Compare South of Midnight vs The Alters

South of Midnight
The Alters

Quick verdict

What each product is best for

Choose South of Midnight for crash stability and accessibility options.

Choose The Alters for replay value and controls responsiveness.

Comparison Takeaways

South of Midnight

Where It Has the Edge

  • crash stability is 4.8 vs 1.5. Crash stability was praised in one review that reported no crashes.
  • accessibility options is 4.7 vs 3.0. Accessibility options were praised for expansive difficulty and assistance settings that let more players tune the experience.
  • visual effects quality is 4.5 vs 3.0. Visual effects were praised in one review for complementing Hazel's abilities alongside animation and sound.
  • dialogue quality is 4.6 vs 3.4. Dialogue was praised as authentic, conversational, and grounded in Southern vernacular.

The Alters

Where It Has the Edge

  • replay value is 4.3 vs 2.2. Replay value was widely praised because alternate Alters, choices, endings, and remembered dialogue paths encourage repeat runs, though...
  • controls responsiveness is 5.0 vs 3.0. One reviewer specifically praised the controls on both controller and mouse/keyboard, with no conflicting control-responsiveness evidence.
  • map and navigation design is 4.3 vs 2.4. Map and navigation design was praised for clever fast travel and tense maze-like routing that reduced backtracking.
  • onboarding experience is 5.0 vs 3.3. Onboarding was praised for introducing many systems without overwhelming the player.
Average score
South of Midnight
3.9
The Alters
4.2
crash stability
South of Midnight
4.8

Crash stability was praised in one review that reported no crashes.

The Alters
1.5

Crash stability was a major issue in one PC review, which reported frequent crashes around the Quantum Computer.

replay value
South of Midnight
2.2

Replay value was weak, with reviewers citing little desire to replay for combat and disappointment at no New Game+.

The Alters
4.3

Replay value was widely praised because alternate Alters, choices, endings, and remembered dialogue paths encourage repeat runs, though a few reviewers saw replay fatigue.

controls responsiveness
South of Midnight
3.0

Responsiveness was mixed: one reviewer liked Hazel's movement feel, while others cited snappiness, lock-on, input, or attack-delay issues.

The Alters
5.0

One reviewer specifically praised the controls on both controller and mouse/keyboard, with no conflicting control-responsiveness evidence.

map and navigation design
South of Midnight
2.4

Map and navigation design drew criticism from a reviewer who got turned around in similar-looking swamp areas.

The Alters
4.3

Map and navigation design was praised for clever fast travel and tense maze-like routing that reduced backtracking.

onboarding experience
South of Midnight
3.3

Onboarding split reviewers: one praised the narrative framing of Hazel learning powers, while another felt the game over-explained and mistrusted the player.

The Alters
5.0

Onboarding was praised for introducing many systems without overwhelming the player.

accessibility options
South of Midnight
4.7

Accessibility options were praised for expansive difficulty and assistance settings that let more players tune the experience.

The Alters
3.0

Accessibility evidence was limited and mixed, with reviewers noting useful settings but also describing the overall accessibility approach as limited.

visual effects quality
South of Midnight
4.5

Visual effects were praised in one review for complementing Hazel's abilities alongside animation and sound.

The Alters
3.0

Visual effects evidence was mixed-to-negative in one review because close-up scenes sometimes became pixelated.

puzzle design
South of Midnight
2.1

Puzzle design drew consistent criticism for being too easy, overly guided, or lacking meaningful problem-solving.

The Alters
3.5

Puzzle evidence was mixed: environmental puzzles earned praise, but the probe-based resource puzzle was criticized as fiddly and low-value.

core gameplay loop
South of Midnight
3.0

The chapter loop split reviewers: some liked its focused cadence, while others found the repeated arena-chase-boss structure predictable or stale.

The Alters
4.3

The core loop was often described as compelling, addictive, or well-designed, with one dissenting review arguing the hybrid systems failed to cohere.

enemy variety
South of Midnight
2.8

Enemy variety was divisive: a few reviewers liked the mix of Haints, while others felt the small enemy pool grew old.

The Alters
4.0

Enemy or hazard variety had limited but positive evidence, with anomaly variants helping keep exploration tense.

dialogue quality
South of Midnight
4.6

Dialogue was praised as authentic, conversational, and grounded in Southern vernacular.

