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STRIDE similar games & best alternatives

STRIDE

PC (Microsoft Windows), PlayStation VR, SteamVR, Oculus Quest, Oculus VR, Meta Quest 2 • 2022

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Quick resume

STRIDE is a high-octane parkour adventure in virtual reality. Fight for your life as you hurtle through the rooftops of a futuristic metropolis. Step into the shoes of a master freerunner as you vault, swing, and shoot your way through this action-packed adventure. Multiplayer now available!

Global score

80/100

Genres

Action, Adventure, Massively Multiplayer, Simulator, Sport, Platform, Shooter, Arcade

Similar games

    Pros

    • Immersive and fluid parkour mechanics
    • Engaging physical workout
    • Addictive gameplay with leaderboard competition
    • Frequent developer updates and community engagement
    • Multiple game modes including arena and endless

    Cons

    • Limited content and repetitive procedural generation
    • Some bugs and control inconsistencies
    • Wall running mechanics need polish
    • Lack of story mode at present
    • Multiplayer lacks cooperative modes and social features

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Health, Story, Competition, Status. Here, the score leans higher than usual among comparable games on Domination, Competition. 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 movement style, routes, and combat approach; some constraints in controls but overall high player control."

    • Competence
      4

      "High skill ceiling with challenging parkour mechanics, aiming, and timing; players report learning curve and mastery rewarding."

    • Competition
      3

      "Leaderboards and timed runs encourage comparison; multiplayer modes include competitive elements."

    • Continuation
      3

      "Addictive gameplay with players returning frequently; some complaints about repetitive content but overall habitual play."

    • Cooperation
      -2

      "Mostly individual gameplay; multiplayer modes exist but focus on PvP and infection-style modes rather than cooperative play."

    • Creativity
      2

      "Customization of gloves, grappling hooks, and guns; suggestions for level editors and modding indicate some creative expression."

    • Domination
      1

      "Some competitive multiplayer modes with PvP elements, but no strong emphasis on domination or trash talk."

    • Escapism
      4

      "Players use the game as a physical and mental escape, enjoying immersive parkour and adrenaline rush."

    • Expectation
      -4

      "Players engage voluntarily out of intrinsic interest and enjoyment; no indication of obligation or pressure."

    • Experimenting
      3

      "Players explore movement mechanics, routes, and combat tactics; some desire for more procedural generation and variety."

    • Exploration
      2

      "Endless mode with procedural sections offers some discovery; limited by repetitive tiles but some curiosity-driven play."

    • Expression
      2

      "Customization options for character accessories; no deep avatar personalization but some self-expression through cosmetics."

    • Fantasy
      3

      "Fictional cityscape and parkour fantasy inspired by Mirror's Edge; immersive but grounded in stylized realism."

    • Fellowship
      -2

      "Limited social connection; multiplayer modes exist but social bonding or community identity is not a core focus."

    • Growth
      4

      "Players develop physical skills, timing, and strategic thinking; learning curve and mastery emphasized."

    • Health
      4

      "Physical exertion and workout aspects highlighted; players report fatigue and exercise benefits."

    • Idle
      -4

      "Requires active physical engagement and continuous attention; not suited for passive or background play."

    • Intimacy
      -4

      "Minimal evidence of close social relationships or emotional sharing; mostly individual or casual multiplayer."

    • Leadership
      Insufficient data
    • Progression
      3

      "Players accumulate cosmetics and unlockables; progression through leaderboards and challenges."

    • Relaxation
      -2

      "Gameplay is intense and physically demanding, causing exhaustion rather than relaxation."

    • Sensation
      3

      "Enjoyment from immersive movement, adrenaline, and music; sensory stimulation through VR environment."

    • Status
      2

      "Leaderboards and rankings provide recognition; some social visibility in multiplayer."

    • Story
      -3

      "Currently lacks story mode; gameplay focused on modes without narrative immersion."

    • Strategy
      3

      "Requires planning routes, timing jumps, and combat tactics; strategic thinking encouraged."

    • Thrill
      4

      "High adrenaline, risk-taking, and suspense from parkour and combat; players enjoy thrill of movement and survival."

    • Value
      1

      "Mixed opinions on price vs content; players appreciate gameplay but desire more content for full value."

    • Violence
      2

      "Combat involves shooting enemies; violence present but not primary focus."

    • Survival
      3

      "Avoiding death from falling or enemies is core; resource management minimal but survival pressure present."

    Last update: 29/04/2026