Violent Horror Stories: anthology similar games & best alternatives

Violent Horror Stories: anthology

PC (Microsoft Windows) • 2024

Should you play it?

4 short horror games from different authors and in different genres. Each game is an author's vision on the theme of 'pursuit'.

What works
  • Creative and diverse horror experiences
  • Strong narrative and atmosphere in 'no, i'm not a human'
  • Short, replayable games with multiple endings
  • Unique art styles and sound design
  • Affordable price for multiple games
Things to keep in mind
  • Uneven quality across the four games
  • Some games feel like incomplete demos
  • Limited gameplay depth and mechanics
  • Short playtime may disappoint some
  • Technical issues and bugs reported

What to play next

Top picks

Games that feel the closest overall

  • Visage

  • CASE: Animatronics

  • Into The Gloom

  • Five Nights at Freddy's: Sister Location

  • IMSCARED

  • Welcome to the Game

  • CAPTURED

  • Pony Island

  • MADiSON

Hidden Gems

Less popular games with surprisingly high similarity

  • Into The Gloom

  • Giraffe Town

  • Bad Mojo Redux

If you liked…

Recommendations by what you enjoyed most

  • Creativity

    Nevermind

  • Experimenting

    LIVE A LIVE

  • Fantasy

    Hello Charlotte EP3: Childhood's End

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).

Violent Horror Stories: anthology: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Status. Here, the score leans higher than usual among comparable games on Creativity, Experimenting. It leans lower than usual among comparable games on Relaxation.

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

    "Players make meaningful choices affecting relationships and endings, indicating personal control over decisions."

    Capsule for Love Alone Death Love Alone Death

    "Players make meaningful decisions especially in 'No, I'm not a human' about who to admit or reject, showing personal control."

  • Competence

    Game with the same Competence vibe

    1

    "Some simple puzzles and mini-games provide light skill challenges, but overall gameplay is straightforward and accessible."

    Capsule for Massacre At The Mirage Massacre At The Mirage

    "Some puzzle and survival mechanics present, but overall gameplay is simple and short, with limited skill demands."

  • Competition

    Game with the same Competition vibe

    -4

    "Focus is on personal experience and story; no competitive elements or leaderboards."

    Capsule for Brothers: A Tale of Two Sons Remake Brothers: A Tale of Two Sons Remake

    "Focus on personal experience and narrative; no competitive or leaderboard elements mentioned."

  • Continuation

    Game with the same Continuation vibe

    1

    "Short game with multiple endings encourages replaying, but overall brief duration limits long sessions."

    Capsule for Kid,napper: Gosh, I'm Kidnapped by a Pupil Kid,napper: Gosh, I'm Kidnapped by a Pupil

    "Short games encourage replay for multiple endings, especially 'No, I'm not a human', but overall brief play sessions."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "All games are single-player experiences with no cooperative or multiplayer elements."

    Capsule for Dread X Collection Dread X Collection

    "All games are single-player experiences with no cooperative or multiplayer elements."

  • Creativity

    Game with the same Creativity vibe

    5

    "Highly creative surreal environments and unique psychological horror concept."

    Capsule for Nevermind Nevermind

    "Highly creative anthology with diverse styles, experimental mechanics, and unique horror interpretations."

  • Domination

    Game with the same Domination vibe

    -5

    "No evidence of dominance or power over others; interactions are individual."

    Capsule for WAVESHAPER WAVESHAPER

    "No evidence of dominance or power over others; interactions are based on suspicion and survival, not control."

  • Escapism

    Game with the same Escapism vibe

    3

    "Provides atmospheric horror setting for players to immerse and escape real life, despite some frustrations."

    Capsule for 幽灵高校(Ghost College) 幽灵高校(Ghost College)

    "Players engage in immersive, atmospheric horror worlds to escape reality and experience tension and paranoia."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily, attracted by interest in horror and indie games; no obligation or external pressure noted."

    Capsule for Void Whispers Void Whispers

    "Players appear intrinsically motivated by curiosity and interest in horror and indie games, not obligation."

  • Experimenting

    Game with the same Experimenting vibe

    4

    "The game encourages trying different chapters with distinct gameplay and story approaches, fostering exploration of mechanics."

    Capsule for LIVE A LIVE LIVE A LIVE

    "Anthology format encourages trying different mechanics and narrative styles across four distinct games."

  • Exploration

    Game with the same Exploration vibe

    2

    "Environmental storytelling and puzzle areas encourage exploration and discovery."

    Capsule for Conductor Conductor

    "Some exploration and discovery in environmental storytelling and puzzle solving, though limited by short length."

