The Occultist similar games & best alternatives

The Occultist

Xbox Series X|S, PC (Microsoft Windows), PlayStation 5 • 2026

Should you play it?

The Occultist is a first-person narrative thriller. You play as Alan Rebels, a paranormal investigator who travels to an abandoned British island after his father's disappearance. Explore Godstone island, face supernatural entities, and uncover long-buried occult rituals.

What works
  • Atmospheric and immersive horror settings
  • Interesting occult powers and puzzle mechanics
  • Engaging narrative with supernatural mystery
  • High-quality voice acting and sound design
  • Well-crafted detailed environments
Things to keep in mind
  • Highly linear and scripted gameplay
  • Weak enemy ai and simplistic combat
  • Some technical issues and bugs reported
  • Limited replayability and progression depth
  • Some players find story and characters unengaging

What to play next

Top picks

Games that feel the closest overall

  • Deliver Us The Moon

  • Master Reboot

  • Vasilisa and Baba Yaga

  • Homesick

  • SOMA

  • Backrooms: Lost Tape

  • Penumbra Overture

  • THE MULLER-POWELL PRINCIPLE

  • Necrophosis

Hidden Gems

Less popular games with surprisingly high similarity

  • Vasilisa and Baba Yaga

  • THE MULLER-POWELL PRINCIPLE

  • Necrophosis

If you liked…

Recommendations by what you enjoyed most

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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 (hidden on purpose).

The Occultist: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Leadership. It leans lower than usual among comparable games on Autonomy, Violence, Value.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    -3

    "The game is very linear with guided objectives and limited player control during narration and animations, restricting free exploration."

    Capsule for Minute of Islands Minute of Islands

    "The game is highly scripted and linear with limited player freedom; exploration is guided and puzzle interactions are restricted to specific scripted objects."

  • Competence

    Game with the same Competence vibe

    1

    "Puzzles require some thought but are generally simple; gameplay is not highly challenging but involves some problem solving."

    Capsule for 凯尔文 - Kelvin And The Chateau 凯尔文 - Kelvin And The Chateau

    "Puzzles provide some challenge and require thinking, but combat and enemy encounters are simplistic and easy; some mechanics are underutilized."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; gameplay is single-player and focused on personal exploration and puzzle solving."

    Capsule for Four Last Things Four Last Things

    "No competitive elements or multiplayer modes; gameplay is single-player and focused on personal exploration and puzzle-solving."

  • Continuation

    Game with the same Continuation vibe

    1

    "Some players report engagement for the game's length (~6-7 hours) but also mention occasional boredom and slow pacing."

    Capsule for Post Trauma Post Trauma

    "Players report moderate engagement for the game's length (5-8 hours); some find it enjoyable enough to complete in one or two sittings but replayability is low."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player experience with no cooperative gameplay or multiplayer interaction."

    Capsule for Night At the Gates of Hell Night At the Gates of Hell

    "Entirely single-player experience with no cooperative gameplay or multiplayer interaction."

  • Creativity

    Game with the same Creativity vibe

    2

    "Players use telekinesis and environmental interaction creatively to solve puzzles, though within designed constraints."

    Capsule for Lethe - Episode One Lethe - Episode One

    "Players can use a pendulum with multiple occult powers and paint sigils to solve puzzles, adding some creative interaction despite scripted limitations."

  • Domination

    Game with the same Domination vibe

    -5

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

    Capsule for Accounting+ Accounting+

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

  • Escapism

    Game with the same Escapism vibe

    3

    "Players use the game to immerse in a dark, eerie world and escape reality through atmospheric horror and story."

    Capsule for Incantation Incantation

    "The game provides immersive supernatural horror atmosphere and exploration, offering players an escape from reality through mystery and eerie settings."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest in horror genre; no obligation or external pressure to play."

    Capsule for Outlast Outlast

    "Players engage voluntarily out of interest in horror and occult themes; no indication of obligation or external pressure to play."

  • Experimenting

    Game with the same Experimenting vibe

    1

    "Some puzzle experimentation encouraged, but overall gameplay is linear and puzzle solutions are fixed."

    Capsule for THE NORMAL THING THE NORMAL THING

    "Some experimentation with occult powers and puzzle solving is possible, but overall gameplay is linear and mechanics are used in fixed ways."

  • Exploration

    Game with the same Exploration vibe

    2

    "Multiple maps and game modes offer some exploration, though environments are familiar within the genre."

    Capsule for Goose Goose Duck Goose Goose Duck

    "Exploration of multiple detailed horror-themed locations is a core part of the game, though environments are familiar horror tropes and exploration is linear."

  • Expression

    Game with the same Expression vibe

    -3

    "Minimal customization or self-expression; players use fixed characters and environments with little modification."

