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We Know the Devil

Web browser, Nintendo Switch, PC (Microsoft Windows), Mac • 2016

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Quick resume

WE KNOW THE DEVIL is a visual novel about teens reluctantly fighting the devil at summer camp. Follow meangirl Neptune, tomboy Jupiter, and shy shy Venus as they get to know each other--but one always gets left out.

Global score

94/100

Genres

Adventure, Casual, Indie, Visual Novel

Pros

  • Powerful, emotionally resonant story
  • Strong queer and religious trauma themes
  • Unique art style and atmospheric soundtrack
  • Multiple endings encouraging replay
  • Relatable, well-developed characters

Cons

  • Very short gameplay length
  • Minimal interactivity and skill challenge
  • Some players find narrative vague or confusing
  • Occasional visual glitches reported
  • Price may feel high for duration

Motivations

  • Autonomy
    4

    "Players make meaningful choices about which characters to pair, influencing story outcomes and endings, reflecting personal agency rather than fixed routines."

  • Competence
    -2

    "Gameplay is minimal and narrative-driven with few skill challenges; focus is on reading and interpretation rather than technical mastery."

  • Competition
    -5

    "No competitive elements or comparison to others; experience is personal and introspective."

  • Continuation
    3

    "Players often replay multiple endings and routes, showing engagement beyond a single session despite the game's short length."

  • Cooperation
    2

    "Story centers on relationships and interactions among three main characters, emphasizing connection though gameplay is single-player."

  • Creativity
    3

    "Players explore different narrative paths and endings, interpreting symbolism and themes, fostering creative engagement with story."

  • Domination
    -5

    "No elements of exerting control or superiority over others; interactions are balanced and respectful."

  • Escapism
    4

    "Strong emotional and thematic immersion offers escape from real-life issues, especially for queer players with religious trauma."

  • Expectation
    -4

    "Players engage voluntarily out of personal interest and emotional connection, not obligation or external pressure."

  • Experimenting
    3

    "Multiple endings and choices encourage players to try different narrative paths and interpretations."

  • Exploration
    2

    "Players discover story layers and symbolism through multiple playthroughs, though physical environment is limited."

  • Expression
    3

    "Character customization is minimal but players express themselves through choice of narrative focus and interpretation."

  • Fantasy
    3

    "Game features supernatural and symbolic elements (devil, radios) blended with realistic adolescent struggles."

  • Fellowship
    4

    "Strong sense of community and shared identity among characters and players, especially within queer contexts."

  • Growth
    4

    "Players experience personal development and emotional insight through story and character arcs."

  • Health
    -5

    "Sedentary visual novel experience with no physical activity or health-related gameplay."

  • Idle
    -3

    "Requires focused reading and attention; not designed for background or casual intermittent play."

  • Intimacy
    4

    "Deep emotional connections and exploration of identity and relationships foster intimacy."

  • Leadership
    -4

    "No leadership or group management mechanics; players follow narrative rather than lead others."

  • Progression
    2

    "Progression is narrative-based through unlocking endings and story layers rather than item or power accumulation."

  • Relaxation
    1

    "Atmospheric and immersive but often emotionally intense and unsettling rather than purely relaxing."

  • Sensation
    3

    "Strong audio-visual atmosphere with evocative music and art creates emotional and sensory engagement."

  • Status
    -5

    "No social status or recognition mechanics; experience is private and personal."

  • Story
    5

    "Narrative immersion is central, with multiple endings, character development, and thematic depth."

  • Strategy
    -2

    "Choice mechanics are simple and narrative-focused, with minimal strategic complexity."

  • Thrill
    2

    "Some suspense and emotional tension through horror elements and story uncertainty, but no high-risk gameplay."

  • Value
    3

    "Players find strong emotional and artistic value despite short length; some note price may be high for duration."

  • Violence
    -3

    "No combat or destructive gameplay; focus is on emotional and psychological conflict."

  • Survival
    1

    "Themes of survival are metaphorical and emotional rather than gameplay-based resource or threat management."

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    Last update: 06/03/2026