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Soulmask similar games & best alternatives

Soulmask

PC (Microsoft Windows) • 2026

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Quick resume

Escaping a deadly sacrificial ritual, you find an ancient mystical mask on your journey. This mask holds potent knowledge, changing the world you knew. Face the harsh challenges of nature, survive, rally followers, and build your own tribe. Explore and unveil the truths behind the enigmatic mask.

Global score

78/100

Genres

Adventure, Indie, Role-playing (RPG), Simulator, Free To Play, Early Access, Massively Multiplayer

Similar games

    Pros

    • Deep and engaging tribe management system
    • Extensive crafting and automation
    • Large and beautiful open world
    • Fluid and strategic combat
    • Active and responsive developers

    Cons

    • Limited character customization
    • Some ai and animation roughness
    • Early access bugs and jank
    • Grind can be slow or tedious
    • Controller support incomplete

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to explore, choose dialogue options, and interact with NPCs at their own pace."

      Capsule for Seal World Seal World

      "Players have extensive freedom to direct their own actions and customize gameplay settings; can choose playstyle, assign tasks to NPCs, and explore at their own pace."

    • Competence

      Game with the same Competence vibe

      4

      "Game involves skillful combat, strategic base building, resource management, and progression through upgrades."

      Capsule for The Wall The Wall

      "Engages players in skillful combat, resource management, and strategic base building with meaningful feedback and progression."

    • Competition

      Game with the same Competition vibe

      -2

      "Focus is more on cooperative and solo play with private servers; some PvP exists but not emphasized in reviews."

      Capsule for ATLYSS ATLYSS

      "Focus is mainly on personal and cooperative play; PvP exists but is not the main emphasis and public servers have low activity."

    • Continuation

      Game with the same Continuation vibe

      5

      "Players report hundreds to thousands of hours played with strong attachment and habitual play."

      Capsule for Hunt: Showdown 1896 Hunt: Showdown 1896

      "Many players report hundreds of hours played with strong attachment and habitual play due to deep systems and ongoing updates."

    • Cooperation

      Game with the same Cooperation vibe

      4

      "Strong emphasis on recruiting, managing, and cooperating with NPC community members; multiplayer co-op supports teamwork."

      Capsule for Survivalist: Invisible Strain Survivalist: Invisible Strain

      "Strong emphasis on working with NPC tribesmen and multiplayer co-op; teamwork and delegation are core mechanics."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players can build bases, craft vehicles, and customize settlements, though building system has limitations."

      Capsule for Plains of Pain Plains of Pain

      "Players can build bases, customize tribes, and modify gameplay settings, though building is somewhat structured."

    • Domination

      Game with the same Domination vibe

      -3

      "Interactions emphasize cooperation and shared progression rather than exerting control or superiority over others."

      Capsule for Monster Hunter Stories 2: Wings of Ruin Monster Hunter Stories 2: Wings of Ruin

      "Interactions emphasize shared tribe management and cooperation rather than exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as an immersive escape into a vast fantasy world with rich storytelling and exploration."

      Capsule for Avernum 2: Crystal Souls Avernum 2: Crystal Souls

      "Players use the game as immersive escape into a rich fantasy world with exploration and survival challenges."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of intrinsic interest and enjoyment; no evidence of obligation or external pressure."

      Capsule for Smalland: Survive the Wilds Smalland: Survive the Wilds

      "Players engage voluntarily out of intrinsic interest and enjoyment; no evidence of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Encourages trying different weapons, abilities, and exploration paths; some routine in progression."

      Capsule for Death's Door Death's Door

      "Encourages trying different strategies, weapon types, and tribe management approaches; some routine elements remain."

    • Exploration

      Game with the same Exploration vibe

      4

      "Large open world with many areas, dungeons, and secrets to discover, supporting curiosity-driven exploration."

      Capsule for Anarchy Online Anarchy Online

      "Large, diverse open world with many secrets, dungeons, and biomes to discover, motivating curiosity-driven play."

    • Expression

      Game with the same Expression vibe

      2

      "Some customization in character masks and choices, but limited cosmetic options overall."

      Capsule for Bitardia Bitardia

      "Customization of characters, masks, and tribesmen exists but is somewhat limited; some complaints about lack of deeper character editing."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong fantasy elements with supernatural powers, ancient masks, and mythical settings."

