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We Know the Devil similar games & best alternatives

We Know the Devil

PC (Microsoft Windows), Nintendo Switch, Mac, Web browser • 2016

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Quick resume

WE KNOW THE DEVIL is a visual novel about teens reluctantly fighting the devil at summer camp. Follow meangirl Neptune, tomboy Jupiter, and shy shy Venus as they get to know each other--but one always gets left out.

Global score

95/100

Genres

Adventure, Casual, Indie, Visual Novel

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    Pros

    • Powerful, emotionally resonant story
    • Strong queer and religious trauma themes
    • Unique art style and atmospheric soundtrack
    • Multiple endings encouraging replay
    • Relatable, well-developed characters

    Cons

    • Very short gameplay length
    • Minimal interactivity and skill challenge
    • Some players find narrative vague or confusing
    • Occasional visual glitches reported
    • Price may feel high for duration

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players make meaningful choices affecting narrative and character relationships, exploring different routes and endings with personal agency."

      Capsule for Heaven Will Be Mine Heaven Will Be Mine

      "Players make meaningful choices about which characters to pair, influencing story outcomes and endings, reflecting personal agency rather than fixed routines."

    • Competence

      Game with the same Competence vibe

      -2

      "Gameplay is simple point-and-click with minimal skill challenge; focus is on narrative rather than technical mastery."

      Capsule for Milky Way Prince – The Vampire Star Milky Way Prince – The Vampire Star

      "Gameplay is minimal and narrative-driven with few skill challenges; focus is on reading and interpretation rather than technical mastery."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements or comparison to others; experience is personal and introspective."

      Capsule for Paratopic Paratopic

      "No competitive elements or comparison to others; experience is personal and introspective."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players often replay loops and multiple endings, showing engagement beyond a single session despite the short length."

      Capsule for START AGAIN: a prologue START AGAIN: a prologue

      "Players often replay multiple endings and routes, showing engagement beyond a single session despite the game's short length."

    • Cooperation

      Game with the same Cooperation vibe

      2

      "Narrative centers on cooperation between two main characters, fostering a sense of teamwork, though gameplay is single-player."

      Capsule for OPUS: Rocket of Whispers OPUS: Rocket of Whispers

      "Story centers on relationships and interactions among three main characters, emphasizing connection though gameplay is single-player."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players explore different story paths and character relationships, fostering creative narrative exploration."

      Capsule for Starlight Vega Starlight Vega

      "Players explore different narrative paths and endings, interpreting symbolism and themes, fostering creative engagement with story."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; interactions are balanced and respectful."

      Capsule for Potion Craft: Alchemist Simulator Potion Craft: Alchemist Simulator

      "No elements of exerting control or superiority over others; interactions are balanced and respectful."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players engage deeply with emotional and taboo themes, providing strong immersion and escape."

      Capsule for Love Ribbon Love Ribbon

      "Strong emotional and thematic immersion offers escape from real-life issues, especially for queer players with religious trauma."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of personal interest and emotional connection, not obligation or external pressure."

      Capsule for That Dragon, Cancer That Dragon, Cancer

      "Players engage voluntarily out of personal interest and emotional connection, not obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Multiple endings and choices encourage players to explore different narrative paths and outcomes."

      Capsule for one night, hot springs one night, hot springs

      "Multiple endings and choices encourage players to try different narrative paths and interpretations."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players explore different narrative branches and some interactive elements, though within a limited environment."

      Capsule for missed messages. missed messages.

      "Players discover story layers and symbolism through multiple playthroughs, though physical environment is limited."

    • Expression

      Game with the same Expression vibe

      3

      "Character customization is limited but players express themselves through choices and interactions affecting story."

      Capsule for In Stars And Time In Stars And Time

      "Character customization is minimal but players express themselves through choice of narrative focus and interpretation."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Game blends psychological horror with supernatural and religious fantasy elements."

      Capsule for Outlast 2 Outlast 2

      "Game features supernatural and symbolic elements (devil, radios) blended with realistic adolescent struggles."

    • Fellowship

      Game with the same Fellowship vibe

      4

      "Strong sense of community and connection through shared queer identities and character relationships."

