Through the Woods similar games & best alternatives

Through the Woods

PlayStation 4, PC (Microsoft Windows), Xbox One • 2016

Should you play it?

Through the Woods is a third-person Norse horror adventure set in a forest on the western shores of Norway that tells the story of a mother and her missing son.

What works
  • Strong atmospheric and immersive environment
  • Engaging story with norse mythology
  • Unique horror experience without jump scares
  • Detailed and authentic setting
  • Emotional narrative focus
Things to keep in mind
  • Short game length
  • Technical issues and bugs
  • Limited gameplay mechanics
  • Poor optimization and performance problems
  • Mediocre voice acting and animations

What to play next

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

Top picks

Games that feel the closest overall

  • Perception

  • The Moon Sliver

  • >observer_

  • The Cursed Forest

  • CINERIS SOMNIA

  • Radiolight

  • J.U.L.I.A.: Among the Stars

  • Stray Cat Crossing

  • Love, Sam

Hidden Gems

Less popular games with surprisingly high similarity

  • The Cursed Forest

  • Radiolight

  • Stray Cat Crossing

If you liked…

Recommendations by what you enjoyed most

  • Story

    CAYNE

  • Escapism

    Pamali: Indonesian Folklore Horror

  • Fantasy

    Song of Iron

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).

Through the Woods: 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 Story, Exploration. It leans lower than usual among comparable games on Violence.

Why this game works

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

  • Autonomy

    Game with the same Autonomy vibe

    3

    "Players have control over combat style and approach, including stealth and aggressive tactics, but the game is linear with a fixed protagonist and limited freedom in exploration."

    Capsule for Sekiro™: Shadows Die Twice - GOTY Edition Sekiro™: Shadows Die Twice - GOTY Edition

    "Players control the protagonist's movement and decisions in exploration and stealth, but the path is mostly linear with limited gameplay mechanics."

  • Competence

    Game with the same Competence vibe

    1

    "Gameplay involves simple quick time events and basic tasks with some action and stealth, but not skill-intensive."

    Capsule for Star Trek: Resurgence Star Trek: Resurgence

    "Gameplay involves simple running, sneaking, and flashlight use with some stealth elements; not highly skill-demanding but requires some timing and strategy."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; focus is on personal story experience and exploration without comparison to others."

    Capsule for OPUS: Echo of Starsong - Full Bloom Edition OPUS: Echo of Starsong - Full Bloom Edition

    "No competitive elements; focus is on personal story experience and exploration without comparison to others."

  • Continuation

    Game with the same Continuation vibe

    1

    "Short game length (~2-3 hours) and some players mention limited replay value, but engaging story and gameplay encourage completion and some replay."

    Capsule for Sniper Killer Sniper Killer

    "Short game length (~3-6 hours) and some players replay to explore more lore or achievements, but overall limited replay value."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single-player experience with no multiplayer or cooperative gameplay."

    Capsule for Senua’s Saga: Hellblade II Senua’s Saga: Hellblade II

    "Single-player experience with no multiplayer or cooperative gameplay."

  • Creativity

    Game with the same Creativity vibe

    3

    "Unique art style and cultural storytelling; players engage with mythological content creatively."

    Capsule for The Mooseman The Mooseman

    "Strong creative expression in storytelling, environment design, and incorporation of Norse mythology; limited player creation or modification."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control over others; solo narrative experience."

    Capsule for Observation Observation

    "No elements of exerting control over others; solo narrative experience."

  • Escapism

    Game with the same Escapism vibe

    4

    "Immersive horror atmosphere and cultural folklore provide strong escape from reality."

    Capsule for Pamali: Indonesian Folklore Horror Pamali: Indonesian Folklore Horror

    "Immersive atmospheric horror and folklore setting provides escape from reality and emotional engagement."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily driven by interest in story, genre, and atmosphere rather than obligation."

    Capsule for The Excavation of Hob's Barrow The Excavation of Hob's Barrow

    "Players engage voluntarily driven by interest in story, mythology, and atmosphere rather than obligation."

  • Experimenting

    Game with the same Experimenting vibe

    1

    "Some exploration and discovery of lore and artifacts, but gameplay mechanics are limited and linear."

    Capsule for Water Womb World Water Womb World

    "Some exploration and discovery of lore and environment, but gameplay routines are fairly established and linear."

  • Exploration

    Game with the same Exploration vibe

    3

    "Players explore detailed environments and uncover lore, though within a linear structure."