    Capsule for MOTHER MOTHER

    "Limited customization or self-expression; character and environment visuals are mostly fixed with minimal player modification."

  • Fantasy

    Game with the same Fantasy vibe

    3

    "The game features psychological horror and supernatural elements, blending imaginative fiction with reality."

    Capsule for True Fear: Forsaken Souls Part 3 True Fear: Forsaken Souls Part 3

    "The game features supernatural elements, occult powers, ghosts, and a fictional horror narrative, emphasizing imaginative fiction."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; gameplay is a solo experience."

    Capsule for Fashion Police Squad Fashion Police Squad

    "No social or community features; the game is a solo narrative experience."

  • Growth

    Game with the same Growth vibe

    2

    "Players develop skills in stealth and puzzle solving; narrative learning about folklore and story progression."

    Capsule for The Bridge Curse Road to Salvation The Bridge Curse Road to Salvation

    "Players learn to use new occult abilities and solve puzzles, gaining knowledge and skills during the story progression."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay typical of walking simulators; no physical activity or health-related mechanics."

    Capsule for The Midnight Walk The Midnight Walk

    "Sedentary gameplay typical of walking simulators; no physical activity or health-related mechanics."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention to solve puzzles and progress; not designed for casual or background play."

    Capsule for Deponia Doomsday Deponia Doomsday

    "Requires focused attention to solve puzzles and progress; not designed for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No close social interactions or relationship building; narrative is solitary."

    Capsule for The Spectrum Retreat The Spectrum Retreat

    "No close social interactions or relationship-building; narrative is solitary and character-driven."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements; player follows a linear story without leading others."

    Capsule for The Mercury Man The Mercury Man

    "No leadership or group management elements; player follows a linear story without leading others."

  • Progression

    Game with the same Progression vibe

    2

    "Progression is through overcoming challenges and unlocking achievements, but no item collection or upgrades."

    Capsule for Make Good Choices Make Good Choices

    "Progression is through unlocking new occult powers and advancing the story; some collectible achievements exist but no complex item systems."

  • Relaxation

    Game with the same Relaxation vibe

    2

    "Atmosphere and pacing provide a mild tension release, though some players find slow pace tedious."

    Capsule for hololive ERROR hololive ERROR

    "Atmosphere and pacing create moments of tension release and flow, though some players find parts tedious or slow."

  • Sensation

    Game with the same Sensation vibe

    3

    "Jump scares, atmospheric audio, and visual design provide sensory stimulation and emotional excitement."

    Capsule for Freddy Fazbear's Pizzeria Simulator Freddy Fazbear's Pizzeria Simulator

    "Strong sensory stimulation through atmospheric visuals, sound design, and music; jump scares provide emotional spikes."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; achievements exist but are personal and not socially evaluated."

    Capsule for Zwei: The Arges Adventure Zwei: The Arges Adventure

    "No social recognition or status systems; achievements exist but are personal and not socially evaluated."

  • Story

    Game with the same Story vibe

    3

    "The game features an engaging narrative with characters and mysteries, though some find the story short and linear."

    Capsule for Discounty Discounty

    "Narrative-driven game with a supernatural mystery plot; story is a key motivator though some find it generic or poorly delivered."

  • Strategy

    Game with the same Strategy vibe

    1

    "Combat and puzzle solving require some planning and resource management, but overall strategy depth is limited."

    Capsule for Heroes of the Monkey Tavern Heroes of the Monkey Tavern

    "Puzzle solving requires some reasoning and planning, but combat and enemy encounters lack strategic depth."

  • Thrill

    Game with the same Thrill vibe

    2

    "Tense moments and suspenseful atmosphere create mild thrills rather than jump scares."

    Capsule for Mundaun Mundaun

    "Jump scares and tense atmosphere provide moments of suspense and thrill, though some players find scares predictable or ineffective."

  • Value

    Game with the same Value vibe

    -1

    "Mixed opinions on price versus content; some find it overpriced for length but others see good value."

    Capsule for Tiny Barbarian DX Tiny Barbarian DX

    "Mixed opinions on value; some find the price fair for content and length, others feel it is overpriced for the experience offered."

  • Violence

    Game with the same Violence vibe

    -3

    "Minimal combat; focus is on puzzles and exploration rather than destruction or fighting."

    Capsule for Eye of the Temple Eye of the Temple

    "Minimal combat; enemies are avoided rather than fought; game focuses on exploration and puzzle solving rather than destruction."

  • Survival

    Game with the same Survival vibe

    1

    "Some elements of avoiding damage and managing combat threats, but enemies are not highly challenging."

    Capsule for Gemini: Heroes Reborn Gemini: Heroes Reborn

    "Some stealth and avoidance mechanics require managing threats, but enemies are not highly challenging or threatening."

Last update: 13/07/2026