Shadows 2: Perfidia similar games & best alternatives

Shadows 2: Perfidia

PC (Microsoft Windows), Nintendo Switch • 2017

Should you play it?

Shadows 2: Perfidia is a survival horror game inspired by classics like the Penumbra series and Layers of Fear. Explore a darkened office complex and uncover the truth behind the horrifying events that have befallen its inhabitants.

What works
  • Effective horror atmosphere and sound design
  • Two playable characters with different storylines
  • Randomized item locations increase replayability
  • Good value at discounted price
  • Engaging jump scares and suspense
Things to keep in mind
  • Repetitive level design with similar office layouts
  • Cheap jump scares can feel overused
  • Technical issues and bugs reported
  • Limited puzzle variety and depth
  • Low-budget graphics and performance hiccups

What to play next

Top picks

Games that feel the closest overall

  • Into The Gloom

  • Don't Be Afraid

  • [Chilla's Art] The Caregiver | 終焉介護

  • Rewind Or Die

  • Dread Flats

  • DERE EVIL EXE

  • Apartament 1406: Horror

  • Dark Fracture: Prologue

  • Tomato Jones

Hidden Gems

Less popular games with surprisingly high similarity

  • Into The Gloom

  • Rewind Or Die

  • DERE EVIL EXE

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    Aooni The Horror of Blueberry Onsen

  • Fantasy

    Eronoctosis: Put Yourself Together

  • Thrill

    Rake

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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 (hidden on purpose).

Shadows 2: Perfidia: A very typical example of its motivational profile. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Leadership. Here, the score leans higher than usual among comparable games on Violence, Thrill. It leans lower than usual among comparable games on Relaxation.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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    "Players can choose between two characters and different gameplay modes (easy, hardcore), and decide how to approach puzzles and hiding, indicating some control over actions."

  • Competence

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    "Gameplay involves puzzle solving and repairing with some skill, but puzzles are generally easy and become repetitive, limiting challenge."

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  • Competition

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    "No evidence of competitive elements; gameplay is single-player focused with no comparison or ranking against others."

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  • Continuation

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  • Cooperation

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    "Entirely single-player experience with no cooperative or multiplayer elements."

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  • Creativity

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    "Some base building and layout customization, but mostly uses predefined buildings and structures with limited creative freedom."

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    "Some creative elements like randomized item locations and disturbing paintings add variety, but overall uses predefined office layouts repeatedly."

  • Domination

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    "No indication of exerting control or superiority over others; gameplay is solitary and non-confrontational."

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    "No indication of exerting control or superiority over others; gameplay is solitary and survival-focused."

  • Escapism

    Game with the same Escapism vibe

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    "Strong horror atmosphere and tension provide immersive escape from reality, with players seeking thrills and stress relief."

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  • Expectation

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    "Players engage voluntarily for entertainment and horror experience without obligation or external pressure."

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  • Experimenting

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    "Some exploration and puzzle solving encourage trying new things, but mostly follows established horror game routines."

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    "Some experimentation with flashlight intensity, sanity mechanics, and hiding strategies, but largely follows established horror game routines."

  • Exploration

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    "Players explore randomized rooms and different paths with some map variety, though environments are somewhat repetitive."

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    "Players explore office maze-like floors with some secret items and randomized encounters, though environments are repetitive."

  • Expression

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    -3

    "Limited customization; players select characters but no significant avatar or environment personalization."

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    "Limited customization; players choose characters but no avatar personalization or environment modification."

  • Fantasy

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    "The game features surreal, imaginative horror elements and symbolic monsters, creating a fictional and eerie atmosphere."

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    "Game features shadow monsters and surreal horror elements, creating an imaginative and fictional experience."

  • Fellowship

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    "No social or community features; gameplay is solitary."

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  • Growth

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    "Players learn puzzle solutions and game mechanics during play, but limited depth for long-term skill growth."

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  • Health

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    "Sedentary gameplay with no physical activity or health-related features."

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  • Idle

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    "Requires focused attention on puzzles and character control; not suitable for casual or background play."

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  • Intimacy

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    "No social interactions or relationship building; purely individual experience."

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  • Leadership

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    "No leadership or group management elements present."

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  • Progression

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    "Players collect items and unlock new areas, progressing through story and puzzles."

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    "Players collect keys, batteries, and unlock new floors; some progression through story and puzzles."

  • Relaxation

    Game with the same Relaxation vibe

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    "Game induces tension and suspense rather than relaxation, with frequent jump scares."

    Capsule for The Devourer: Hunted Souls The Devourer: Hunted Souls

    "Game induces tension and fear rather than relaxation; jump scares and suspense dominate."

  • Sensation

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    "Strong sensory stimulation through graphics, sound design, and jump scares create emotional excitement."

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    "Strong sensory stimulation through sound design, lighting effects, and jump scares create emotional excitement."

  • Status

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    "No social recognition or status systems; achievements exist but no social visibility."

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    "No social recognition or status systems; achievements exist but no social visibility."

  • Story

    Game with the same Story vibe

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    "Narrative with multiple endings and social commentary provides story immersion."

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    "Narrative with two characters, journal entries, and multiple endings provide some story immersion."

  • Strategy

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    "Basic stealth and puzzle solving require some planning but limited strategic depth."

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    "Basic puzzle solving and hiding strategies required; not deeply strategic but some planning involved."

  • Thrill

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    "High suspense and jump scares create thrilling and tense gameplay moments."

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  • Value

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  • Violence

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    "Contains disturbing imagery, gore, and violent themes consistent with horror genre."

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  • Survival

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    "Core gameplay involves avoiding death, managing resources like flashlight batteries, and escaping threats."

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Last update: 11/07/2026