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Vomitoreum similar games & best alternatives

Vomitoreum

PC (Microsoft Windows), Linux • 2021

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Quick resume

Vomitoreum is an FPS Metroidvania with a focus on atmosphere and horror, inspired by the paintings of Zdzisław Beksiński.

Global score

91/100

Genres

Action, Adventure, Indie, Shooter

Similar games

    Pros

    • Unique and immersive art style
    • Smooth movement and exploration
    • Atmospheric audio and world design
    • Metroidvania-style progression
    • Good value for price

    Cons

    • Short game length
    • Limited weapon variety
    • Easy and repetitive combat
    • Some navigation and ui issues
    • Boss fights lack challenge

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players freely explore a large interconnected map with multiple paths and choose their own order to acquire upgrades and solve puzzles."

      Capsule for 1000 Amps 1000 Amps

      "Players can explore a large interconnected map with metroidvania-style progression and choose their own path and order of upgrades."

    • Competence

      Game with the same Competence vibe

      2

      "Combat is simple and accessible with some skill use; boss fights offer moderate challenge but overall easy."

      Capsule for Eternal Senia Eternal Senia

      "Combat is generally easy with limited challenge; bosses can be defeated by circle strafing; movement and exploration provide some skill engagement."

    • Competition

      Game with the same Competition vibe

      -5

      "No evidence of competitive modes or player comparison; focus is on solo exploration and personal experience."

      Capsule for Metal Garden Metal Garden

      "No evidence of competitive modes or player comparison; focus is on solo exploration and personal progress."

    • Continuation

      Game with the same Continuation vibe

      1

      "Short game length (~2-4 hours) with some replay value for achievements, but limited long-term attachment."

      Capsule for White Shadows White Shadows

      "Short game (~2-4 hours) with some replay value for secrets and speedrunning, but limited long-term attachment."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely single-player experience with no cooperative elements."

      Capsule for Tomb Raider II (1997) Tomb Raider II (1997)

      "Entirely single-player experience with no cooperative elements."

    • Creativity

      Game with the same Creativity vibe

      3

      "Includes new weapons, enemies, and diverse level designs with unique themes, showing creative additions beyond the original."

      Capsule for Painkiller Overdose Painkiller Overdose

      "Unique art style inspired by Beksiński, creative world design, and some weapon and ability upgrades, though limited weapon variety."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power over others; solo gameplay with no PvP or social hierarchy."

      Capsule for Indiana Jones® and the Infernal Machine™ Indiana Jones® and the Infernal Machine™

      "No social dominance or power over others; solo gameplay with no PvP or social hierarchy."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive dark fantasy and cosmic horror setting provides strong escapism and atmosphere."

      Capsule for Voidwrought Voidwrought

      "Dark, immersive atmosphere and story provide strong escapism into a grotesque, otherworldly setting."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and appreciation for the game's unique style and challenge."

      Capsule for Far Cry® 2 Far Cry® 2

      "Players engage voluntarily out of interest and appreciation for the unique style and gameplay."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players try new combat moves, minigames, and explore new areas, though within a structured narrative."

      Capsule for Yakuza 6: The Song of Life Yakuza 6: The Song of Life

      "Players try new abilities and explore new areas, though combat strategies are limited and repetitive."

    • Exploration

      Game with the same Exploration vibe

      4

      "Large interconnected map with secrets and collectibles encourages discovery and curiosity-driven play."

      Capsule for Shantae and the Seven Sirens Shantae and the Seven Sirens

      "Large interconnected map with secrets and backtracking encourages discovery and curiosity-driven play."

    • Expression

      Game with the same Expression vibe

      1

      "Some customization through crafting and weapon upgrades, but limited character personalization or cosmetic options."

      Capsule for Eternal Edge+ Prologue Eternal Edge+ Prologue

      "Some character and weapon upgrades, but limited customization or self-expression options."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strongly imaginative and surreal fantasy world with grotesque monsters, anthropomorphic characters, and bizarre scenarios."

      Capsule for Bulb Boy Bulb Boy

      "Strongly imaginative and surreal world with grotesque monsters and dark narrative themes."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; strictly single-player."

      Capsule for Septerra Core Septerra Core

      "No social or community features; strictly single-player."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn new traversal skills, solve puzzles, and improve abilities through skill points."

      Capsule for Axiom Verge 2 Axiom Verge 2

      "Players gain new abilities and upgrades, learning to navigate the world and improve traversal."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for BioShock Infinite BioShock Infinite

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and continuous engagement; no idle or background play."

      Capsule for CASE: Animatronics CASE: Animatronics

      "Requires focused attention and continuous engagement; no idle or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No close social interactions or relationship-building; solo experience."

      Capsule for Finding Frankie Finding Frankie

      "No social interactions or relationship-building; solo experience."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles; single-player game."

      Capsule for RIVE RIVE

      "No leadership or group management roles; single-player game."

    • Progression

      Game with the same Progression vibe

      4

      "Players collect items, unlock abilities, and progress through puzzles and areas in a metroidvania style."

      Capsule for Isles of Sea and Sky Isles of Sea and Sky

      "Metroidvania-style progression with item and ability upgrades unlocking new areas and improving player power."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Atmospheric and immersive but also challenging and sometimes frustrating, balancing tension and flow."

      Capsule for GemCraft - Frostborn Wrath GemCraft - Frostborn Wrath

      "Atmospheric and immersive, but some frustration with navigation and combat simplicity; moderate flow experience."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visual style and audio create an eerie and stimulating sensory experience."

      Capsule for Hello Guest: Hello Neighbor 2 pre-alpha Hello Guest: Hello Neighbor 2 pre-alpha

      "Strong visual and audio design create intense sensory experience with grotesque and eerie elements."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition systems; individual-focused gameplay."

      Capsule for Divine Divinity Divine Divinity

      "No social status or recognition systems; individual-focused gameplay."

    • Story

      Game with the same Story vibe

      3

      "Contains a simple but intriguing dark fantasy narrative and lore elements."

      Capsule for Blood Spear Blood Spear

      "Dark, intriguing narrative with lore and worldbuilding, though some find it simple or obtuse."

    • Strategy

      Game with the same Strategy vibe

      -1

      "Combat is mostly straightforward button mashing with limited strategic depth or planning."

      Capsule for Hyperdimension Neptunia U: Action Unleashed Hyperdimension Neptunia U: Action Unleashed

      "Combat is straightforward and repetitive; some exploration and puzzle elements require light planning."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense and challenge in boss fights and combat encounters, but overall not highly intense or risky."

      Capsule for Ittle Dew 2+ Ittle Dew 2+

      "Some suspense from atmosphere and boss fights, but overall combat is low risk and easy."

    • Value

      Game with the same Value vibe

      4

      "Good value for price, especially on sale; short but enjoyable experience."

      Capsule for Faery - Legends of Avalon Faery - Legends of Avalon

      "Good perceived value for price, especially on sale; short but polished experience."

    • Violence

      Game with the same Violence vibe

      4

      "Combat involves killing monsters with firearms and melee weapons."

      Capsule for Witch Hunt Witch Hunt

      "Combat involves shooting and killing grotesque monsters; satisfying weapon feedback and effects."

    • Survival

      Game with the same Survival vibe

      -2

      "Low threat environment with easy enemies; survival elements are minimal."

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      "Low threat environment; enemies are easy to avoid or kill; health and healing are abundant."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Expression. It leans lower than usual among comparable games on Survival, Strategy.

    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