Skydance's BEHEMOTH similar games & best alternatives

Skydance's BEHEMOTH

PC (Microsoft Windows), PlayStation VR2, SteamVR, Meta Quest 2, Meta Quest 3 • 2024

Should you play it?

Skydance’s BEHEMOTH is an original story set in the Forsaken Lands, a fallen kingdom haunted by tragedy. Play as an outland warrior, Wren the Hunter (the player), and embark on a perilous quest to save yourself and your village. Your only hope is to slay the unslayable, the monstrous Behemoths.

What works
  • Immersive vr scale and environments
  • Engaging and skill-based combat
  • Fun grappling hook mechanics
  • Varied boss fights with behemoths
  • Good performance and graphics optimization
Things to keep in mind
  • Combat can feel clunky or buggy at times
  • Limited number of behemoth fights
  • Some technical bugs and glitches reported
  • Linear level design with limited exploration
  • Lack of accessibility options like left-handed mode

What to play next

Similar games, hidden gems, and fresh directions from this game.

Top picks

Games that feel the closest overall

  • Arken Age

  • Budget Cuts 2: Mission Insolvency

  • Hellsplit: Arena

  • Vanishing Realms™

  • Grimlord

  • Metro Awakening

  • Half-Life: Alyx

  • Belko VR: An Escape Room Experiment

  • Onimusha: Warlords

Hidden Gems

Less popular games with surprisingly high similarity

  • Twinsen's Little Big Adventure Classic

  • Zwei: The Arges Adventure

  • Aggelos

If you liked…

Recommendations by what you enjoyed most

  • Fantasy

    Fable Anniversary

  • Competence

    Darkblade Ascent

  • Escapism

    Out of Ammo

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).

Skydance's BEHEMOTH: A very typical example of its motivational profile. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Status. Here, the score leans higher than usual among comparable games on Violence, Exploration, Fantasy.

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 weapons, abilities, and approach combat with some freedom, but the game is fairly linear in progression and quest structure."

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    "Players have freedom to choose weapons, combat style, and use grappling hook creatively, though the game is mostly linear in progression."

  • Competence

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    "Combat requires skillful parrying, dodging, and timing; players improve through learning enemy patterns and build optimization."

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    "Combat requires skill development, parrying, timing, and mastering mechanics; players report a learning curve and satisfaction from improving."

  • Competition

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    "Focus is on single-player progression and personal challenge rather than competing against others."

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    "Focus is on single-player experience and personal mastery rather than competing against others."

  • Continuation

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    "Players report engaging gameplay and replay value, though some mention the game is relatively short."

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  • Cooperation

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

    Capsule for Marvel’s Spider-Man: Miles Morales Marvel’s Spider-Man: Miles Morales

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

  • Creativity

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    "Players can experiment with different weapons, armor, and combat styles; some environmental interaction."

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    "Players can experiment with different weapons, combat tactics, and use environment creatively, but within predefined game structures."

  • Domination

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    "No evidence of exerting control or superiority over other players; gameplay is single-player focused."

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  • Escapism

    Game with the same Escapism vibe

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    "Players use the immersive VR environment to escape into intense combat and strategic gameplay, away from real life."

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    "Players describe immersive VR experience with awe-inspiring environments and engaging combat that provides strong real-life escape."

  • Expectation

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    "Players express intrinsic motivation and excitement to play; no indication of obligation or external pressure."

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  • Experimenting

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    "Players try different weapons, combat techniques, and game modes, exploring mechanics and strategies."

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    "Players try different combat approaches, weapons, and grapple mechanics, exploring game mechanics and limits."

  • Exploration

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    "Game features linear but detailed zones with loot, secrets, and side quests encouraging exploration."

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    "Game features scenic environments and some optional areas encouraging exploration, though overall linear."

  • Expression

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    "Limited customization beyond weapon and ability choices; no mention of avatar personalization or cosmetic modifications."

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    "Limited customization options; no mention of avatar personalization or cosmetic modifications."

  • Fantasy

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    "Strong fantasy setting with magic, mythical creatures, and heroic narrative."

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    "Strong fantasy setting with giant monsters, heroic combat, and dark-fantasy narrative."

  • Fellowship

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    "No social or community features; purely solo experience."

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    "No social or community features; purely solo experience."

  • Growth

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    "Players develop combat skills and learn enemy patterns; some progression through weapon upgrades."

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  • Health
    Insufficient data

    No nearest game available

  • Idle

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    "Requires focused attention and active engagement; not a casual or background game."

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  • Intimacy

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    "No evidence of forming close relationships or emotional social interactions."

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  • Leadership

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    "No leadership or group management roles; single-player experience."

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  • Progression

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    "Players collect items, upgrades, and unlock new weapons and abilities as they progress through levels."

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    "Players collect weapons, upgrades, and unlock abilities as they progress through the game."

  • Relaxation

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    "Some players find the game relaxing and immersive, though combat can be challenging and tense at times."

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    "Some players find immersive and awe-inspiring moments relaxing, though combat can be tense and challenging."

  • Sensation

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    "Strong sensory stimulation through visuals, sound design, and immersive VR environment."

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  • Status

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    "No social recognition or status systems present."

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    "No social recognition or status systems present."

  • Story

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    "Narrative is present and engaging enough to motivate players, though somewhat cliché."

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  • Strategy

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  • Thrill

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    "Combat and boss fights provide moments of suspense and excitement, though some find difficulty uneven."

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    "Boss fights and combat provide suspense and excitement, though some players find difficulty curve uneven."

  • Value

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    "Players generally feel the game offers good value for time and money, especially on sale."

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  • Violence

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    "Combat involves melee fighting, destruction of enemies, and visceral action."

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  • Survival

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Last update: 01/06/2026