The Alters
3.4

Dialogue quality was mixed: some praised meaningful character conversations, while others found the script or conversations flat and stilted.

writing quality
South of Midnight
2.8

Writing quality was mixed, with praise for the larger picture but complaints about disjointed stories or a need for more finesse.

The Alters
4.0

Writing was mostly praised as authentic, human, or excellent, though one negative review called it shallow and another noted occasional creaking.

fun factor
South of Midnight
3.5

Fun factor was mixed, with some reviewers enjoying the journey or jumping around and others finding play tiresome or combat boring.

The Alters
4.5

Fun factor was positive, with reviewers describing the game as entertaining, a blast, hard to put down, or excellent from start to finish.

gameplay mechanics
South of Midnight
3.4

Reviewers generally found the basic systems functional or purposeful rather than ambitious, with some seeing solid adventure fundamentals and others noting familiar design.

The Alters
4.4

Most reviewers praised the blended survival, management, and narrative mechanics as polished or inventive, though a few found the underlying gameplay basic.

value for money
South of Midnight
3.9

Value for money was generally positive when framed as a short, memorable or Game Pass-friendly experience, though some reviewers warned the $40 price may feel steep.

The Alters
4.9

Value for money was praised, especially around the $35 price and replayable mid-sized scope.

performance optimization
South of Midnight
3.4

Performance optimization was mixed, with one reviewer seeing only minor issues and another noting visible drops.

The Alters
4.3

Performance optimization was mostly praised on reviewed builds, though one PC review reported dreadful performance.

level design
South of Midnight
3.4

Level design split opinion, with some praising comfort or scenery and others criticizing railroading, strict linearity, or repetitive structure.

The Alters
4.3

Level and map design were praised for dense, hand-crafted layouts and well-crafted act-specific maps.

movement feel
South of Midnight
3.6

Traversal feel was praised when momentum clicked, though one review criticized limits on chaining airborne abilities.

The Alters
2.8

Movement drew mixed-to-negative notes, with one reviewer calling traversal cumbersome and another saying Jan could feel awkward or get stuck.

mission design
South of Midnight
2.2

Mission design was criticized for predictable navigation through repeated steps across the folktale chapters.

The Alters
3.0

Mission design received mixed evidence because one reviewer felt survival objectives and narrative goals could work against each other.

protagonist appeal
South of Midnight
4.5

Hazel was widely liked as a charming, believable, empathetic lead even in reviews critical of the story around her.

The Alters
3.7

Jan’s appeal was mixed: some found him more complete, plausible, and sympathetic, while one reviewer found him unpleasant.

side character depth
South of Midnight
4.3

Side characters earned praise for having enough interaction and backstory to avoid feeling flat.

The Alters
5.0

Side character depth was praised in the reviews that addressed it, with the Alters described as distinct and fully realized.

pacing
South of Midnight
3.9

Pacing was often praised for momentum and concise runtime, though some reviewers criticized a slow start, rushed ending, or underwhelming finale.

The Alters
3.3

Pacing was mixed, with praise for quick days and well-timed beats offset by complaints about cyclical acts, clocks, and difficult bad-end pressure.

menu usability
South of Midnight
4.5

Menu usability was praised as simple and easy to navigate.

The Alters
3.9

Menu usability was generally positive thanks to quality-of-life tools, though some reviewers found navigation old or menu-jumping cumbersome.

narrative quality
South of Midnight
4.2

Narrative quality was a major strength overall, especially the folklore-driven stories, even though some reviews criticized connective tissue or messy plotting.

The Alters
4.7

Narrative quality was one of the strongest areas, with many reviewers praising the story as compelling, thoughtful, philosophical, or emotionally resonant.

innovation
South of Midnight
4.2

Innovation was praised more for personality and identity than for mechanical novelty.

The Alters
4.8

Innovation was praised through the game’s unusual genre blend and standout sci-fi structure.

bug frequency
South of Midnight
3.0

Bug frequency was limited but not absent, with one review reporting a bug and a hard-lock scenario.

The Alters
3.5

Bug evidence was mixed: several reviewers saw minor bugs, glitches, or stuck characters, while one reported zero bugs and another saw more disruptive issues.

character roster
South of Midnight
4.7

The cast was praised as memorable, with many characters and monsters leaving an impression despite limited screen time.

The Alters
4.3

The Alter roster was mostly praised for distinct variants, though one reviewer felt not all Alters were equally useful or nuanced.

facial animations
South of Midnight
4.6

Facial animations were praised for expressive character detail that supported the performances.

