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This Book Is A Dungeon

PC (Microsoft Windows) • 2015

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Quick resume

Auto-cannibalism. Demonic Seduction. Occult Rituals. Bloodfeasting Worms. This dark, horrific Twine-based dungeon crawler pairs edgy interactive fiction with grisly pixel art and light RPG elements. Navigate this sprawling narrative-driven labyrinth bristling with otherworldly doom.

Global score

73/100

Genres

Adventure, Indie

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    Pros

    • Well-written and immersive lovecraftian horror story
    • Multiple branching paths and endings
    • Engages player imagination
    • Atmospheric pixel art
    • High replayability through trial and error

    Cons

    • Lack of save system causes frustrating repetition
    • Slow text pacing with no skip function
    • Combat is minimal and unengaging
    • Short overall length
    • No music or sound effects

    Motivations

    • Autonomy

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      4

      "Players make meaningful choices that affect story outcomes and character relationships, requiring personal decision-making rather than following fixed routines."

      Capsule for YOU and ME and HER: A Love Story YOU and ME and HER: A Love Story

      "Players make choices that determine the story path and outcomes, emphasizing personal decision-making rather than following fixed routines."

    • Competence

      Game with the same Competence vibe

      1

      "Gameplay involves exploration, puzzle solving, and stealth with some challenge, but puzzles are generally simple and combat is absent."

      Capsule for SOMA SOMA

      "Gameplay mainly involves reading and making choices; some puzzles require thought, but combat is minimal and simplistic."

    • Competition

      Game with the same Competition vibe

      -5

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

      Capsule for [Chilla's Art] Missing Children | 行方不明 [Chilla's Art] Missing Children | 行方不明

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

    • Continuation

      Game with the same Continuation vibe

      2

      "Players often replay the game to explore different endings and achievements, indicating some habitual engagement."

      Capsule for Tell Me Why Tell Me Why

      "Players often replay the game multiple times to explore different paths and deaths, showing some habitual engagement despite frustration with repetition."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Little Inferno Little Inferno

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

    • Creativity

      Game with the same Creativity vibe

      3

      "Players explore different narrative branches and endings, creatively uncovering story variations."

      Capsule for Sound of Drop - fall into poison - Sound of Drop - fall into poison -

      "Players engage imagination heavily due to text-based format and multiple story branches; some note taking encouraged."

    • Domination

      Game with the same Domination vibe

      -5

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

      Capsule for Still Wakes the Deep Still Wakes the Deep

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

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong immersion in a dark, Lovecraftian horror world provides escape from reality and engrossing atmosphere."

      Capsule for The Last Door: Season 2 - Collector's Edition The Last Door: Season 2 - Collector's Edition

      "Strong immersion in a dark, Lovecraftian fantasy world provides escape from reality."

    • 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 interactive fiction; no obligation or external pressure noted."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Trial-and-error gameplay encourages trying different choices to discover outcomes and unlock content."

      Capsule for Swordbreaker The Game Swordbreaker The Game

      "Trial and error gameplay encourages trying different choices and exploring alternate story paths."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore different story branches, lore files, and environments, discovering secrets and backstory."

      Capsule for PARANORMASIGHT: The Mermaid's Curse PARANORMASIGHT: The Mermaid's Curse

      "Players explore multiple story branches and dungeon areas, discovering secrets and different endings."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited player customization; focus is on narrative and atmosphere rather than avatar or environment modification."

      Capsule for Luto Luto

      "Limited customization; players mainly consume prewritten narrative with minimal avatar or environment modification."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strongly rooted in imaginative Lovecraftian horror fiction and supernatural themes."

      Capsule for Mansions of Madness Mansions of Madness

      "Strongly rooted in Lovecraftian horror and dark fantasy themes with supernatural elements."

    • Fellowship

      Game with the same Fellowship vibe

      -5

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

      Capsule for 永冻之壳 The Shell of Permafrost 永冻之壳 The Shell of Permafrost

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

    • Growth

      Game with the same Growth vibe

      2

      "Players learn puzzle solutions and story progression, gaining knowledge and understanding."

      Capsule for The Supper The Supper

      "Players learn from repeated failures and puzzle solving, gaining knowledge to progress."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for Railroads Online Railroads Online

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused reading and decision-making; not suitable for casual or background play."

      Capsule for Choice of the Deathless Choice of the Deathless

      "Requires focused reading and decision-making; not suited for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional relationship-building features."

      Capsule for Tag: The Power of Paint Tag: The Power of Paint

      "No social or emotional relationship-building features."

    • 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

      1

      "Story progression through narrative rather than item or skill accumulation."

      Capsule for My Furry Protogen 🐾 My Furry Protogen 🐾

      "Some item collection and inventory management, but progression mainly narrative-based rather than resource accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Atmosphere is moody and immersive but includes tension from trial and error deaths."

      Capsule for Disturbed Disturbed

      "Atmospheric and immersive, but trial and error deaths and repetition can cause frustration and tension."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable pixel art, music, and voice acting provide sensory stimulation and emotional engagement."

      Capsule for Kathy Rain: Director's Cut Kathy Rain: Director's Cut

      "Visual pixel art and evocative writing provide sensory and emotional engagement, though no music or sound effects."

    • 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

      5

      "Narrative-driven with multiple endings, deep lore, and strong story immersion."

      Capsule for DEAD LETTER DEPT. DEAD LETTER DEPT.

      "Highly narrative-driven with rich lore, multiple endings, and strong story immersion."

    • Strategy

      Game with the same Strategy vibe

      1

      "Some planning in decision-making but mostly straightforward choices without complex problem solving."

      Capsule for Until Dawn™ Until Dawn™

      "Some puzzle solving and choice consequences, but overall straightforward decision making without complex planning."

    • Thrill

      Game with the same Thrill vibe

      3

      "Tension and suspense arise from darkness and unknown threats, with occasional mild horror elements."

      Capsule for Scanner Sombre Scanner Sombre

      "Suspense and tension arise from unpredictable deaths and dark themes, though some frustration noted."

    • Value

      Game with the same Value vibe

      0

      "Mixed opinions on price versus content; some find it worth it especially on sale, others find it short for full price."

      Capsule for Job Simulator Job Simulator

      "Mixed opinions on price; some feel content is short for full price but worth it on sale."

    • Violence

      Game with the same Violence vibe

      4

      "Graphic descriptions and implied gore are central to the horror experience."

      Capsule for Corpse Party: Book of Shadows Corpse Party: Book of Shadows

      "Graphic descriptions of gore, death, and horror are central to the experience."

    • Survival

      Game with the same Survival vibe

      3

      "Player must avoid death by making correct choices within limited attempts, creating survival tension."

      Capsule for Soulslayer~灭魂·误佳期~ Soulslayer~灭魂·误佳期~

      "Avoiding death and making correct choices is key; multiple instant death outcomes create survival tension."

    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 Violence, Experimenting. It leans lower than usual among comparable games on Value.

    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