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The Complex: Expedition similar games & best alternatives

The Complex: Expedition

PC (Microsoft Windows) • 2025

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Quick resume

When a routine expedition into The Complex goes horribly wrong, you're left alone and lost, wandering the seemingly infinite maze of hallways, otherwise known as the Backrooms. Might there be something following you?

Global score

89/100

Genres

Action, Adventure, Simulator

Similar games

    Pros

    • Exceptional atmosphere and sound design
    • Faithful representation of backrooms liminal spaces
    • Immersive vhs visual effects
    • Nonlinear exploration with multiple paths
    • Psychological horror without cheap jump scares

    Cons

    • Short gameplay length
    • Limited interaction and progression
    • Lack of accessibility options
    • Some performance and control issues
    • Minimal narrative depth

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. Here, the score leans higher than usual among comparable games on Exploration, Thrill. It leans lower than usual among comparable games on Progression.

    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
      3

      "Players can explore multiple routes and choose their own pace in a nonlinear maze-like environment, though the game is a walking simulator with limited interaction."

    • Competence
      -2

      "Gameplay is mostly walking and exploration with minimal challenge or skill tests; some navigation and puzzle-like elements but overall low difficulty."

    • Competition
      -5

      "No competitive elements, leaderboards, or player versus player interactions; focus is on solitary exploration."

    • Continuation
      2

      "Players report multiple playthroughs to explore alternate paths and discover secrets, indicating some habitual engagement despite short playtime."

    • Cooperation
      -5

      "Single-player experience with no cooperative gameplay or social collaboration."

    • Creativity
      2

      "Players can explore different paths and discover hidden areas, but no creation or modification mechanics; some appreciation for unique level design."

    • Domination
      -5

      "No social dominance or power dynamics; experience is solitary and atmospheric."

    • Escapism
      5

      "Strong emphasis on immersion in a surreal, liminal space to escape reality; players use the game for psychological horror and atmospheric exploration."

    • Expectation
      -4

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

    • Experimenting
      1

      "Some exploration of multiple routes and secrets encourages trying new paths, but overall gameplay is consistent and routine."

    • Exploration
      5

      "Core gameplay revolves around discovering new areas, secrets, and environmental storytelling in a maze-like setting."

    • Expression
      -5

      "No character customization or self-expression features; presentation is fixed and standardized."

    • Fantasy
      3

      "Game presents an imaginative, surreal liminal space with psychological horror elements, though grounded in a found footage aesthetic."

    • Fellowship
      -5

      "No community or social features; solitary experience."

    • Growth
      -3

      "Limited learning or skill development; mostly familiar walking and exploration mechanics."

    • Health
      -5

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

    • Idle
      3

      "Players can engage in relaxed, low-intensity exploration sessions; some use as background or chill experience."

    • Intimacy
      -5

      "No social or emotional connections formed; isolated gameplay."

    • Leadership
      -5

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

    • Progression
      -3

      "Minimal progression mechanics; no item collection or upgrades, mostly static exploration."

    • Relaxation
      3

      "Atmosphere induces tension and unease but also moments of calm and contemplation; balance between horror and relaxation."

    • Sensation
      4

      "Strong sensory stimulation through immersive sound design, visuals, and VHS effects creating emotional impact."

    • Status
      -5

      "No social recognition or status systems."

    • Story
      2

      "Some narrative elements and lore present but minimal and subtle; story is secondary to atmosphere and exploration."

    • Strategy
      -3

      "Limited strategic or problem-solving elements; mostly straightforward navigation and exploration."

    • Thrill
      3

      "Psychological tension and suspense through atmosphere and uncertainty rather than jump scares or action."

    • Value
      1

      "Mixed opinions on value; some find price fair for experience and quality, others note short length and limited content."

    • Violence
      -5

      "No combat or destructive gameplay; focus on exploration and atmosphere."

    • Survival
      -4

      "No survival mechanics or threats requiring resource management; low-risk environment."

    Last update: 29/04/2026