Return of the Obra Dinn is one of a kind. Lucas Pope made a one-person mystery puzzle about identifying 60 dead sailors on a cursed ship, and the result was a BAFTA-winning masterpiece that nothing has matched. But several games share pieces of its appeal: the deduction loop, the grim atmosphere, the trust in the player's patience. This list, from the team at Tyrian Games, is ten.
TL;DR
- Return of the Obra Dinn is a unique object: 1-bit art, 60 fates to deduce, no hand-holding.
- Games that scratch the same itch share two things: genuine deduction rather than mystery-flavoured progression, and a grim tonal register.
- Top picks include The Case of the Golden Idol, Tangle Tower, Shadows of Doubt, and Paradise Killer.
- Pope has hinted at future projects in interviews but a formal successor to Obra Dinn hasn't been announced.
- The "patient trust" tone that made Obra Dinn memorable is what unifies these games, even across very different mechanical shapes.
The ten
1. The Case of the Golden Idol (Color Gray Games, 2022) and The Rise of the Golden Idol (2024). The closest structural match on this list. Logic-puzzle murder mysteries in a grimy 18th-century setting. Short, dense, frequently ingenious. The sequel expanded the framework into a nineteenth century and doubled the ambition.
2. Tangle Tower (SFB Games, 2019). Detective mystery in a beautiful painted mansion. Lighter in tone than Obra Dinn, but similarly deduction-forward. Good for players who want the genre without the grimmer atmosphere.
3. Shadows of Doubt (ColePowered Games, 2024). Procedural voxel noir detective sim. Different in form but similar in spirit. The player does real investigation work. The procedural generation keeps each case unique, which is closer to Obra Dinn's "no walkthrough will help you" feel than most scripted mysteries.
4. Paradise Killer (Kaizen Game Works, 2020). Vaporwave island murder mystery. Grimdark-adjacent aesthetic. The player can accuse anyone they want; the game lets them be wrong, which is closer to Obra Dinn's epistemology than most detective games.
5. Disco Elysium (ZA/UM, 2019). A detective RPG that shares Obra Dinn's grim tonal palette and its trust in player attention. The decade-defining mystery game, and the broader gaming canon's clearest argument that adult writing can carry a full game.
6. Her Story (Sam Barlow, 2015). Full-motion-video interrogation mystery. Structurally similar to Obra Dinn in that the player assembles a story from fragments. Short, dense, and playable in a single evening.
7. Immortality (Sam Barlow, 2022). Barlow's follow-up to Her Story, with a grimmer horror overlay. Less approachable but deeper, and Barlow's clearest full statement of what the genre can do.
8. Pentiment (Obsidian Entertainment, 2022). Historical murder mystery in 16th-century Bavaria. Pen-and-ink art, heavy with religious and social texture. Obsidian's writers produced some of the best historical dialogue in any recent game.
9. Outer Wilds (Mobius Digital, 2019). Not a grimdark game, but a deduction game in the Obra Dinn sense. The player's only progression is knowledge. One of the most structurally original games of its decade.
10. HAWKER (Tyrian Games, September 2026). Not a deduction mystery, but a grimdark game that trusts player attention. For Obra Dinn fans who want a shop-and-combat loop in a grim setting. Wishlist on Steam.
What Obra Dinn trusts the player to do
Four things Obra Dinn assumes about its player that most mystery games don't.
That you'll take notes. Obra Dinn doesn't give you an in-game notebook. You're expected to remember faces, names, and moments. Or to write your own notes, which the community did extensively. This trust is uncommon. Most modern mysteries automate the note-taking.
That you'll revisit scenes. The memories are persistent. You can walk back to any scene and re-examine it. The game expects you to do this, and punishes players who try to solve each scene on the first pass.
That you'll make mistakes and correct them. Obra Dinn's confirmation system only flags groups of three correct identifications at a time. A player who guesses randomly won't progress. A player who deduces carefully and sometimes wrongly will progress as they correct mistakes.
That you'll read the art. The 1-bit style isn't decoration. It's load-bearing. The monochrome frees the player from colour-based cues and forces attention to composition, pose, and detail. Most mystery games lean on colour and would lose legibility if pushed into 1-bit. Obra Dinn was designed around its art rather than illustrated on top of a mechanic.
A first-hand Hawker example
Obra Dinn's design philosophy taught us something specific about Hawker's narrative UI. Pope trusts the player with complexity rather than filtering it. Our first build of Hawker had heavy-handed UI: quest markers, objective text, summary paragraphs at the start of every scene. Testers said they felt guided, which was the word we used to describe what we wanted. But they also said they felt the game was doing their thinking for them.
We pulled the quest markers. We pulled the summary paragraphs. We let the caravan's NPCs surface what the player needed through conversation, and we left it to the player to decide what to remember. The game feels different. Testers now report moments of genuine uncertainty, "wait, what did Duval say about the scrivener?" followed by a trip back to the caravan to re-ask. That's the Obra Dinn rhythm. Games trust the player enough to leave space for memory and attention, and the space turns out to be part of the fun. We won't go as hard on this as Pope does. Hawker is a roguelite and can't afford Obra Dinn's cold water approach. But the UI pull taught us what an empty bit of screen can accomplish, and we've kept most of the restraint.
