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Deceit

PC (Microsoft Windows), Linux • 2017

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Quick resume

Test your instincts at trust and deception in an action-filled, multiplayer first-person shooter. You wake up in unknown surroundings to the sound of the Game Master’s unfamiliar voice, surrounded by five others. A third of your group have been infected with a virus, but who will escape?

Global score

79/100

Genres

Action, Indie, Free To Play, Shooter, Tactical

Similar games

    Pros

    • Unique social deception gameplay
    • Strong emphasis on communication and teamwork
    • Free-to-play with cosmetic customization
    • Tense and immersive horror atmosphere
    • Active developer support and updates

    Cons

    • Toxic player community and griefing
    • Bugs and optimization issues
    • Limited map variety
    • Language barriers in matchmaking
    • Short rounds with repetitive gameplay

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Competition, Fellowship, Domination, Status. Here, the score leans higher than usual among comparable games on Intimacy, Cooperation. It leans lower than usual among comparable games on 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.

    Motivations

    • Autonomy
      4

      "Players have freedom to choose roles (infected or innocent), decide whom to trust or accuse, and use various strategies and items to influence the game outcome."

    • Competence
      3

      "Requires skill in shooting, deception, deduction, and communication; players improve over time and can unlock perks."

    • Competition
      3

      "Competitive elements exist in voting out players, surviving rounds, and outsmarting others, but focus is on social deduction rather than direct ranking."

    • Continuation
      2

      "Players often engage in multiple short rounds and some report habitual play, but bugs and toxicity can reduce attachment."

    • Cooperation
      4

      "Strong emphasis on teamwork and communication among innocents and infected teams, coordinating to survive or kill."

    • Creativity
      2

      "Players creatively use deception, item usage, and social manipulation, though the game structure is fixed."

    • Domination
      2

      "Some players try to dominate by accusing or controlling votes, but overall interactions require mutual suspicion and balance."

    • Escapism
      4

      "Provides immersive horror atmosphere and social deception that distracts from real life, offering tension and thrill."

    • Expectation
      -3

      "Players mostly play voluntarily for fun and social interaction, not out of obligation or pressure."

    • Experimenting
      3

      "Players experiment with different strategies, roles, and item combinations to deceive or survive."

    • Exploration
      1

      "Limited map variety but players explore different areas and item locations within maps."

    • Expression
      2

      "Customization of characters and skins is available, allowing some personal expression."

    • Fantasy
      3

      "Game features supernatural elements like infected turning into monsters, creating an imaginative horror setting."

    • Fellowship
      4

      "Strong community aspect with voice communication, team play, and social bonding or conflict."

    • Growth
      3

      "Players develop skills in deception, shooting, and social tactics; leveling and perks encourage growth."

    • Health
      -4

      "Primarily sedentary gameplay with no physical activity involved."

    • Idle
      -3

      "Requires active attention and communication during short rounds; not suitable for idle play."

    • Intimacy
      2

      "Players form social bonds and friendships through communication, though interactions can be superficial or toxic."

    • Leadership
      2

      "Some players take leadership roles in coordinating votes and strategies, but leadership is shared and situational."

    • Progression
      2

      "Includes leveling, unlocking perks, and cosmetic items, providing a sense of progression."

    • Relaxation
      -3

      "Gameplay is tense and suspenseful, with frequent emotional strain and pressure."

    • Sensation
      3

      "Atmospheric audio and visual effects create emotional excitement and sensory engagement."

    • Status
      1

      "Some recognition through leveling and cosmetic unlocks, but limited social status emphasis."

    • Story
      1

      "Minimal narrative context; focus is on gameplay and social interaction rather than story."

    • Strategy
      4

      "High mental challenge involving deduction, deception, planning, and social manipulation."

    • Thrill
      4

      "Strong suspense and thrill from deception, sudden attacks, and tense voting phases."

    • Value
      4

      "Free-to-play with frequent updates and cosmetic rewards; players perceive good value for time invested."

    • Violence
      3

      "Combat and killing are core mechanics, with shooting and melee attacks to eliminate opponents."

    • Survival
      4

      "Central motivation is to survive rounds by avoiding infected or killing innocents, managing resources and threats."

    Last update: 29/04/2026