."

    • Strategy

      Game with the same Strategy vibe

      4

      "Combat and boss fights require tactical thinking, timing, and planning; players must devise strategies to succeed."

      Capsule for Virelia Virelia

      "Combat and boss fights require planning, timing, and tactical thinking; players must analyze enemy patterns and adapt."

    • Thrill

      Game with the same Thrill vibe

      4

      "High tension and challenge in boss fights and combat encounters provide suspense and excitement."

      Capsule for Hollow Knight: Silksong Hollow Knight: Silksong

      "High tension and suspense during boss fights and combat encounters; players experience adrenaline and relief upon victory."

    • Value

      Game with the same Value vibe

      3

      "Players generally feel the game is worth the price given its creative depth and replayability."

      Capsule for Scrap Mechanic Scrap Mechanic

      "Players generally feel the game is worth the price, especially given the quality of combat and replayability."

    • Violence

      Game with the same Violence vibe

      4

      "Combat involves melee and ranged violence with swords, guns, and brawling against enemies."

      Capsule for Like a Dragon: Ishin! Like a Dragon: Ishin!

      "Combat involves intense melee fighting, swordplay, and defeating enemies through violence."

    • Survival

      Game with the same Survival vibe

      3

      "Players must manage health and resources to survive encounters and bosses."

      Capsule for FORWARD: Escape the Fold - Ultimate Edition FORWARD: Escape the Fold - Ultimate Edition

      "Players must manage health and resources carefully to survive challenging encounters and bosses."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Relaxation, Survival, Violence, Fellowship. It leans lower than usual among comparable games on Expression, Creativity, Exploration.

    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