A Game About similar games & best alternatives

A Game About

PC (Microsoft Windows), Mac • 2018

Should you play it?

A Game About is a free, short, lo-fi point & click adventure that tasks the player with living with their daily routine. Through day to day choices, life changes in imperceptibles and unexpected ways.

What works
  • Deep and meaningful narrative
  • Unique hand-drawn art style
  • Free and accessible
  • Multiple narrative paths and achievements
  • Thought-provoking mental health themes
Things to keep in mind
  • Very short gameplay
  • Text and animation can cause discomfort
  • Lack of gameplay depth or challenge
  • No social or multiplayer features
  • Some find pacing slow and repetitive

What to play next

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

Top picks

Games that feel the closest overall

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  • Space Between Worlds

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  • Robin

Hidden Gems

Less popular games with surprisingly high similarity

  • Lawnmower Game

  • INSERT GAME HERE

  • Odyssey - The Story of Science

If you liked…

Recommendations by what you enjoyed most

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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).

A Game About: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Strategy, Experimenting, Competence, Survival. Here, the score leans higher than usual among comparable games on Experimenting, Survival. It leans lower than usual among comparable games on Fantasy.

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 make daily choices on activities and stat-raising, influencing story progression and romance routes, indicating moderate personal control."

    Capsule for Dandelion - Wishes brought to you - Dandelion - Wishes brought to you -

    "Players choose daily activities from expanding options, influencing the protagonist's routine and mood, indicating some control over actions."

  • Competence

    Game with the same Competence vibe

    -2

    "Gameplay involves simple point-and-click interactions with no evident skill challenges or complex mechanics, leading to predictable outcomes."

    Capsule for KIDS KIDS

    "Gameplay involves simple point-and-click choices without skill challenges or technical mastery; predictable outcomes with some variation."

  • Competition

    Game with the same Competition vibe

    -5

    "No evidence of competitive elements or comparison with others; focus is on personal narrative experience."

    Capsule for The Price of Freedom The Price of Freedom

    "No evidence of competitive elements or comparison to others; focus is on personal experience and narrative."

  • Continuation

    Game with the same Continuation vibe

    1

    "Some players replay to achieve all endings and achievements, but overall short playtime limits habitual engagement."

    Capsule for Just, Bearly Just, Bearly

    "Short playtime but some players replay to explore different choices and achievements, showing mild habitual engagement."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single-player experience focused on individual choices; no cooperative or multiplayer elements."

    Capsule for We Become What We Behold [Fan-Made Port] We Become What We Behold [Fan-Made Port]

    "Single-player experience focused on individual choices; no multiplayer or cooperative gameplay."

  • Creativity

    Game with the same Creativity vibe

    2

    "Players explore different narrative paths and character relationships, but within predefined storylines."

    Capsule for Togainu no Chi ~Lost Blood~ Togainu no Chi ~Lost Blood~

    "Players explore different narrative paths and unlock new options, but within predefined storylines and limited modification."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; interactions are solitary and introspective."

    Capsule for The Rise of the Golden Idol The Rise of the Golden Idol

    "No elements of exerting control or superiority over others; interactions are solitary and introspective."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game to understand or empathize with depression, providing emotional escape or reflection."

    Capsule for Room of Depression Room of Depression

    "Players use the game to reflect on depression and life struggles, providing emotional distraction and immersion in a mental health narrative."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Engagement driven by intrinsic interest in story and puzzles, voluntary play."

    Capsule for Evan's Remains Evan's Remains

    "Engagement driven by personal interest and intrinsic motivation to explore the story and message; voluntary play."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Encouraged to try different choices and paths to discover new story outcomes and achievements."

    Capsule for Choice of Life: Middle Ages Choice of Life: Middle Ages

    "Encouraged to try different choices and explore alternative narrative branches to discover new content."

  • Exploration

    Game with the same Exploration vibe

    2

    "Players discover new story paths and hidden details through multiple playthroughs, though environment is static."

    Capsule for STEINS;GATE STEINS;GATE

    "Players discover new story options and achievements through repeated play, though environment is static and minimal."

  • Expression

    Game with the same Expression vibe

    -3

    "No character customization or player-driven aesthetic changes; art style is fixed and predefined."

    Capsule for Adventures of Bertram Fiddle 1: A Dreadly Business Adventures of Bertram Fiddle 1: A Dreadly Business

    "No character customization or personalization; art style is fixed and minimalistic without player modification."