FAQ
What's the closest game to Obra Dinn?
The Case of the Golden Idol, without question. Different art, same logic-puzzle spirit. The 2024 sequel extends the framework.
Does Obra Dinn have a sequel?
No confirmed sequel. Lucas Pope has been quiet about future projects, which historically has been the case before he reveals something unexpected.
Is Hawker a mystery game?
No. Hawker is a grimdark shopkeeper roguelite. Listed for Obra Dinn fans who want a similarly patient tonal register in a different genre.
What's the best one for beginners?
Tangle Tower or The Case of the Golden Idol. Both are shorter and more accessible than Obra Dinn or Disco Elysium.
Is Obra Dinn scary?
Not in the horror-game sense. Grim yes, horror no. The dead-body moments are tastefully monochrome, and the game's dread comes from the slow accumulation of what happened rather than from jumps.
The Obra Dinn design legacy
Return of the Obra Dinn's specific design choices have filtered into mystery-game design across the wider indie space. The "catalogue of identities to deduce" structure has appeared in The Case of the Golden Idol and its sequel, in Shadows of Doubt's procedural cases, and in smaller experimental games throughout 2023 to 2026. The one-bit aesthetic has been directly borrowed by a handful of mystery-horror indies that wanted the same monochrome forcing-function for player attention.
Lucas Pope himself has been publicly quiet since Obra Dinn's post-launch period, which is typical for him. Papers, Please and Obra Dinn both came from long quiet gestation periods. Whatever he's working on next is likely to be a third structurally distinctive game, and the mystery-adjacent category will have to wait for the signal. In the meantime, the games on this list are the closest available approximations of what the Obra Dinn feel produces.
Extended genre notes
Worth naming a few observations about the broader indie gaming landscape this category sits in across 2026. The indie market has grown significantly since 2020, with Steam alone now publishing thousands of titles per year. Discovery is the category's biggest challenge, not production. Most players find new games through a combination of algorithmic recommendation, word of mouth, and curated lists like this one.
The 2026 commercial story for the category favours studios that ship with clear positioning rather than studios that ship as genre-default entries. A game that knows who it's for tends to find its audience even at small scale. A game that hopes to be liked by everyone often ends up being recommended by no-one. HAWKER's positioning (grimdark shopkeeper roguelite, Breton folklore, thirty-day clock) is deliberately narrow because narrow positioning travels better than broad positioning in 2026's crowded indie market.
The audience for this category tends to cross generational lines. Players who grew up on 1990s PC games, players who came in through the 2010s indie boom, and players new to indies through 2020s word-of-mouth are all represented. The category isn't age-coded the way some indie genres are, which means studios can build for breadth rather than specific cohorts.
Practical buying advice
If you're using this list to build a reading-and-playing library, a few practical suggestions. Most of the games mentioned go on Steam sale at least twice a year, often at 50 percent or more off. Adding them to your wishlist and waiting for the next sale is usually the most cost-efficient approach. Many of the older entries are cheap year-round. The newer ones often go on sale first during Steam's summer or winter sales. HAWKER's Early Access price is below the planned full-release price, which is standard indie practice.
If you play on handheld (Steam Deck, Switch 2, ROG Ally) most of the games above run well on these platforms. The category tends to be performance-friendly because the production values prioritise tone over graphical fidelity. This is worth knowing because category fans often play across multiple platforms.
For readers who want to go deeper
A closing note for curious readers. Every category above has subcategories we didn't fully explore in this piece, because an individual article can't be everything. If a specific entry hooked you, most of the games in this piece have dedicated communities, Subreddits, Discord servers, and developer blogs worth finding. The wider indie gaming press, including Rock Paper Shotgun, PC Gamer, Eurogamer, and Polygon, often does deeper coverage on individual games than a cross-category list can.
For players using this piece as a buying guide, the sales cadence on Steam is predictable. Summer and winter sales are the biggest. Smaller themed sales happen throughout the year. Most of the games mentioned have dropped to 50 percent off or more at least once across 2024 to 2026. Wishlisting the games that interest you is how you'll catch the right sale for the right game. Wishlist HAWKER's September 2026 launch while you're at it if the grimdark shopkeeper roguelite angle interests you.
For developers reading this piece, the practical takeaway is that the category rewards specific positioning more than broad appeal. Every successful entry above knows exactly who it's for. Studios that try to hit multiple audiences with a single game usually hit none of them. Pick a specific shape, commit to it, and ship the version that audience wants rather than the version you hope will please everyone.
Spoiler wall
Everything above keeps Hawker at the level of UI philosophy and tone. The caravan, the dialogue system, and the NPC memory are all shown in our trailers. Specific late-game mystery elements sit behind this wall.
Closing
Obra Dinn isn't a genre. It's a small cluster of games that trust the player. The ten above each fit that trust in a different way. Add HAWKER to that cluster in September.
Wishlist HAWKER for Early Access.
Next read: Grimdark indie games in 2026.
Further reading
For related context see what is a shopkeeper roguelite, HAWKER release date and Early Access guide.
