We Become What We Behold [Fan-Made Port] similar games & best alternatives
We Become What We Behold [Fan-Made Port]
2019
Related articles
Quick resume
a game about news cycles, vicious cycles, infinite cycles
Global score
96/100
Genres
Casual, Indie
Similar games
Pros
- Powerful social commentary
- Short and accessible gameplay
- Thought-provoking narrative
- Free to play
- Minimalist art style
Cons
- Very short playtime
- Limited replayability
- Linear and constrained choices
- Lack of depth in gameplay mechanics
- No multiplayer or social features
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 Violence. It leans lower than usual among comparable games on Fantasy, 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
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Autonomy2
"Players have limited control over what to capture, influencing the media narrative, but the game guides choices to convey its message."
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Competence1
"Gameplay is simple and easy, requiring minimal skill, but players engage in meaningful decision-making about what to portray."
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Competition-5
"No competitive elements; focus is on personal reflection and narrative influence without comparison to others."
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Continuation-4
"Very short playtime (5-10 minutes) with limited replay value; players tend to play briefly and then stop."
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Cooperation-5
"Single-player experience focused on individual choices; no cooperative or multiplayer elements."
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Creativity1
"Players can choose what to photograph influencing the story, but within a limited set of predefined options."
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Domination-5
"No elements of exerting control or superiority over others; interactions are neutral and reflective."
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Escapism3
"Players use the game as a way to reflect on real-world media influence, providing a form of mental escape and contemplation."
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Expectation-4
"Players engage voluntarily out of interest in the message and social commentary, not out of obligation."
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Experimenting1
"Some experimentation possible in what to capture, but overall the game is linear with limited branching."
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Exploration-3
"The game world is small and fixed; players explore limited scenarios rather than large or new environments."
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Expression-2
"Minimal customization or personalization; expression is through choice of media content rather than avatar or environment."
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Fantasy-4
"The game depicts a stylized but realistic social commentary on media and society, grounded in plausible scenarios."
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Fellowship-5
"No social or community features; experience is solitary and introspective."
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Growth2
"Players gain insight and awareness about media influence and social dynamics, promoting personal reflection."
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Health-5
"No physical activity or health-related gameplay elements; purely sedentary experience."
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Idle-4
"Requires focused attention during the short play session; not designed for background or idle play."
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Intimacy-5
"No close social interactions or relationship building; experience is individual and conceptual."
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Leadership-5
"No leadership or group management roles; player acts as an observer influencing media portrayal."
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Progression-3
"Minimal progression; the game is short and linear with no accumulation of items or upgrades."
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Relaxation-2
"The game creates tension and reflection rather than relaxation or flow; emotional impact is strong."
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Sensation1
"Simple visuals and audio provide modest sensory stimulation supporting the message without intense excitement."
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Status-5
"No social recognition or status systems; achievements are personal and internal."
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Story4
"Strong narrative and social commentary conveyed through gameplay and progression, despite short length."
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Strategy1
"Some strategic choice in what to capture, but overall straightforward and limited decision-making."
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Thrill0
"The game evokes emotional impact but does not focus on suspense or risk-based thrill."
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Value5
"Highly praised for delivering a powerful message in a very short, free experience; excellent value."
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Violence2
"Depicts escalation of conflict and violence as part of the message, but not glorified or central gameplay."
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Survival-5
"No survival or threat avoidance mechanics; stable environment focused on social dynamics."
Last update: 29/04/2026