We Become What We Behold [Fan-Made Port] similar games & best alternatives
We Become What We Behold [Fan-Made Port]
2019
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Quick resume
a game about news cycles, vicious cycles, infinite cycles
Global score
96/100
Genres
Casual, Indie
Similar games
Pros
- Powerful social commentary
- Short and accessible gameplay
- Thought-provoking narrative
- Free to play
- Minimalist art style
Cons
- Very short playtime
- Limited replayability
- Linear and constrained choices
- Lack of depth in gameplay mechanics
- No multiplayer or social features
Motivations
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Autonomy
Game with the same Autonomy vibe
2"Players have limited control, mostly point-and-click exploration and interaction with narrative elements, reflecting some personal agency but within a linear story."
That Dragon, Cancer
"Players have limited control over what to capture, influencing the media narrative, but the game guides choices to convey its message."
-
Competence
Game with the same Competence vibe
1"Gameplay is simple and accessible with minimal technical challenge, but players engage in meaningful decision-making and exploration."
Refind Self: The Personality Test Game
"Gameplay is simple and easy, requiring minimal skill, but players engage in meaningful decision-making about what to portray."
-
Competition
Game with the same Competition vibe
-5"No competitive elements; focus is on personal reflection and narrative experience."
Eliza
"No competitive elements; focus is on personal reflection and narrative influence without comparison to others."
-
Continuation
Game with the same Continuation vibe
-4"Very short playtime (~20-30 minutes) with limited replay value; players tend to finish quickly and move on."
Serre
"Very short playtime (5-10 minutes) with limited replay value; players tend to play briefly and then stop."
-
Cooperation
Game with the same Cooperation vibe
-5"Single-player experience focused on individual choices; no multiplayer or cooperative gameplay."
A Game About
"Single-player experience focused on individual choices; no cooperative or multiplayer elements."
-
Creativity
Game with the same Creativity vibe
1"Players customize initial profile and make choices affecting story, but within predefined narrative and scenes."
Five Dates
"Players can choose what to photograph influencing the story, but within a limited set of predefined options."
-
Domination
Game with the same Domination vibe
-5"No elements of exerting control or superiority over others; interactions are neutral and exploratory."
The Norwood Suite
"No elements of exerting control or superiority over others; interactions are neutral and reflective."
-
Escapism
Game with the same Escapism vibe
3"Players use the game to reflect and escape into a surreal, unsettling world, providing distraction and thought-provoking content."
How Fish Is Made
"Players use the game as a way to reflect on real-world media influence, providing a form of mental escape and contemplation."
-
Expectation
Game with the same Expectation vibe
-4"Players engage voluntarily for personal interest and emotional connection, not out of obligation."
Night in the Woods
"Players engage voluntarily out of interest in the message and social commentary, not out of obligation."
-
Experimenting
Game with the same Experimenting vibe
1"Some exploration and narrative branching allow limited experimentation with story outcomes."
The Town of Light
"Some experimentation possible in what to capture, but overall the game is linear with limited branching."
-
Exploration
Game with the same Exploration vibe
-3"The game world is small and mostly confined to specific challenge areas with limited open exploration."
Scania Truck Driving Simulator
"The game world is small and fixed; players explore limited scenarios rather than large or new environments."
-
Expression
Game with the same Expression vibe
-2"Limited customization; expression mainly through choice selection rather than avatar or environment personalization."
Class of '09: The Re-Up
"Minimal customization or personalization; expression is through choice of media content rather than avatar or environment."
-
Fantasy
Game with the same Fantasy vibe
-4"The game portrays a realistic, relatable social situation without fantasy or improbable elements."
One Night Stand
"The game depicts a stylized but realistic social commentary on media and society, grounded in plausible scenarios."
-
Fellowship
Game with the same Fellowship vibe
-5"No social or community features; experience is solitary and introspective."
RiME
"No social or community features; experience is solitary and introspective."
-
Growth
Game with the same Growth vibe
2"Players gain insight into the story and characters, with some personal reflection and emotional growth encouraged."
The First Tree
"Players gain insight and awareness about media influence and social dynamics, promoting personal reflection."
-
Health
Game with the same Health vibe
-5"No physical activity or health-related gameplay elements; purely sedentary experience."
Smile For Me
"No physical activity or health-related gameplay elements; purely sedentary experience."
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Idle
Game with the same Idle vibe
-4"Requires focused attention during the short play session; not designed for background or idle play."
South of the Circle
"Requires focused attention during the short play session; not designed for background or idle play."
-
Intimacy
Game with the same Intimacy vibe
-5"No close social interactions or relationship building; experience is individual and narrative-driven."
Tomb Raider: Underworld
"No close social interactions or relationship building; experience is individual and conceptual."
-
Leadership
Game with the same Leadership vibe
-5"No leadership or management roles; player acts as observer and participant in a fixed narrative."
Cats and the Other Lives
"No leadership or group management roles; player acts as an observer influencing media portrayal."
-
Progression
Game with the same Progression vibe
-3"Minimal progression mechanics; no item collection or upgrades, mostly static exploration."
The Complex: Expedition
"Minimal progression; the game is short and linear with no accumulation of items or upgrades."
-
Relaxation
Game with the same Relaxation vibe
-2"The game maintains tension and emotional strain rather than providing relaxation or flow."
This War of Mine
"The game creates tension and reflection rather than relaxation or flow; emotional impact is strong."
-
Sensation
Game with the same Sensation vibe
1"Minimalistic visuals and subtle audio provide moderate sensory stimulation without intense excitement."
OneShift
"Simple visuals and audio provide modest sensory stimulation supporting the message without intense excitement."
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Status
Game with the same Status vibe
-5"No social recognition or status systems; achievements are personal and internal."
Heaven's Vault
"No social recognition or status systems; achievements are personal and internal."
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Story
Game with the same Story vibe
4"Narrative and social commentary are central, with immersive storytelling and character depth."
TYRONE vs COPS
"Strong narrative and social commentary conveyed through gameplay and progression, despite short length."
-
Strategy
Game with the same Strategy vibe
1"Some decision-making involved, but overall straightforward with limited strategic depth."
Dreamland
"Some strategic choice in what to capture, but overall straightforward and limited decision-making."
-
Thrill
Game with the same Thrill vibe
0"Game provides emotional highs and lows but lacks suspense or risk-based thrill elements."
Five Hearts Under One Roof
"The game evokes emotional impact but does not focus on suspense or risk-based thrill."
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Value
Game with the same Value vibe
5"Highly praised for being free, short, and emotionally impactful; excellent value for time."
this game will end in 205 clicks.
"Highly praised for delivering a powerful message in a very short, free experience; excellent value."
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Violence
Game with the same Violence vibe
2"Violence is present in narrative and some puzzle consequences, but not gratuitous or central gameplay."
Zero Escape: Zero Time Dilemma
"Depicts escalation of conflict and violence as part of the message, but not glorified or central gameplay."
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Survival
Game with the same Survival vibe
-5"No survival or threat mechanics; stable social environment."
Comedy Night
"No survival or threat avoidance mechanics; stable environment focused on social dynamics."
Analysis
Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. Here, the score leans higher than usual among comparable games on Violence. It leans lower than usual among comparable games on Fantasy, Relaxation.
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