      Capsule for Marlow Briggs and the Mask of Death Marlow Briggs and the Mask of Death

      "Strong fantasy setting with tribal and mythical elements, supernatural masks, and imaginative lore."

    • Fellowship

      Game with the same Fellowship vibe

      3

      "Community and multiplayer co-op foster social connection; some players enjoy shared experiences."

      Capsule for RuneScape: Dragonwilds RuneScape: Dragonwilds

      "Community and multiplayer co-op are important; players form social bonds through shared gameplay and tribe management."

    • Growth

      Game with the same Growth vibe

      4

      "Players learn complex systems, improve strategies, and develop skills over long play sessions."

      Capsule for Cliff Empire Cliff Empire

      "Players learn complex systems, improve skills, and develop their character and tribe over long play sessions."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for Atomic Heart Atomic Heart

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention for events, combat, and progression; not suited for casual idling."

      Capsule for RIFT RIFT

      "Requires consistent attention and active management of resources, combat, and tribe tasks; not suited for casual idling."

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Some social interaction in multiplayer and community, but limited evidence of close emotional relationships."

      Capsule for WARNO WARNO

      "Some social interaction in multiplayer and community, but limited evidence of close emotional relationships."

    • Leadership

      Game with the same Leadership vibe

      4

      "Players lead and manage their tribe, assigning tasks and guiding progression."

      Capsule for As Far As The Eye As Far As The Eye

      "Players lead and manage tribesmen, assigning tasks and directing group activities, demonstrating leadership roles."

    • Progression

      Game with the same Progression vibe

      5

      "Strong emphasis on accumulating loot, upgrading gear, leveling characters, and unlocking new abilities."

      Capsule for R.I.P. - Reincarnation Insurance Program R.I.P. - Reincarnation Insurance Program

      "Strong emphasis on accumulating resources, upgrading gear, leveling characters, and expanding tribe capabilities."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Some players find the game immersive and relaxing, though the challenge and grind can create tension."

      Capsule for Ryzom Ryzom

      "Some players find the game relaxing and immersive, though survival challenges and grind can create tension."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable visual and auditory aesthetics with satisfying combat feedback."

      Capsule for The Odyssey of the Mammoth The Odyssey of the Mammoth

      "Enjoyable visual and auditory experience with beautiful environments and satisfying combat feedback."

    • Status

      Game with the same Status vibe

      -2

      "Limited emphasis on social recognition or leaderboards; focus is on cooperative and personal achievement."

      Capsule for Tom Clancy's Ghost Recon® Breakpoint Tom Clancy's Ghost Recon® Breakpoint

      "Limited focus on social recognition or leaderboards; emphasis is on personal and cooperative achievement."

    • Story

      Game with the same Story vibe

      2

      "Some lore and narrative elements exist but story is not the main focus; gameplay-driven experience."

      Capsule for Deadzone: Rogue Deadzone: Rogue

      "Narrative elements and lore exist but are not the primary focus; exploration and gameplay systems dominate."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires planning for base defense, resource management, tribe warfare, and taming."

      Capsule for ARK: Survival Evolved ARK: Survival Evolved

      "Requires planning, resource management, combat tactics, and strategic delegation of tribe members."

    • Thrill

      Game with the same Thrill vibe

      3

      "Combat and survival encounters provide suspense and excitement, though some players find it less intense."

      Capsule for The Matchless Kungfu The Matchless Kungfu

      "Combat and survival encounters provide suspense and excitement, though some players note grind and repetition."

    • Value

      Game with the same Value vibe

      4

      "Players perceive good value for time and money due to content depth and ongoing developer support."

      Capsule for Age of Reforging: The Freelands Age of Reforging: The Freelands

      "Players perceive strong value for time and money due to depth, content, and ongoing developer support."

    • Violence

      Game with the same Violence vibe

      3

      "Combat and defeating enemies are core gameplay elements."

      Capsule for The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009) The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)

      "Combat and defeating enemies are core gameplay elements, though balanced with constructive base building."

    • Survival

      Game with the same Survival vibe

      4

      "Survival mechanics with resource management, avoiding threats, and strategic defense are key."

      Capsule for SKIBIDI GYATROOMS SKIBIDI GYATROOMS

      "Survival mechanics and avoiding threats are central, with resource management and defense important."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Cooperation, Fellowship, Intimacy, Leadership. Here, the score leans higher than usual among comparable games on Leadership, Survival, Continuation.

    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