  • Fantasy

    Game with the same Fantasy vibe

    -4

    "Focuses on realistic depiction of depression and mental health rather than imaginative fiction."

    Capsule for Room of Depression Room of Depression

    "Focus on realistic depiction of depression and daily life; no fantastical or improbable elements beyond symbolic art."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; solitary experience."

    Capsule for INSIDE INSIDE

    "No social or community features; solitary experience without social connection."

  • Growth

    Game with the same Growth vibe

    2

    "Players gain insight into mental health and emotional states, though gameplay skill growth is minimal."

    Capsule for Life Tastes Like Cardboard Life Tastes Like Cardboard

    "Players learn about mental health and reflect on personal development through narrative, though gameplay skill growth is minimal."

  • Health

    Game with the same Health vibe

    -4

    "Sedentary gameplay with no physical activity; promotes mental health reflection but not physical health."

    Capsule for Wanderstop Wanderstop

    "Sedentary gameplay with no physical activity; addresses mental health but does not promote physical health."

  • Idle

    Game with the same Idle vibe

    3

    "Short sessions and simple mechanics allow for casual play and intermittent engagement."

    Capsule for you're just imagining it you're just imagining it

    "Short sessions with some waiting during cutscenes; some players replay multiple times but overall casual engagement."

  • Intimacy

    Game with the same Intimacy vibe

    -4

    "Limited emotional connection focused on introspection rather than interpersonal relationships."

    Capsule for The Search The Search

    "Limited emotional connection focused on self-reflection rather than forming relationships with others."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements; purely individual experience."

    Capsule for In Sound Mind In Sound Mind

    "No leadership or group management elements; purely individual experience."

  • Progression

    Game with the same Progression vibe

    2

    "Progression through story and unlocking achievements, but no item collection or upgrades beyond narrative."

    Capsule for The Red Strings Club The Red Strings Club

    "Progression through unlocking new narrative options and achievements, but no accumulation of items or power."

  • Relaxation

    Game with the same Relaxation vibe

    1

    "Some players find the experience thought-provoking and calming, but others note tension from repetition and jumpscare."

    Capsule for qualia qualia

    "Some players find the experience calming or thought-provoking, though the subject matter is often heavy and emotionally intense."

  • Sensation

    Game with the same Sensation vibe

    -2

    "Minimal sensory stimulation due to text-only format; relies on imagination rather than audiovisual excitement."

    Capsule for Choice of the Deathless Choice of the Deathless

    "Minimal sensory stimulation; simple visuals and audio with some players finding text animation uncomfortable."

  • Status

    Game with the same Status vibe

    -5

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

    Capsule for Apollo 11 VR Apollo 11 VR

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

  • Story

    Game with the same Story vibe

    5

    "Deep, emotionally resonant narrative addressing mental health, creativity, and personal growth."

    Capsule for Chicory: A Colorful Tale Chicory: A Colorful Tale

    "Strong narrative focus on mental health and depression with multiple story paths and emotional impact."

  • Strategy

    Game with the same Strategy vibe

    -3

    "Choice-based gameplay involves limited planning; decisions affect story but no complex problem solving."

    Capsule for a new life. a new life.

    "Simple choice-based gameplay with limited strategic depth; decisions affect narrative but no complex problem solving."

  • Thrill

    Game with the same Thrill vibe

    -4

    "No suspense or risk; steady emotional tone reflecting fatigue and struggle."

    Capsule for Robin Robin

    "No suspense or risk elements; steady emotional tone focused on reflection rather than excitement."

  • Value

    Game with the same Value vibe

    5

    "Free, short, and emotionally impactful; players perceive high value for time invested."

    Capsule for you're just imagining it you're just imagining it

    "Free to play with meaningful message and emotional impact; players perceive high value for time invested."

  • Violence

    Game with the same Violence vibe

    -5

    "No violence or destructive gameplay; focus on constructive and emotional experiences."

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    "No violence or destructive gameplay; focus on mental health and daily life."

  • Survival

    Game with the same Survival vibe

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    "Themes of overcoming tragedy and emotional survival are present but no gameplay mechanics focused on survival."

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    "Themes of coping with depression and daily struggles imply survival elements, but gameplay is low risk and stable."

Last update: 01/06/2026