Vampire: The Masquerade - Shadows of New York Thumbnail

Vampire: The Masquerade - Shadows of New York similar games & best alternatives

Vampire: The Masquerade - Shadows of New York

PC (Microsoft Windows), Mac, PlayStation 4, Xbox One, Nintendo Switch, Linux • 2020

Related articles

Quick resume

Your old life is dead and buried. You have no afterlife to look forward to, and your vampiric unlife is about to fall apart unless you solve an unsolvable crime. Welcome to New York City... and welcome to the Lasombra clan, where failure is not an option.

Global score

76/100

Genres

Indie, Adventure, Visual Novel, Role-playing (RPG), Card & Board Game

Similar games

    Pros

    • Strong narrative immersion
    • Atmospheric art and music
    • Engaging protagonist with character traits
    • Multiple endings
    • Faithful to vampire: the masquerade lore

    Cons

    • Limited player agency and choices
    • Short game length
    • Linear story progression
    • Reused backgrounds and assets
    • Minimal gameplay mechanics beyond reading

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      -3

      "The game is mostly linear with a fixed narrative and limited player choices; players follow a preset story path with little freedom."

      Capsule for The Price of Freedom The Price of Freedom

      "The game features a preset protagonist with limited meaningful choices; player agency is constrained and story progression is mostly linear."

    • Competence

      Game with the same Competence vibe

      2

      "Engages players in narrative decision-making and character development, though no mechanical skill challenges."

      Capsule for Sabbat of the Witch Sabbat of the Witch

      "Players engage in narrative decision-making and character trait development, but gameplay lacks skill-based challenges or complex mechanics."

    • Competition

      Game with the same Competition vibe

      -5

      "No evidence of competitive elements; focus is on personal narrative experience without comparison to others."

      Capsule for Revenge on gold diggers Revenge on gold diggers

      "No evidence of competitive elements; focus is on personal narrative experience without comparison to others."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players report multiple playthroughs to explore different outcomes, though game length is short and some find replayability limited."

      Capsule for Orwell: Keeping an Eye On You Orwell: Keeping an Eye On You

      "Players report multiple playthroughs to explore endings and traits, though the game is short and has limited replayability."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player visual novel with no multiplayer or cooperative gameplay elements."

      Capsule for Class of '09 Class of '09

      "Single-player visual novel with no multiplayer or cooperative gameplay elements."

    • Creativity

      Game with the same Creativity vibe

      -2

      "Limited player creativity; choices affect story path but no building or customization."

      Capsule for Sounds of Her Love Sounds of Her Love

      "Players cannot create or modify characters; narrative choices influence traits but within a fixed story framework."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over other players; interactions are narrative-driven and cooperative."

      Capsule for Yes, Your Grace 2: Snowfall Yes, Your Grace 2: Snowfall

      "No evidence of exerting control or superiority over other players; interactions are narrative-driven and balanced."

    • Escapism

      Game with the same Escapism vibe

      4

      "Dark gothic atmosphere, vampire fantasy, and immersive world provide strong escape from reality."

      Capsule for V Rising V Rising

      "Strong immersion in a dark, gothic vampire world offering escape through story, atmosphere, and mood."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic interest in story, setting, and gameplay; no obligation or external pressure noted."

      Capsule for The Thaumaturge The Thaumaturge

      "Players engage voluntarily for intrinsic interest in story and setting; no obligation or external pressure noted."

    • Experimenting

      Game with the same Experimenting vibe

      -3

      "Limited player experimentation; mostly linear story with few branching paths."

      Capsule for The Song of Saya The Song of Saya

      "Limited experimentation due to linear narrative and few branching choices; players mostly follow established story paths."

    • Exploration

      Game with the same Exploration vibe

      -4

      "Game is linear with no new areas or secrets to discover; environment and gameplay are familiar and repetitive."

      Capsule for The Defender: Farm and Castle The Defender: Farm and Castle

      "Game is mostly linear with reused backgrounds and limited new locations; minimal discovery or open exploration."

    • Expression

      Game with the same Expression vibe

      -3

      "No character customization; expression mainly through choice of dialogue and actions within preset narrative."

