We Become What We Behold [Fan-Made Port] Thumbnail

We Become What We Behold [Fan-Made Port] similar games & best alternatives

We Become What We Behold [Fan-Made Port]

PC (Microsoft Windows) • 2019

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Quick resume

a game about news cycles, vicious cycles, infinite cycles

Global score

96/100

Genres

Casual, Indie

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    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

    • Autonomy

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      "Players have limited control, mostly point-and-click exploration and interaction with narrative elements, reflecting some personal agency but within a linear story."

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    • Competence

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      "Gameplay is simple and accessible with minimal technical challenge, but players engage in meaningful decision-making and exploration."

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      "Gameplay is simple and easy, requiring minimal skill, but players engage in meaningful decision-making about what to portray."

    • Competition

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      Capsule for Eliza Eliza

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    • Continuation

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      "Very short playtime (~20-30 minutes) with limited replay value; players tend to finish quickly and move on."

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    • Cooperation

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    • Creativity

      Game with the same Creativity vibe

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      "Players customize initial profile and make choices affecting story, but within predefined narrative and scenes."

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    • Domination

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      "No elements of exerting control or superiority over others; interactions are neutral and exploratory."

      Capsule for The Norwood Suite The Norwood Suite

      "No elements of exerting control or superiority over others; interactions are neutral and reflective."

    • Escapism

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      "Players use the game to reflect and escape into a surreal, unsettling world, providing distraction and thought-provoking content."

      Capsule for How Fish Is Made 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."

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      "Players engage voluntarily out of interest in the message and social commentary, not out of obligation."

    • Experimenting

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      "Some exploration and narrative branching allow limited experimentation with story outcomes."

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    • Exploration

      Game with the same Exploration vibe

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      "The game world is small and mostly confined to specific challenge areas with limited open exploration."

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      "The game world is small and fixed; players explore limited scenarios rather than large or new environments."

    • Expression

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      "Limited customization; expression mainly through choice selection rather than avatar or environment personalization."

      Capsule for Class of '09: The Re-Up 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

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      "The game portrays a realistic, relatable social situation without fantasy or improbable elements."

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      "The game depicts a stylized but realistic social commentary on media and society, grounded in plausible scenarios."

    • Fellowship

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      "No social or community features; experience is solitary and introspective."

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    • Growth

      Game with the same Growth vibe

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      "Players gain insight into the story and characters, with some personal reflection and emotional growth encouraged."

      Capsule for The First Tree The First Tree

      "Players gain insight and awareness about media influence and social dynamics, promoting personal reflection."

    • Health

      Game with the same Health vibe

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      "No physical activity or health-related gameplay elements; purely sedentary experience."

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      "No physical activity or health-related gameplay elements; purely sedentary experience."

    • Idle

      Game with the same Idle vibe

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      "Requires focused attention during the short play session; not designed for background or idle play."

      Capsule for South of the Circle 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."

      Capsule for Tomb Raider: Underworld Tomb Raider: Underworld

      "No close social interactions or relationship building; experience is individual and conceptual."

    • Leadership

      Game with the same Leadership vibe

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      "No leadership or management roles; player acts as observer and participant in a fixed narrative."

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      "No leadership or group management roles; player acts as an observer influencing media portrayal."

    • Progression

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      "Minimal progression mechanics; no item collection or upgrades, mostly static exploration."

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      "Minimal progression; the game is short and linear with no accumulation of items or upgrades."

    • Relaxation

      Game with the same Relaxation vibe

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      "The game maintains tension and emotional strain rather than providing relaxation or flow."

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      "The game creates tension and reflection rather than relaxation or flow; emotional impact is strong."

    • Sensation

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      "Minimalistic visuals and subtle audio provide moderate sensory stimulation without intense excitement."

      Capsule for OneShift OneShift

      "Simple visuals and audio provide modest sensory stimulation supporting the message without intense excitement."

    • Status

      Game with the same Status vibe

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      "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."

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      "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."

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      "Some strategic choice in what to capture, but overall straightforward and limited decision-making."

    • Thrill

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      0

      "Game provides emotional highs and lows but lacks suspense or risk-based thrill elements."

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      "The game evokes emotional impact but does not focus on suspense or risk-based thrill."

    • Value

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      "Highly praised for being free, short, and emotionally impactful; excellent value for time."

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      "Highly praised for delivering a powerful message in a very short, free experience; excellent value."

    • Violence

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      "Violence is present in narrative and some puzzle consequences, but not gratuitous or central gameplay."

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      "Depicts escalation of conflict and violence as part of the message, but not glorified or central gameplay."

    • Survival

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      "No survival or threat mechanics; stable social environment."

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    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