Sense - 不祥的预感: A Cyberpunk Ghost Story Thumbnail

Sense - 不祥的预感: A Cyberpunk Ghost Story similar games & best alternatives

Sense - 不祥的预感: A Cyberpunk Ghost Story

PC (Microsoft Windows) • 2020

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Quick resume

A 2.5D horror game inspired by Clock Tower and Fatal Frame, mixing cyberpunk with traditional Cantonese folklore. With careful attention to pacing, atmosphere and storytelling, Sense hopes to return the horror genre to its roots by celebrating visceral horror and the slow, fearful creep of dread.

Global score

79/100

Genres

Adventure, Indie, Role-playing (RPG)

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    Pros

    • Unique blend of cyberpunk and cantonese folklore
    • Strong developer stance against censorship
    • Atmospheric art and sound design
    • Engaging narrative and lore
    • Character customization with costumes

    Cons

    • Tedious backtracking and linear gameplay
    • Basic and sometimes janky combat
    • Limited cyberpunk elements in gameplay
    • Some bugs and control issues reported
    • Replayability requires multiple playthroughs

    Motivations

    • Autonomy

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      "The game is highly linear with a single path and limited player choice; items become usable only after story progression, restricting player freedom."

      Capsule for Bad Dream: Fever Bad Dream: Fever

      "Gameplay is linear with strict progression and limited player freedom; players must follow preset puzzle sequences and cannot pick up items until the character 'knows' they need them."

    • Competence

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      2

      "Puzzles provide moderate challenge and require some skill, but enemies are often seen as easy or predictable and some mechanics are janky."

      Capsule for Storebound Storebound

      "Puzzles require some thought and exploration, but combat and other mechanics are basic and sometimes janky; some players find the challenge mild but engaging."

    • Competition

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      "No evidence of competitive elements; focus is on individual exploration and story progression."

      Capsule for This Book Is A Dungeon This Book Is A Dungeon

      "No evidence of competitive elements; game focuses on individual exploration and story."

    • Continuation

      Game with the same Continuation vibe

      1

      "Some players engage in multiple playthroughs for achievements and story, but overall the game is short and can be completed in a few hours."

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      "Some players report being pulled in to complete multiple playthroughs for full story and costumes, though others find repeated playthroughs tedious."

    • Cooperation

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

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    • Creativity

      Game with the same Creativity vibe

      3

      "Players engage in creative problem solving within a unique cyberpunk setting and enjoy stylistic presentation, though gameplay follows structured visual novel conventions."

      Capsule for of the Devil of the Devil

      "Unique blend of cyberpunk and Cantonese folklore with artistic freedom in character design; however, gameplay follows established adventure game conventions."

    • Domination

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      -5

      "No social dominance or power over others; gameplay is solitary and narrative-driven."

      Capsule for Black The Fall Black The Fall

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    • Escapism

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      4

      "Players use the game to immerse in a spooky, atmospheric environment, escaping real life through suspense and horror."

      Capsule for Ten Bells Ten Bells

      "Players use the game to immerse in a spooky, atmospheric world distinct from reality, with horror and mystery elements providing distraction."

    • Expectation

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      -4

      "Players buy and play out of personal interest and support for dev rather than obligation or pressure."

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    • Experimenting

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      "Gameplay is mostly linear with established routines; limited experimentation beyond puzzle solving."

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      "Gameplay is mostly linear with limited room for experimentation; some minor variation in puzzle approach but overall routine."

    • Exploration

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      3

      "Exploration of haunted locations and discovery of clues is a core gameplay element."

      Capsule for Spirit Hunter: Death Mark Spirit Hunter: Death Mark

      "Exploration of haunted apartment floors and uncovering ghost backstories is a core element, though environments are somewhat repetitive."

    • Expression

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      3

      "Character customization through unlockable costumes and accessories allows some self-expression."

      Capsule for Bayonetta Bayonetta

      "Character customization via unlockable costumes allows some self-expression; art style is distinctive and personalized."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Cyberpunk setting with sci-fi elements and narrative fiction provide strong fantasy experience."

      Capsule for SANABI SANABI

      "Strong supernatural and ghost story elements combined with cyberpunk fiction create an imaginative narrative experience."

    • Fellowship

      Game with the same Fellowship vibe

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

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    • Growth

      Game with the same Growth vibe

      2

      "Players learn puzzles, story details, and game mechanics through play."

      Capsule for Mad Father Mad Father

      "Players learn about puzzles, ghost lore, and game mechanics; some skill development in exploration and puzzle solving."

    • Health

      Game with the same Health vibe

      -5

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

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires active attention to puzzles and story; some backtracking but not background or idle play."

      Capsule for Space Pilgrim Episode III: Delta Pavonis Space Pilgrim Episode III: Delta Pavonis

      "Requires focused attention and active puzzle solving; backtracking can be tedious but not idle or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No evidence of close social relationships or emotional sharing; single-player narrative focus."

      Capsule for FINAL FANTASY II FINAL FANTASY II

      "No evidence of close social relationships or emotional sharing; single-player narrative focus."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements present."

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    • Progression

      Game with the same Progression vibe

      3

      "Players collect items and unlock outfits, progressing through story chapters and puzzles."

      Capsule for RiME RiME

      "Players collect items, unlock costumes, and progress through story chapters; some replayability with NG+ modes."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Some players find atmosphere immersive and enjoyable, but others note frustration from backtracking and puzzles."

      Capsule for Fobia - St. Dinfna Hotel Fobia - St. Dinfna Hotel

      "Atmospheric and immersive but with moments of tension and horror; some players find it relaxing, others find backtracking tedious."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visuals, sound design, and music provide rich sensory stimulation enhancing mood and immersion."

      Capsule for SUNLESS SEA SUNLESS SEA

      "Visual art style, sound design, and music provide sensory stimulation and mood enhancement."

    • Status

      Game with the same Status vibe

      -5

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

      Capsule for System Shock System Shock

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

    • Story

      Game with the same Story vibe

      4

      "Narrative-driven gameplay with engaging plot, character interactions, and lore exploration."

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      "Narrative-driven game with strong story focus, character development, and lore exploration."

    • Strategy

      Game with the same Strategy vibe

      1

      "Puzzles require some reasoning but overall gameplay is straightforward and linear."

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      "Puzzles require some reasoning but overall gameplay is straightforward and linear."

    • Thrill

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      2

      "Mild suspense and psychological horror elements create some tension and surprise."

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      "Some moments of suspense and tension from horror elements, but scares are mild and infrequent."

    • Value

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      3

      "Players perceive good value especially when purchased on sale; content and gameplay justify investment."

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      "Players perceive good value especially when purchased on sale; appreciation for developer stance adds to perceived worth."

    • Violence

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      -2

      "Limited combat focused on stealth kills of demons; violence is minimal and not central to gameplay."

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    • Survival

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      1

      "Some resource management and combat survival elements, but generally low risk and forgiving."

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    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Expression, Exploration, Strategy.

    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