The Alters
5.0

Facial animation evidence was positive, with one reviewer specifically praising how faces reflect current attitude.

combat system
South of Midnight
2.7

Combat was the most common weakness, praised in a few reviews for chunky or quick encounters but more often criticized as shallow, basic, or repetitive.

The Alters
3.1

Combat-like anomaly encounters were generally seen as simple or secondary; some found them fitting, while others called them weak or uneven.

exploration quality
South of Midnight
3.2

Exploration was mixed: reviewers enjoyed the scenery and light secrets, but several felt linearity and simple detours limited discovery.

The Alters
3.6

Exploration divided reviewers: several found it atmospheric, tactile, or satisfying, while others found it basic, repetitive, or chore-like.

handheld play suitability
South of Midnight
4.3

Handheld play suitability was praised through the Steam Deck discussion, where the game was described as a fine portable fit.

The Alters
4.0

Handheld suitability had limited but positive evidence, with Steam Deck described as playable with decent image quality.

world-building
South of Midnight
4.8

World-building received near-universal praise for its authentic, rarely explored Deep South folklore, history, and cultural texture.

The Alters
4.5

World-building was praised for its strange sci-fi setting, cultural detail, and labor/corporate themes.

polish
South of Midnight
3.0

Polish was mixed, with one review describing the gameplay as fun but still rough around the edges.

The Alters
3.3

Polish was mixed, with notes about lacking presentation and unskippable scenes despite otherwise strong execution.

sound design
South of Midnight
4.8

Sound design was consistently praised for environmental grounding, atmosphere, and integration with movement and effects.

The Alters
5.0

Sound design evidence was strongly positive, emphasizing exceptional audio, tension-building environmental sound, and fantastic sound design.

art direction
South of Midnight
4.8

Art direction was one of the clearest strengths, repeatedly described as striking, gorgeous, phenomenal, or top-notch.

The Alters
5.0

Art direction received strong praise for the alien planet, visual design, and Jan/Alter presentation.

immersion
South of Midnight
4.7

Immersion was praised by a reviewer who felt pulled in immediately by the narrative-driven adventure.

The Alters
4.5

Immersion was strong but intense, with reviewers describing deep involvement and a claustrophobic, absorbing feel.

user interface design
South of Midnight
4.4

User interface design was praised for simple navigation and a fitting aesthetic touch.

The Alters
4.2

UI design was mostly praised as clean, tactile, and not intrusive, with some interface quirks noted.

character development
South of Midnight
4.6

Character development was praised for making characters feel real and emotionally grounded.

The Alters
4.4

Character development was broadly praised for distinct, evolving Jans, though one reviewer felt the alters leaned into caricature.

emotional impact
South of Midnight
4.8

Emotional impact was one of the strongest areas, with reviewers highlighting empathy, sorrow, resilience, and lasting personal resonance.

The Alters
4.9

Emotional impact was consistently strong, with reviewers describing thought-provoking, personal, vulnerable, and resonant moments.

soundtrack quality
South of Midnight
4.6

The soundtrack was one of the strongest consensus positives, praised for Southern genres, vocal storytelling, and memorable implementation.

The Alters
4.5

Soundtrack quality was praised for its synth mood, Piotr Musial’s work, and enjoyable/chill music.

difficulty balance
South of Midnight
3.2

Difficulty balance was uneven across reviews: some found it fair and challenging, while others saw abrupt combat spikes or a flat curve.

The Alters
3.3

Difficulty balance was mixed: several reviewers valued the pressure, but others found the stress overwhelming or the economy hard for newcomers.

progression system
South of Midnight
2.4

Progression was mostly viewed as weak or standard, with upgrades often described as unimportant to how combat actually plays.

The Alters
2.5

Progression drew criticism from one reviewer who felt unlocks mostly reduced earlier friction rather than adding exciting new capabilities.

voice acting
South of Midnight
4.8

Voice acting drew very strong praise for authenticity, emotion, and performances that made characters believable.

The Alters
4.8

Voice acting was strongly praised across many reviews, especially Alex Jordan’s work differentiating the many Jans, with only one mild delivery caveat.

animation quality
South of Midnight
4.4

Animation quality was praised for the stop-motion-inspired look, though a few reviewers noted it could be divisive.

The Alters
4.3

Animation quality was mostly praised for character design and subtle idle movement, though one reviewer found some animations rough.

environmental detail
South of Midnight
4.8

Environmental detail was repeatedly praised for rich, meticulous spaces, lighting, clutter, and sense of place.

