A Mortician's Tale similar games & best alternatives

A Mortician's Tale

PC (Microsoft Windows), Mac, iOS • 2017

Should you play it?

A Mortician's Tale is a short, story-driven game about a mortician tasked with running a funeral home.

What works
  • Thoughtful and respectful treatment of death
  • Educational and informative about funeral industry
  • Calming soundtrack and art style
  • Strong narrative and emotional impact
  • Inclusive and death-positive messaging
Things to keep in mind
  • Very short gameplay length
  • Repetitive and tutorial-like mechanics
  • Limited player autonomy and creativity
  • Low replay value
  • Some find price too high for content

What to play next

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

Top picks

Games that feel the closest overall

  • The Longest Walk

  • one night, hot springs

  • Voices from the Sea

  • Assemble with Care

  • First Snow

  • Trap Shrine

  • Winter Novel

  • Banyu Lintar Angin - Little Storm -

  • To the Moon

Hidden Gems

Less popular games with surprisingly high similarity

  • The Longest Walk

  • First Snow

  • Winter Novel

If you liked…

Recommendations by what you enjoyed most

  • Relaxation

    Mini Ninjas

  • Story

    Tomb Raider Game of the Year

  • Escapism

    Grimm's Hollow

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 Mortician's Tale: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Strategy, Experimenting, Competence, Survival. Here, the score leans higher than usual among comparable games on Fellowship. It leans lower than usual among comparable games on Fantasy, Progression.

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

    "Gameplay is highly guided with linear steps and limited freedom to deviate from preset instructions."

    Capsule for IKEA VR Pancake Kitchen IKEA VR Pancake Kitchen

    "Gameplay is highly guided with tutorial-like prompts for every action, limiting player decision-making and freedom."

  • Competence

    Game with the same Competence vibe

    0

    "Gameplay involves simple mechanics and light puzzles with minimal challenge, focusing more on participation than skill mastery."

    Capsule for I Am Jesus Christ I Am Jesus Christ

    "Tasks are simple and repetitive with minimal challenge; some players find it more educational than skill-based."

  • Competition

    Game with the same Competition vibe

    -5

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

    Capsule for Space Between Worlds Space Between Worlds

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

  • Continuation

    Game with the same Continuation vibe

    -4

    "Short game length (~1-2 hours) and limited replay value lead to low habitual or long-term engagement."

    Capsule for A Fisherman's Tale A Fisherman's Tale

    "Short game length (~1 hour) and limited replay value lead to low habitual or long-term engagement."

  • Cooperation

    Game with the same Cooperation vibe

    -4

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

    Capsule for The Operator The Operator

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

  • Creativity

    Game with the same Creativity vibe

    -4

    "Players follow a fixed routine with no meaningful creation or modification opportunities."

    Capsule for The Salesman The Salesman

    "Players follow prescribed steps with no customization or creative modification of gameplay elements."

  • Domination

    Game with the same Domination vibe

    -5

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

    Capsule for Harold Halibut Harold Halibut

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

  • Escapism

    Game with the same Escapism vibe

    3

    "Players use the game as an emotional and immersive experience to process themes of death and loss."

    Capsule for Grimm's Hollow Grimm's Hollow

    "Players use the game as a reflective, calming experience to process real-life emotions about death."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest and passion for survival games, not obligation."

    Capsule for Mist Survival Mist Survival

    "Players engage voluntarily out of personal interest in death positivity and education, not obligation."

  • Experimenting

    Game with the same Experimenting vibe

    -3

    "Gameplay is repetitive and guided; little novelty or exploration of new mechanics."

    Capsule for Aurora Nights Aurora Nights

    "Gameplay is repetitive and tutorial-like with little opportunity for trying new strategies or mechanics."

  • Exploration

    Game with the same Exploration vibe

    -2

    "Limited environmental exploration; focus is on narrative progression rather than discovery."

    Capsule for The Walking Dead The Walking Dead

    "Limited environment exploration; focus is on narrative and routine tasks rather than discovery."

  • Expression

    Game with the same Expression vibe

    -4

    "No character or environment customization; presentation is standardized and fixed."

    Capsule for Influent Language Learning Game Influent Language Learning Game

    "No character or environment customization; presentation is standardized and fixed."

  • Fantasy

    Game with the same Fantasy vibe

    -4

    "Grounded in realistic, somber themes about life, death, and regret; no fantastical elements."

