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The Abbey of Crime Extensum

PC (Microsoft Windows), Mac, Linux • 2016

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Quick resume

A free game inspired by Umberto Eco's novel and Jean-Jaques Annaud's film "The Name of the Rose", and based on the game "La abadía del crimen" by Paco Menéndez and Juan Delcán.

Global score

86/100

Genres

Adventure, Free To Play

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    Pros

    • Faithful and immersive narrative
    • Atmospheric pixel art and soundtrack
    • Free to play
    • Challenging puzzles and exploration
    • Nostalgic remake of a classic

    Cons

    • Slow pacing and frequent walking
    • Confusing camera angles
    • Steep learning curve for controls
    • Lack of in-game guidance
    • Some frustrating timed events

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have freedom to explore, craft, and complete tasks at their own pace with some guidance but no strict routines."

      Capsule for Summer in Mara Prologue Summer in Mara Prologue

      "Players have freedom to explore the abbey and choose actions within the monastic routine, but must follow strict schedules and rules."

    • Competence

      Game with the same Competence vibe

      3

      "The game challenges players with puzzles, resource management, and survival strategy that require skillful planning and execution."

      Capsule for Don't Escape: 4 Days to Survive Don't Escape: 4 Days to Survive

      "The game challenges players with puzzle-solving, managing schedules, and navigating complex environments, requiring skill and attention."

    • Competition

      Game with the same Competition vibe

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      "No evidence of competitive elements; focus is on personal exploration and experience."

      Capsule for THRESHOLD THRESHOLD

      "No evidence of competitive elements; focus is on personal investigation and exploration."

    • Continuation

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      2

      "Players report immersive atmosphere and story that encourage extended play sessions, though some find it slow."

      Capsule for Dark Fall: The Journal Dark Fall: The Journal

      "Players report immersive story and atmosphere encouraging continued play, though some find the slow pace challenging."

    • Cooperation

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      -5

      "Single-player experience focused on individual investigation without multiplayer or cooperative play."

      Capsule for IMMORTALITY IMMORTALITY

      "Single-player experience focused on individual investigation without multiplayer or cooperative play."

    • Creativity

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      -2

      "Players follow a fixed narrative and environment with limited interaction; minor puzzle solving but no creation or modification."

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    • Domination

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      "No elements of exerting control over others; interactions are narrative-driven and equal."

      Capsule for NEKOPARA After NEKOPARA After

      "No elements of exerting control over others; interactions are balanced and narrative-driven."

    • Escapism

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      4

      "Strong immersion in a fictional paranormal mystery world, providing escape from real life."

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      "Strong immersion in a medieval mystery setting provides escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and desire to experience the story and puzzles."

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      "Players engage voluntarily out of interest in the story, mystery, and nostalgia."

    • Experimenting

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      2

      "Exploration and puzzle solving encourage some experimentation, though gameplay is straightforward."

      Capsule for Farewell North Farewell North

      "Exploration and puzzle-solving encourage some experimentation within the game’s systems."

    • Exploration

      Game with the same Exploration vibe

      4

      "Large, varied environments encourage discovery and navigation of new areas."

      Capsule for The Land of Pain The Land of Pain

      "Large, complex abbey environment encourages discovery and navigation of new areas."

    • Expression

      Game with the same Expression vibe

      -4

      "Limited customization; players experience a fixed environment and character."

      Capsule for Verde Station Verde Station

      "Limited customization; players experience fixed characters and environments faithful to source material."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Set in a fictionalized 15th century abbey with some supernatural and meta elements, blending historical fiction and imaginative narrative."

      Capsule for Misericorde: Volume One Misericorde: Volume One

      "Set in a fictionalized medieval abbey with mystery elements inspired by a novel and film."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; strictly single-player."

      Capsule for Septerra Core Septerra Core

      "No social or community features; strictly single-player."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn game mechanics and story progression through repeated play and puzzle solving."

      Capsule for Confess My Love Confess My Love

      "Players learn game mechanics, controls, and story progression through exploration and puzzle-solving."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity or health-related gameplay elements."

      Capsule for Half-Life 2 Half-Life 2

      "No physical activity or health-related gameplay elements."

    • Idle

      Game with the same Idle vibe

      3

      "Gameplay involves waiting and slow pacing, including repetitive tasks and waiting for events."

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      "Gameplay involves slow-paced exploration and waiting for scheduled events, allowing for intermittent attention."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No close social relationships or emotional sharing; interactions are narrative and task-focused."

      Capsule for Sherlock Holmes - Nemesis Sherlock Holmes - Nemesis

      "No close social relationships or emotional sharing; interactions are narrative and task-focused."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management; player acts independently."

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      "No leadership or group management; player acts independently."

    • Progression

      Game with the same Progression vibe

      3

      "Progression through story and puzzle completion; some item collection and use involved."

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      "Progression through story and puzzle completion with some item collection and task fulfillment."

    • Relaxation

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      1

      "Atmospheric and immersive but includes tense moments and quick time events that create suspense."

      Capsule for The Wolf Among Us The Wolf Among Us

      "Atmospheric and immersive but includes tense moments and challenging timed events."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable pixel art visuals and soothing soundtrack provide sensory pleasure."

      Capsule for Kingdom Two Crowns Kingdom Two Crowns

      "Enjoyable pixel art visuals and medieval soundtrack provide sensory engagement."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or ranking systems present."

      Capsule for Cargo! The Quest for Gravity Cargo! The Quest for Gravity

      "No social recognition or ranking systems present."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion based on a novel with deep characters and a bleak setting."

      Capsule for Marauder Marauder

      "Strong narrative immersion based on Umberto Eco’s novel and its film adaptation."

    • Strategy

      Game with the same Strategy vibe

      3

      "Requires planning routes, managing resources, and timing to solve puzzles efficiently."

      Capsule for Solar Flux Solar Flux

      "Requires planning and problem solving to manage schedules, avoid detection, and solve puzzles."

    • Thrill

      Game with the same Thrill vibe

      2

      "Includes suspenseful and tense moments, especially in stealth and survival sections."

      Capsule for Tomb Raider V: Chronicles (2000) Tomb Raider V: Chronicles (2000)

      "Includes suspenseful stealth and timed events, but overall a contemplative experience."

    • Value

      Game with the same Value vibe

      5

      "Free to play with high perceived entertainment value and quality content."

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      "Free to play with high-quality content and nostalgic value."

    • Violence

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      -5

      "No combat or destruction; focus on exploration and atmosphere."

      Capsule for Anemoiapolis: Chapter 1 Anemoiapolis: Chapter 1

      "No combat or destruction; focus on investigation and exploration."

    • Survival

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      2

      "Players must avoid detection and failure, adding survival-like tension."

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      "Players must avoid failure by following routines and evading the abbot, adding survival-like tension."

    Analysis

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

    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