Going Under similar games & best alternatives
Going Under
2020
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Quick resume
Going Under is a satirical dungeon crawler about exploring the cursed ruins of failed tech startups. As an unpaid intern in the dystopian city of Neo-Cascadia, you’ll wield office junk as weaponry as you make your way through the offbeat procedural dungeons beneath your company campus.
Global score
90/100
Genres
Action, Indie
Similar games
Pros
- Unique corporate satire and humor
- Engaging and varied combat mechanics
- Vibrant art style and soundtrack
- Meaningful character interactions
- Accessible difficulty options
Cons
- Difficulty spikes can be frustrating
- Some repetition in dungeon design
- Combat can feel clunky or unfair at times
- Limited room variety
- Lack of multiplayer or cooperative features
Analysis
Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Fellowship, Cooperation, Leadership, Violence. Here, the score leans higher than usual among comparable games on Fellowship, Intimacy, Story.
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
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Autonomy4
"Players have freedom to choose weapons, skills, and playstyles; combat encourages improvisation and adaptation."
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Competence3
"Challenging combat with skillful dodging and weapon management; some difficulty spikes noted."
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Competition-3
"Focus is on personal progression and story rather than competing against others; no mention of PvP or leaderboards."
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Continuation4
"Players report addictive gameplay loop and desire to keep playing despite difficulty; some frustration with difficulty spikes."
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Cooperation-4
"Single-player experience focused on individual dungeon runs; no cooperative multiplayer elements mentioned."
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Creativity4
"High creativity in weapon use (improvised weapons), skill combinations, and thematic dungeon design."
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Domination-4
"No evidence of exerting control over others; interactions are collaborative or solo."
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Escapism4
"Strong escapism through immersive satire of corporate culture and engaging dungeon crawling."
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Expectation-4
"Players engage voluntarily out of interest and enjoyment; no indication of obligation or pressure."
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Experimenting4
"Encourages trying new weapons, skills, and strategies each run; procedural generation supports exploration."
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Exploration3
"Procedurally generated dungeons and varied rooms encourage discovery, though some repetition noted."
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Expression3
"Character interactions and story provide some expression; customization mainly through skills and weapons."
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Fantasy3
"Fantasy elements include monsters and roguelike dungeons, but grounded in satirical modern corporate setting."
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Fellowship2
"Strong community appreciation mentioned; in-game NPC relationships add social flavor but no multiplayer."
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Growth4
"Players learn combat mechanics and develop mastery; progression through skills and mentor quests."
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Health-5
"No physical activity or health-related gameplay; sedentary gaming experience."
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Idle-4
"Requires focused attention and active engagement; not a casual or background game."
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Intimacy2
"Emotional connection to characters and story; no evidence of close social relationships."
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Leadership-4
"No leadership roles or managing others; player acts independently."
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Progression4
"Strong progression through unlocking skills, mentor perks, and upgrading abilities."
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Relaxation2
"Some players find comfort and flow; others note tension from difficulty spikes."
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Sensation3
"Vibrant visuals, catchy soundtrack, and satisfying combat provide sensory stimulation."
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Status-4
"No social status or recognition systems; focus on personal achievement."
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Story4
"Engaging narrative with satire, character development, and humor integrated into gameplay."
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Strategy3
"Combat and skill choices require planning and adaptation; some randomness affects strategy."
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Thrill3
"Combat tension and difficulty spikes create suspense and excitement."
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Value4
"Players report good value for money and time; enjoyable experience with replayability."
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Violence3
"Combat involves defeating monsters with improvised weapons; cartoonish violence."
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Survival3
"Players must avoid failure and manage resources to progress through dungeons."
Last update: 29/04/2026