    Capsule for The Medium The Medium

    "Players explore detailed environments and uncover lore, though within mostly linear paths and limited freedom."

  • Expression

    Game with the same Expression vibe

    -3

    "No character customization or player expression; fixed protagonist and environment."

    Capsule for Cognition Method: Initiation Cognition Method: Initiation

    "No character customization or player-driven expression; fixed protagonist and preset environments."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Strong Norse mythology and Viking fantasy setting with supernatural elements and imaginative storytelling."

    Capsule for Song of Iron Song of Iron

    "Strongly rooted in Norse mythology and supernatural folklore, creating an imaginative and fantastical experience."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "Solo play with minimal social interaction or community involvement."

    Capsule for Detention Detention

    "Solo play with minimal social interaction or community involvement."

  • Growth

    Game with the same Growth vibe

    2

    "Players learn story details and character backgrounds; limited skill growth due to simple gameplay."

    Capsule for Detective Instinct: Farewell, My Beloved Detective Instinct: Farewell, My Beloved

    "Players learn about Norse mythology and story elements; limited skill growth due to simple gameplay."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay without physical activity or health-related features."

    Capsule for Layers of Fear (2016) Layers of Fear (2016)

    "Sedentary gameplay without physical activity or health-related features."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires player attention and engagement; some slow pacing but no background or idle play."

    Capsule for Morphine Morphine

    "Requires player attention and engagement throughout; some slow pacing but no background or idle play."

  • Intimacy

    Game with the same Intimacy vibe

    -4

    "Emotional narrative but limited social or relational interaction beyond story characters."

    Capsule for GYLT GYLT

    "Emotional narrative focuses on mother-son relationship but limited social interaction or relationship building."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements; single-player narrative."

    Capsule for Amnesia: Rebirth Amnesia: Rebirth

    "No leadership or group management elements; single-player narrative."

  • Progression

    Game with the same Progression vibe

    2

    "Progression through collecting items and unlocking story elements, but no character upgrades or power accumulation."

    Capsule for Don't Knock Twice Don't Knock Twice

    "Progression through story and collection of lore items and achievements; no character upgrades or power accumulation."

  • Relaxation

    Game with the same Relaxation vibe

    1

    "Atmospheric and immersive but also tense and challenging, balancing relaxation with suspense."

    Capsule for PILGRIM PILGRIM

    "Atmospheric and immersive but with moments of tension; overall moderate relaxation with some suspense."

  • Sensation

    Game with the same Sensation vibe

    3

    "Strong sensory appeal through visuals, music, and atmospheric sound design, evoking emotional responses."

    Capsule for Bye Sweet Carole Bye Sweet Carole

    "Strong sensory atmosphere through sound design, music, and visual environment to evoke emotional responses."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status elements; individual experience."

    Capsule for SILT SILT

    "No social recognition or status elements; individual experience."

  • Story

    Game with the same Story vibe

    5

    "Narrative-driven game with strong story immersion, character development, and lore exploration."

    Capsule for CAYNE CAYNE

    "Narrative-driven game with strong emphasis on story, character development, and lore immersion."

  • Strategy

    Game with the same Strategy vibe

    1

    "Some stealth and avoidance strategy required, but overall gameplay is simple."

    Capsule for Neverending Nightmares Neverending Nightmares

    "Basic stealth and avoidance mechanics require some planning but overall straightforward gameplay."

  • Thrill

    Game with the same Thrill vibe

    2

    "Some suspense and tension from horror elements and enemy encounters, but not highly intense."

    Capsule for Storebound Storebound

    "Some suspenseful moments and tension from monster encounters but not intense horror or adrenaline rush."

  • Value

    Game with the same Value vibe

    1

    "Mixed opinions on value; praised for quality and style but criticized for short length and replayability."

    Capsule for APE OUT APE OUT

    "Mixed player opinions on value; short length and technical issues lower perceived value but story and atmosphere praised."

  • Violence

    Game with the same Violence vibe

    -4

    "No combat or destruction; gameplay focuses on avoidance and survival rather than violence."

    Capsule for Caveman World: Mountains of Unga Boonga Caveman World: Mountains of Unga Boonga

    "No combat or destruction; gameplay focuses on avoidance and survival rather than violence."

  • Survival

    Game with the same Survival vibe

    2

    "Some survival elements like managing food and resources but no direct threats or combat."

    Capsule for Ostriv Ostriv

    "Elements of survival through avoidance of threats and managing encounters, but no resource management or health system."

Last update: 01/06/2026