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The Coma: Recut similar games & best alternatives

The Coma: Recut

PC (Microsoft Windows), Mac, PlayStation 4, Xbox One, Nintendo Switch, Linux • 2017

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Quick resume

You are Youngho, a Korean high school student trapped and relentlessly pursued by a psychotic killer in the hellish corridors of Sehwa High. Run, hide, explore, and survive while piecing together the mystery The Coma in this remastered version of the Korean cult classic.

Global score

84/100

Genres

Action, Adventure, Indie, Strategy, Role-playing (RPG)

Similar games

    Pros

    • Atmospheric horror and immersive story
    • Unique comic-style art
    • Engaging exploration and lore
    • Multiple endings
    • Polished remaster with improved visuals

    Cons

    • Repetitive chase sequences
    • Clunky and sometimes unresponsive controls
    • Random enemy spawns causing frustration
    • Scarce and poorly spaced save points
    • True ending is difficult to achieve without guide

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can explore the school, solve puzzles, and choose different endings, indicating some control over actions and decisions."

      Capsule for Ann Ann

      "Players explore the school freely and make choices affecting endings, but gameplay is constrained by stealth and backtracking."

    • Competence

      Game with the same Competence vibe

      2

      "Game offers skill-based dodging and scoring challenges, but randomness and repetitive mechanics reduce the sense of mastery."

      Capsule for BEHEMOTH BEHEMOTH

      "Requires skillful evasion and stamina management, but some randomness and clunky controls reduce the sense of mastery."

    • Competition

      Game with the same Competition vibe

      -5

      "Single-player experience focused on personal progress without comparison or competitive elements."

      Capsule for System Shock System Shock

      "Single-player experience focused on personal progress without comparison or competitive elements."

    • Continuation

      Game with the same Continuation vibe

      1

      "Some players replay for story, atmosphere, and exploration but others find repetitive tasks and collectibles tedious"

      Capsule for Prince of Persia® Prince of Persia®

      "Some players report frustration with repetitive chases and backtracking, but others enjoy the atmosphere and story enough to replay."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely single-player with no cooperative or multiplayer features."

      Capsule for Lights Off! Lights Off!

      "Entirely single-player with no cooperative or multiplayer features."

    • Creativity

      Game with the same Creativity vibe

      1

      "Players create notes and piece together clues themselves, but gameplay follows predefined puzzles and story."

      Capsule for Year Walk Year Walk

      "Players explore and piece together story from notes, but gameplay follows a fixed stealth and evasion loop."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power over others; solitary survival experience."

      Capsule for Miasmata Miasmata

      "No social or power dynamics over others; solitary survival experience."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong horror atmosphere and immersive story provide escape from reality and psychological tension."

      Capsule for DreadOut DreadOut

      "Strong atmospheric horror and immersive story provide escape from reality and psychological tension."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in horror and story; no obligation or external pressure noted."

      Capsule for God's Basement God's Basement

      "Players engage voluntarily out of interest in horror and story; no obligation or pressure noted."

    • Experimenting

      Game with the same Experimenting vibe

      1

      "Some exploration and puzzle solving encourage trying new approaches, but overall gameplay loop is somewhat repetitive."

      Capsule for 港詭實錄ParanormalHK 港詭實錄ParanormalHK

      "Some exploration and puzzle solving, but gameplay loop is repetitive with limited novelty."

    • Exploration

      Game with the same Exploration vibe

      4

      "Exploration of detailed environments and uncovering hidden notes and lore is a core part of the experience."

      Capsule for SILENT HILL f SILENT HILL f

      "Exploring the school, finding notes and items is a core part of the experience."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or cosmetic expression; fixed character and assets."

      Capsule for STAR WARS™: Dark Forces Remaster STAR WARS™: Dark Forces Remaster

      "No character customization or cosmetic expression; fixed visual style."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Set in a surreal, dystopian world with supernatural elements and psychological horror themes."

      Capsule for No, I'm not a Human No, I'm not a Human

      "Set in a surreal, nightmarish version of a school with supernatural elements and horror fiction."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Solo play with minimal social interaction."

      Capsule for Emily Wants To Play Emily Wants To Play

      "Solo play with minimal social interaction."

    • Growth

      Game with the same Growth vibe

      2

      "Players develop skills in stealth, teamwork, and map knowledge; some learning curve noted."

      Capsule for PANICORE PANICORE

      "Players learn stealth mechanics and map navigation, but limited skill variety."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity."

      Capsule for NEKOPARA Vol. 1 NEKOPARA Vol. 1

      "Sedentary gameplay with no physical activity."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and continuous engagement during stealth and exploration."

      Capsule for Thief: Deadly Shadows Thief: Deadly Shadows

      "Requires focused attention during chases and exploration; some downtime during hiding."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional relationship building."

      Capsule for Five Nights at Freddy's 2 Five Nights at Freddy's 2

      "No social or emotional relationship building."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements."

      Capsule for High On Life High On Life

      "No leadership or group management elements."

    • Progression

      Game with the same Progression vibe

      3

      "Collecting items and unlocking multiple endings provide a sense of progression and accomplishment."

      Capsule for GYLT GYLT

      "Collecting items and unlocking multiple endings provide a sense of progression."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Tense atmosphere and frequent combat create stress rather than relaxation."

      Capsule for Alien Breed: Impact Alien Breed: Impact

      "Tense atmosphere and frequent chases create stress rather than relaxation."

    • Sensation

      Game with the same Sensation vibe

      3

      "Engaging audio-visual horror elements provide sensory stimulation and excitement."

      Capsule for Ultimate Custom Night Ultimate Custom Night

      "Strong audio-visual atmosphere and horror elements provide sensory stimulation."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems."

      Capsule for Alan Wake Alan Wake

      "No social recognition or status systems."

    • Story

      Game with the same Story vibe

      4

      "Narrative is delivered through environmental storytelling, books, and notes, engaging players in lore."

      Capsule for A Place, Forbidden A Place, Forbidden

      "Narrative and lore are central, delivered through notes and environmental storytelling."

    • Strategy

      Game with the same Strategy vibe

      2

      "Requires planning routes, managing stamina and ammo, and puzzle solving."

      Capsule for Deadlight Deadlight

      "Requires planning routes, managing stamina, and timing evasion, though limited complexity."

    • Thrill

      Game with the same Thrill vibe

      3

      "Chase sequences and suspenseful moments provide thrills and tension."

      Capsule for The Land of Pain The Land of Pain

      "Chase sequences and suspenseful moments provide thrills and tension."

    • Value

      Game with the same Value vibe

      2

      "Short game with quirky content; considered good value especially on sale."

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

      "Short game with some bugs and repetitive gameplay; generally considered worth buying on sale."

    • Violence

      Game with the same Violence vibe

      3

      "Includes combat avoidance and being hunted by a monster; violent encounters are central to gameplay."

      Capsule for FURRY BACKROOMS FURRY BACKROOMS

      "Avoiding violent encounters is key, but the game features stabbing and hostile enemies."

    • Survival

      Game with the same Survival vibe

      4

      "Core gameplay revolves around avoiding death, managing resources, and surviving hazards."

      Capsule for Dead End Road Dead End Road

      "Core gameplay revolves around avoiding death and managing resources to survive."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Exploration. It leans lower than usual among comparable games on Expression, Relaxation.

    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