The Alters
4.8

Environmental detail was praised for adorable base rooms, dinky detail, and visually distinct alien landscapes.

content variety
South of Midnight
4.2

Content variety earned praise for varied locations that broaden the Deep South beyond swamps.

The Alters
4.3

Reviewers generally praised the variety created by survival, puzzles, exploration, branching side quests, and genre mixing, with one caveat about restrictive base building.

frame rate stability
South of Midnight
4.8

Frame rate stability was praised in one review for smooth play without drops.

The Alters
4.8

Frame rate stability was generally strong, with reviewers citing consistent 60+ fps, 120 fps, or stable 60 fps with only occasional drops.

atmosphere
South of Midnight
4.9

Atmosphere was strongly praised for Deep South mood, care, and haunting charm.

The Alters
4.9

Atmosphere was consistently praised as isolating, eerie, tense, symbolic, and thrilling.

originality
South of Midnight
4.7

Originality was praised for its fresh Southern Gothic setting, visual identity, and rarely explored cultural focus.

The Alters
4.7

Originality was strongly praised, with reviewers calling the concept unique, uncategorizable, ambitious, or unlike anything else.

graphics quality
South of Midnight
4.7

Graphics quality was strongly praised for gorgeous landscapes, technical visual polish, lighting, and detailed environments.

The Alters
4.7

Graphics were praised repeatedly, with reviewers calling the game gorgeous, detailed, good-looking, or visually distinctive.

age appropriateness
South of MidnightNo score yet
The Alters
2.0

Age appropriateness evidence points to mature themes, with one reviewer warning about substance abuse, suicide, and self-harm.

boss design
South of Midnight
3.7

Boss design was one of the stronger gameplay areas, with many reviewers praising spectacle, story integration, or variety despite some formulaic or weak fights.

The AltersNo score yet
camera behavior
South of Midnight
1.9

Camera behavior drew negative evidence, including camera purgatory and intrusive camera-yanking moments.

The AltersNo score yet
crafting system
South of MidnightNo score yet
The Alters
4.5

The crafting and production automation earned positive evidence for reducing food and essential-goods micromanagement.

economy and resource balance
South of MidnightNo score yet
The Alters
4.1

Resource balance was mostly praised for satisfying pressure and strong management hooks, though some reviewers found it irritating or overly punishing.

grind level
South of MidnightNo score yet
The Alters
2.0

Grind level drew negative evidence, with reviewers criticizing repetitive busywork and mindless material loops.

horror tension
South of Midnight
4.4

Horror tension was praised as part of the dramatic strength that the game cultivates around dark folklore.

The AltersNo score yet
HUD clarity
South of Midnight
2.5

HUD clarity was criticized because cooldowns lacked an explicit timer.

The AltersNo score yet
learning curve
South of Midnight
3.2

The learning curve was described as occasionally unclear but not severely punishing once hazards and combat expectations clicked.

The AltersNo score yet
load times
South of MidnightNo score yet
The Alters
2.5

Load-time evidence was mixed-to-negative because shader precompilation was called long or repeatedly required on launch.

lore depth
South of Midnight
4.6

Lore depth was praised for making Southern Gothic worldbuilding feel intriguing and distinctive.

The AltersNo score yet
mission variety
South of Midnight
2.6

Mission variety was limited by repeated chase and combat patterns across the short campaign.

The AltersNo score yet
platforming precision
South of Midnight
3.2

Platforming was broadly serviceable and sometimes tight or forgiving, but several reviews found it bland, repetitive, or limited.

The AltersNo score yet
save system reliability
South of MidnightNo score yet
The Alters
3.0

Save reliability was mixed: one reviewer lost progress due to daily saves and crashes, while another appreciated nightly/location auto-saves.

skill tree depth
South of Midnight
2.0

The skill tree was criticized as underwhelming and not meaningfully changing Hazel's abilities.

The AltersNo score yet
tutorial quality
South of Midnight
2.9

Tutorial quality was mixed, with one review praising narrative framing and others criticizing overbearing or overly obvious guidance.

The AltersNo score yet
upgrade system
South of Midnight
4.0

The upgrade system earned praise in one review for later enhancements that made positioning and cooldown management more interesting.

The AltersNo score yet
world interactivity
South of Midnight
1.8

World interactivity was criticized because one review said environments mainly support only the exact required solution.

The AltersNo score yet