    Capsule for Adios Adios

    "Realistic portrayal of mortician work and death industry; no fantastical or fictional elements."

  • Fellowship

    Game with the same Fellowship vibe

    2

    "Narrative fosters a sense of connection to characters and community, though gameplay is solo."

    Capsule for Open Sorcery Open Sorcery

    "Narrative includes social interactions and community aspects, though gameplay is solo."

  • Growth

    Game with the same Growth vibe

    3

    "Players learn about characters' backstories and themes of death and life, gaining emotional and narrative insight."

    Capsule for Speed Dating for Ghosts Speed Dating for Ghosts

    "Players learn about death care, funeral industry, and death positivity; educational content is strong."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary point-and-click gameplay with no physical activity or health-related mechanics."

    Capsule for A Castle Full of Cats A Castle Full of Cats

    "Sedentary point-and-click gameplay with no physical activity or health-related mechanics."

  • Idle

    Game with the same Idle vibe

    -4

    "Requires focused attention during short play sessions; no background or idle gameplay."

    Capsule for All You Can Eat All You Can Eat

    "Requires focused attention during short play sessions; no background or idle gameplay."

  • Intimacy

    Game with the same Intimacy vibe

    3

    "Emotional narrative fosters deep personal connection and empathy, though limited social interaction."

    Capsule for Arise: A Simple Story Arise: A Simple Story

    "Emotional and thoughtful narrative fosters personal reflection and connection to themes."

  • Leadership

    Game with the same Leadership vibe

    -4

    "Player follows scripted story without leading others; no leadership gameplay elements."

    Capsule for Mafia II (Classic) Mafia II (Classic)

    "Player follows scripted tasks without leading or managing others; no leadership roles."

  • Progression

    Game with the same Progression vibe

    -4

    "No leveling, rewards, or progression systems; gameplay is static with no accumulation."

    Capsule for Apotheon Arena Apotheon Arena

    "No accumulation of items or upgrades; gameplay is static and routine-based."

  • Relaxation

    Game with the same Relaxation vibe

    4

    "Calm, charming atmosphere with soothing music and gentle pacing promotes relaxation."

    Capsule for Mini Ninjas Mini Ninjas

    "Calm, meditative atmosphere with soothing soundtrack and gentle pacing promotes relaxation."

  • Sensation

    Game with the same Sensation vibe

    2

    "Visual and auditory elements are pleasant but not intense or highly stimulating."

    Capsule for SimCity™ 4 Deluxe Edition SimCity™ 4 Deluxe Edition

    "Visual and auditory elements are pleasant and fitting but not intense or highly stimulating."

  • Status

    Game with the same Status vibe

    -5

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

    Capsule for Higurashi When They Cry Hou - Ch.6 Tsumihoroboshi Higurashi When They Cry Hou - Ch.6 Tsumihoroboshi

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

  • Story

    Game with the same Story vibe

    4

    "Strong narrative focus with character development, cinematic storytelling, and emotional engagement."

    Capsule for Tomb Raider Game of the Year Tomb Raider Game of the Year

    "Strong narrative focus with emotional storytelling and educational content drives engagement."

  • Strategy

    Game with the same Strategy vibe

    -4

    "Gameplay involves following straightforward tasks with minimal problem solving."

    Capsule for the static speaks my name the static speaks my name

    "Gameplay involves following straightforward instructions with minimal problem solving or planning."

  • Thrill

    Game with the same Thrill vibe

    -5

    "No suspense or risk; gameplay is calm, predictable, and low-pressure."

    Capsule for Bao Bao's™ Cozy Laundromat Bao Bao's™ Cozy Laundromat

    "No suspense or risk; gameplay is predictable and low-pressure."

  • Value

    Game with the same Value vibe

    0

    "Mixed opinions on value due to short length; some find it worth the price especially on sale, others feel it is overpriced."

    Capsule for Sea of Solitude Sea of Solitude

    "Mixed player opinions on value; some find it worth the price on sale, others consider it overpriced for length."

  • Violence

    Game with the same Violence vibe

    -5

    "No combat or destructive elements; focus on care and survival."

    Capsule for Robin Robin

    "No combat or destruction; focus on respectful care and preparation of bodies."

  • Survival

    Game with the same Survival vibe

    -5

    "No survival or threat elements; stable, low-risk environment throughout."

    Capsule for A Tower Full of Cats A Tower Full of Cats

    "No survival or threat elements; stable, low-risk environment throughout."

Last update: 01/06/2026