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Void Sols similar games & best alternatives

Void Sols

PC (Microsoft Windows), Mac • 2024

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Quick resume

Death is but a lesson in the geometric gloom. Step into a hand-crafted souls-like as a forsaken triangle, carving your path through the remnants of this abstract fantasy. Fight powerful angular enemies and uncover twisted secrets as you liberate an oppressed world.

Global score

96/100

Genres

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

Similar games

    Pros

    • Flexible respec and build customization
    • Challenging and satisfying combat
    • Interconnected world with rewarding exploration
    • Atmospheric visuals and soundtrack
    • Good value and replayability

    Cons

    • Sparse narrative and lore
    • Some difficulty spikes and balance issues
    • Limited weapon viability for some builds
    • No multiplayer or social features
    • Occasional minor bugs and menu sluggishness

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have extensive freedom to customize builds, respec anytime, and experiment with many skill and weapon combinations."

      Capsule for The Slormancer The Slormancer

      "Players can freely respec and change builds at any bonfire, experiment with weapons and upgrades without penalty, and choose their own path in an interconnected world."

    • Competence

      Game with the same Competence vibe

      4

      "Combat is challenging and rewarding, requiring skillful parrying, stamina management, and learning enemy patterns."

      Capsule for Skautfold: Shrouded in Sanity Skautfold: Shrouded in Sanity

      "Combat is challenging and skill-based with stamina management, parrying, and boss fights requiring mastery; players report satisfying difficulty and learning enemy patterns."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal challenge and exploration rather than direct competition; no mention of multiplayer or leaderboards."

      Capsule for FOUNTAINS FOUNTAINS

      "Focus is on personal challenge and exploration rather than competing against others; no mention of multiplayer or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report engaging gameplay that encourages continued play despite difficulty; NG+ mode adds replayability."

      Capsule for DarkMaus DarkMaus

      "Players report long sessions, replayability through NG+ and challenge modes, and motivation to keep playing despite difficulty spikes."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Single-player game focused on individual exploration and combat, with no multiplayer or cooperative gameplay elements."

      Capsule for Ori and the Will of the Wisps Ori and the Will of the Wisps

      "Game is single-player focused with no cooperative multiplayer; emphasis on individual exploration and combat."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players can customize builds with perks, artifacts, and weapons; exploration reveals hidden secrets and loot."

      Capsule for Blood West Blood West

      "Players can customize builds extensively, experiment with weapons and upgrades, and explore hidden secrets and puzzles."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions are individual and respectful; no evidence of dominance or power over others."

      Capsule for Paradiddle Paradiddle

      "Interactions are individual and respectful; no evidence of power over others or social dominance."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players describe immersion in the quirky world, atmosphere, and challenging gameplay as a form of engaging distraction."

      Capsule for Frogmonster Frogmonster

      "Players describe immersion in a dark, atmospheric world with challenging combat and exploration that provides distraction and flow."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Engagement is driven by intrinsic interest and enjoyment; no indication of obligation or external pressure to play."

      Capsule for Axon TD: Uprising - Tower Defense Axon TD: Uprising - Tower Defense

      "Engagement is driven by intrinsic interest and personal desire; no reports of obligation or external pressure to play."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Game encourages trying different builds, skills, and combat strategies; respec and multiple playthroughs support experimentation."

      Capsule for Alaloth: Champions of The Four Kingdoms Alaloth: Champions of The Four Kingdoms

      "Game encourages trying new builds, weapons, and strategies with flexible respec and upgrade systems."

    • Exploration

      Game with the same Exploration vibe

      4

      "Large open world with many secrets, puzzles, and collectibles to discover; exploration is a core gameplay element."

      Capsule for Immortals Fenyx Rising Immortals Fenyx Rising

      "Highly praised interconnected world with secrets, puzzles, and rewarding discovery; exploration is a core gameplay element."

    • Expression

      Game with the same Expression vibe

      2

      "Character customization is limited but players can personalize playstyle through weapons and talismans."

      Capsule for Everhood 2 Everhood 2

      "Customization mainly through builds and weapons; minimal visual character customization but players express identity through playstyle."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Abstract geometric shapes and minimal story create an imaginative, stylized fantasy rather than realistic experience."