      Capsule for Super Lesbian Animal RPG Super Lesbian Animal RPG

      "Strong sense of community and shared identity among characters and players, especially within queer contexts."

    • Growth

      Game with the same Growth vibe

      4

      "Players gain insight into characters and story, with emotional and narrative development."

      Capsule for The Fruit of Grisaia The Fruit of Grisaia

      "Players experience personal development and emotional insight through story and character arcs."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary visual novel experience with no physical activity or health-related gameplay."

      Capsule for South Scrimshaw, Part One South Scrimshaw, Part One

      "Sedentary visual novel experience with no physical activity or health-related gameplay."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused reading and attention; not designed for background or casual intermittent play."

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

      "Requires focused reading and attention; not designed for background or casual intermittent play."

    • Intimacy

      Game with the same Intimacy vibe

      4

      "Strong emotional connections and exploration of close relationships and identity form core of experience."

      Capsule for A YEAR OF SPRINGS A YEAR OF SPRINGS

      "Deep emotional connections and exploration of identity and relationships foster intimacy."

    • Leadership

      Game with the same Leadership vibe

      -4

      "No leadership or group management mechanics; player follows narrative paths."

      Capsule for Root Double -Before Crime * After Days- Xtend Edition Root Double -Before Crime * After Days- Xtend Edition

      "No leadership or group management mechanics; players follow narrative rather than lead others."

    • Progression

      Game with the same Progression vibe

      2

      "Progression is narrative-based with unlocking story elements and endings rather than item or power accumulation."

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

      "Progression is narrative-based through unlocking endings and story layers rather than item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Atmospheric and immersive but also psychologically tense and unsettling; mixed relaxation and tension."

      Capsule for The Infectious Madness of Doctor Dekker The Infectious Madness of Doctor Dekker

      "Atmospheric and immersive but often emotionally intense and unsettling rather than purely relaxing."

    • Sensation

      Game with the same Sensation vibe

      3

      "Strong audiovisual presentation with evocative music and art creates emotional and sensory engagement."

      Capsule for Misericorde: Volume One Misericorde: Volume One

      "Strong audio-visual atmosphere with evocative music and art creates emotional and sensory engagement."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition mechanics; experience is private and personal."

      Capsule for Higurashi When They Cry Hou - Ch.4 Himatsubushi Higurashi When They Cry Hou - Ch.4 Himatsubushi

      "No social status or recognition mechanics; experience is private and personal."

    • Story

      Game with the same Story vibe

      5

      "Narrative immersion is central, with complex story, character development, and multiple endings."

      Capsule for Corpse Party (2021) Corpse Party (2021)

      "Narrative immersion is central, with multiple endings, character development, and thematic depth."

    • Strategy

      Game with the same Strategy vibe

      -2

      "Choice-based gameplay with limited strategic complexity; focus is on narrative impact."

      Capsule for The NOexistenceN of you AND me The NOexistenceN of you AND me

      "Choice mechanics are simple and narrative-focused, with minimal strategic complexity."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense and emotional tension in story but no high-risk gameplay."

      Capsule for An Octave Higher An Octave Higher

      "Some suspense and emotional tension through horror elements and story uncertainty, but no high-risk gameplay."

    • Value

      Game with the same Value vibe

      3

      "Players appreciate the emotional and artistic value despite short length; some note price may be high for duration."

      Capsule for despelote despelote

      "Players find strong emotional and artistic value despite short length; some note price may be high for duration."

    • Violence

      Game with the same Violence vibe

      -3

      "Game focuses on emotional and relational content rather than combat or destruction."

      Capsule for Nameless ~The one thing you must recall~ Nameless ~The one thing you must recall~

      "No combat or destructive gameplay; focus is on emotional and psychological conflict."

    • Survival

      Game with the same Survival vibe

      1

      "Survival is a narrative theme, but gameplay involves guiding and advising rather than direct resource management or threat avoidance."

      Capsule for Whispers from the Star Whispers from the Star

      "Themes of survival are metaphorical and emotional rather than gameplay-based resource or threat management."

    Analysis

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

    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