  • Expression

    Game with the same Expression vibe

    -3

    "Limited customization or self-expression; focus is on narrative and gameplay rather than avatar personalization."

    Capsule for The Hex The Hex

    "Limited customization or self-expression; focus is on narrative and gameplay rather than avatar personalization."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Strong surreal and psychological horror elements with fictional worlds, characters, and metaphysical themes."

    Capsule for Hello Charlotte EP3: Childhood's End Hello Charlotte EP3: Childhood's End

    "Strong elements of surrealism, psychological horror, and speculative fiction, especially in 'No, I'm not a human'."

  • Fellowship

    Game with the same Fellowship vibe

    -5

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

    Capsule for Weird RPG Weird RPG

    "No social or community features; all play is solitary and narrative-driven."

  • Growth

    Game with the same Growth vibe

    2

    "Players learn puzzle mechanics and problem solving, though limited by short length."

    Capsule for My Sticker Book My Sticker Book

    "Players learn to identify threats and solve puzzles, though limited by short demos and simple mechanics."

  • Health

    Game with the same Health vibe

    -5

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

    Capsule for Source of Madness Source of Madness

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

  • Idle

    Game with the same Idle vibe

    -4

    "Games require focused attention and precise input; not designed for passive or background play."

    Capsule for Castlevania Anniversary Collection Castlevania Anniversary Collection

    "Games require focused attention during short sessions; not designed for passive or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -4

    "Emotional engagement with characters through story, but no social or close interpersonal interactions."

    Capsule for Quantum Break Quantum Break

    "Emotional engagement with characters but no close social relationships or emotional sharing."

  • Leadership

    Game with the same Leadership vibe

    -4

    "No leadership or group management aspects; players act independently."

    Capsule for Gem Defender: Soyjak Survivors Gem Defender: Soyjak Survivors

    "Players make decisions for themselves; no leadership or group management roles."

  • Progression

    Game with the same Progression vibe

    1

    "Progression through story and endings; no item collection or upgrades."

    Capsule for Without Within Without Within

    "Some progression through levels and story endings, but no extensive item collection or upgrades."

  • Relaxation

    Game with the same Relaxation vibe

    -3

    "Atmosphere is tense and unsettling rather than relaxing or cathartic."

    Capsule for SEPTEMBER 1999 SEPTEMBER 1999

    "Atmosphere is tense and unsettling rather than relaxing or cathartic."

  • Sensation

    Game with the same Sensation vibe

    3

    "Strong sensory atmosphere through visuals and sound design, creating suspense and emotional tension."

    Capsule for [Chilla's Art] The Caregiver | 終焉介護 [Chilla's Art] The Caregiver | 終焉介護

    "Strong sensory atmosphere with unsettling visuals, sound design, and emotional tension."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; focus is on personal experience."

    Capsule for Sherlock Holmes: Crimes and Punishments Sherlock Holmes: Crimes and Punishments

    "No social recognition or status systems; focus is on personal experience."

  • Story

    Game with the same Story vibe

    4

    "Narrative-driven with strong emphasis on atmosphere, mystery, and psychological horror."

    Capsule for That Which Gave Chase That Which Gave Chase

    "Narrative-driven with strong emphasis on story, characters, and thematic exploration of fear and paranoia."

  • Strategy

    Game with the same Strategy vibe

    2

    "Light strategic elements in combat and puzzle solving, but mostly straightforward."

    Capsule for Waltz of the Wizard Waltz of the Wizard

    "Some strategic decision making in identifying threats and puzzle solving, but overall simple mechanics."

  • Thrill

    Game with the same Thrill vibe

    3

    "Creates suspense and psychological tension through atmosphere and story rather than action or risk."

    Capsule for Without a Dawn Without a Dawn

    "Creates suspense and paranoia, with tension from moral choices and survival uncertainty."

  • Value

    Game with the same Value vibe

    4

    "Good value for price with engaging gameplay and replayability."

    Capsule for Cosmic Star Heroine Cosmic Star Heroine

    "Good value for price with multiple short games offering diverse experiences and replayability."

  • Violence

    Game with the same Violence vibe

    3

    "Combat involves shooting and defeating enemies; violence is a core gameplay element but not gratuitous."

    Capsule for Tomb Raider: Legend Tomb Raider: Legend

    "Violence is thematic and psychological rather than gratuitous; some games include combat or threat elements."

  • Survival

    Game with the same Survival vibe

    3

    "Survival elements present with resource management and threat avoidance, though not extremely punishing."

    Capsule for Core Keeper Core Keeper

    "Survival elements in 'No, I'm not a human' with resource management and threat avoidance."

Last update: 10/07/2026