      Capsule for The Detail The Detail

      "No character customization; expression limited to dialogue choices affecting traits within a preset protagonist."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strongly rooted in vampire mythology and dark fantasy fiction with supernatural powers and themes."

      Capsule for Vampire: The Masquerade — Night Road Vampire: The Masquerade — Night Road

      "Strongly rooted in imaginative vampire fiction and supernatural themes typical of World of Darkness."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; experience is solitary and narrative-focused."

      Capsule for Deadly Premonition 2: A Blessing in Disguise Deadly Premonition 2: A Blessing in Disguise

      "No social or community features; experience is solitary and narrative-focused."

    • Growth

      Game with the same Growth vibe

      3

      "Players experience personal development through story themes and philosophical reflection, though no gameplay skill growth."

      Capsule for Palinurus Palinurus

      "Players develop character traits and experience narrative progression, though gameplay learning is minimal."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for A Summer's End - Hong Kong 1986 A Summer's End - Hong Kong 1986

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

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused reading and engagement; not designed for background or idle play."

      Capsule for Kaori After Story Kaori After Story

      "Requires focused reading and engagement; not designed for background or idle play."

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Narrative includes relationship development but limited social interaction."

      Capsule for Prince of Persia®: The Sands of Time Prince of Persia®: The Sands of Time

      "Some emotional and interpersonal relationship development, but limited to narrative interactions."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management mechanics; player controls only the protagonist."

      Capsule for Deponia: The Complete Journey Deponia: The Complete Journey

      "No leadership or group management mechanics; player follows a fixed protagonist's story."

    • Progression

      Game with the same Progression vibe

      3

      "Narrative progression through story chapters and character arcs, but no item or upgrade accumulation."

      Capsule for Blackberry Honey Blackberry Honey

      "Character progression through trait acquisition and story development, but no item or upgrade collection."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "Atmospheric, chill, and immersive experience with relaxing music and visuals promoting flow and tension release."

      Capsule for The New Flesh The New Flesh

      "Atmospheric, moody experience with immersive music and art that promotes flow and tension release."

    • Sensation

      Game with the same Sensation vibe

      3

      "Unique art style and haunting soundtrack provide strong sensory and emotional engagement."

      Capsule for NO-SKIN NO-SKIN

      "Enjoyable audiovisual elements including haunting soundtrack and striking visuals enhance emotional engagement."

    • Status

      Game with the same Status vibe

      -5

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

      Capsule for Majotori Majotori

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

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with character-driven plots, multiple endings, and rich lore."

      Capsule for Monster Prom 4: Monster Con Monster Prom 4: Monster Con

      "Strong narrative immersion with character-driven plot, multiple endings, and rich lore integration."

    • Strategy

      Game with the same Strategy vibe

      -3

      "Limited strategic decision-making; choices affect dialogue and endings but no complex planning or problem solving."

      Capsule for A Date with Death A Date with Death

      "Limited strategic or problem-solving gameplay; choices mostly affect dialogue and traits without complex planning."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense and emotional tension in story, but gameplay is predictable and low risk."

      Capsule for Dandelion - Wishes brought to you - Dandelion - Wishes brought to you -

      "Some suspense and intrigue in story, but gameplay is low risk and predictable in structure."

    • Value

      Game with the same Value vibe

      1

      "Generally perceived as good value especially on sale; some players note short length but high quality."

      Capsule for Westworld Awakening Westworld Awakening

      "Generally positive perceived value especially on sale; some players note short length and limited replayability."

    • Violence

      Game with the same Violence vibe

      -4

      "No combat or destructive gameplay; focus is on exploration and narrative."

      Capsule for Minute of Islands Minute of Islands

      "No combat or destruction gameplay; focus is on narrative and character interactions."

    • Survival

      Game with the same Survival vibe

      -4

      "No survival mechanics; story involves death but no player resource management or threat avoidance."

      Capsule for Doodle Date Doodle Date

      "No survival mechanics or resource management; story involves threats but player does not manage survival."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Competence, Fantasy. It leans lower than usual among comparable games on Idle.

    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