      Capsule for Void Sols: Prologue Void Sols: Prologue

      "Abstract, minimalist world with imaginative geometric characters and surreal environments; fantasy elements through lore and atmosphere."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Primarily a solo experience with minimal social or community interaction reported."

      Capsule for Cinderella Phenomenon - Otome/Visual Novel Cinderella Phenomenon - Otome/Visual Novel

      "Primarily a solo experience with minimal social interaction or community involvement reported."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills, learn enemy patterns, and improve builds, reflecting personal growth and mastery."

      Capsule for Leviaclaw Leviaclaw

      "Players develop skills, learn enemy patterns, and improve builds; game rewards mastery and personal development."

    • Health

      Game with the same Health vibe

      -3

      "Typical sedentary gameplay with no physical activity or health-related mechanics."

      Capsule for Edge Of Eternity Edge Of Eternity

      "Typical sedentary gameplay; no evidence of physical activity or health-related mechanics."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention and continuous engagement; combat and exploration demand player concentration."

      Capsule for Angeline Era Angeline Era

      "Requires focused attention and continuous engagement; combat and exploration demand player concentration."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "No evidence of forming close relationships or emotional sharing; gameplay is solitary."

      Capsule for Kingdom Under Fire: The Crusaders Kingdom Under Fire: The Crusaders

      "No evidence of forming close relationships or emotional sharing; game is a solitary experience."

    • Leadership

      Game with the same Leadership vibe

      -4

      "No leadership or group management elements; player acts independently."

      Capsule for My Friendly Neighborhood My Friendly Neighborhood

      "No leadership or group management elements; player acts independently."

    • Progression

      Game with the same Progression vibe

      4

      "Clear progression through levels, weapon upgrades, and stat improvements."

      Capsule for State of Anarchy State of Anarchy

      "Clear progression through weapon upgrades, stat allocation, and item acquisition; builds evolve over time."

    • Relaxation

      Game with the same Relaxation vibe

      -1

      "Game balances moments of tension and flow, but some frustrating sections reduce relaxation."

      Capsule for Finding Frankie Finding Frankie

      "Game balances challenge and flow, but sustained tension and difficulty spikes create emotional strain."

    • Sensation

      Game with the same Sensation vibe

      3

      "Strong sensory stimulation from music, art, and atmosphere; some players praised soundtrack and visuals."

      Capsule for A Work of Art A Work of Art

      "Players praise atmospheric visuals, lighting, and soundtrack that provide sensory stimulation and emotional engagement."

    • Status

      Game with the same Status vibe

      -3

      "No social recognition or ranking systems; achievements are personal and not widely visible."

      Capsule for NINJA GAIDEN 2 Black NINJA GAIDEN 2 Black

      "No social recognition or ranking systems; achievements and progress are personal and private."

    • Story

      Game with the same Story vibe

      1

      "Minimal narrative present; story elements are sparse and mostly implied rather than explicit."

      Capsule for Under the Sand REDUX - a road trip simulator Under the Sand REDUX - a road trip simulator

      "Sparse narrative and lore mostly conveyed through environment and item descriptions; story is minimal but present."

    • Strategy

      Game with the same Strategy vibe

      4

      "Combat and exploration require planning, stamina management, and tactical decision making."

      Capsule for Death's Gambit: Afterlife Death's Gambit: Afterlife

      "Combat and exploration require tactical thinking, stamina management, and planning builds and loadouts."

    • Thrill

      Game with the same Thrill vibe

      3

      "Combat tension and difficulty spikes create suspense and excitement."

      Capsule for Going Under Going Under

      "Combat tension, boss fights, and difficulty spikes create suspense and excitement."

    • Value

      Game with the same Value vibe

      3

      "Players feel the game offers good value for price with satisfying gameplay and replayability."

      Capsule for Haste Haste

      "Players generally feel the game offers good value for price with satisfying gameplay and replayability."

    • Violence

      Game with the same Violence vibe

      4

      "Combat involves defeating enemies with weapons and combos; destruction and combat are core gameplay elements."

      Capsule for Windblown Windblown

      "Combat involves defeating enemies and bosses with weapons; destruction and combat are core gameplay."

    • Survival

      Game with the same Survival vibe

      3

      "Players manage health, stamina, and resources to survive challenging enemies and bosses."

      Capsule for Grimlord Grimlord

      "Players manage stamina, health, and positioning to survive challenging enemies and bosses."

    Analysis

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

    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