A Wolf in Autumn similar games & best alternatives

A Wolf in Autumn

PC (Microsoft Windows) • 2015

Should you play it?

A one-armed young girl finds herself locked in a shed in the middle of an idyllic autumn forest, with threats both physical and immaterial drawing closer.

What works
  • Strong psychological horror atmosphere
  • Compelling narrative and voice acting
  • Unique visual style and sound design
  • Multiple puzzle solutions
  • Low price for a short experience
Things to keep in mind
  • Very short gameplay length
  • No save feature
  • Limited replay value
  • Some frustrating inventory mechanics
  • Lighting can obscure important items

What to play next

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

Top picks

Games that feel the closest overall

  • Morphine

  • Fears to Fathom - Norwood Hitchhike

  • Kindergarten

  • Welcome to Kowloon

  • The Hungry Lamb: Traveling in the Late Ming Dynasty

  • Fears to Fathom - Carson House

  • Bad Parenting 1: Mr. Red Face

  • You Deserve

  • Yuppie Psycho: Executive Edition

Hidden Gems

Less popular games with surprisingly high similarity

  • The Night of the Scissors

  • MOTHER

  • Suite 776

If you liked…

Recommendations by what you enjoyed most

  • Story

    Rhome

  • Escapism

    Martha Is Dead

  • Value

    THE ENIGMA MACHINE

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 Wolf in Autumn: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Status. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Fantasy, Continuation.

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 control a little girl exploring a mysterious world, solving puzzles with freedom to experiment and explore, though within a point-and-click structure."

    Capsule for Finding Teddy Finding Teddy

    "Players control the young girl Autumn and make decisions to explore and solve puzzles, with some freedom in puzzle solutions."

  • Competence

    Game with the same Competence vibe

    1

    "Puzzles are generally easy and logical, providing some skill challenge but not very difficult."

    Capsule for The Journey Down: Chapter Three The Journey Down: Chapter Three

    "Puzzles require logical thinking but are generally simple and not very challenging."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; focus is on personal exploration and narrative experience."

    Capsule for The Vanishing of Ethan Carter The Vanishing of Ethan Carter

    "No competitive elements; focus is on personal exploration and narrative."

  • Continuation

    Game with the same Continuation vibe

    -3

    "The game is short (~45 minutes), designed for a single sitting, with limited replay value and no habitual play."

    Capsule for It Takes a War It Takes a War

    "Short game (~30-60 minutes) designed for a single sitting with no save feature; limited replay value."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single-player experience with no multiplayer or cooperative gameplay."

    Capsule for Sam & Max: The Devil’s Playhouse Sam & Max: The Devil’s Playhouse

    "Single-player experience with no multiplayer or cooperative gameplay."

  • Creativity

    Game with the same Creativity vibe

    2

    "Players combine items and explore different locations to solve puzzles, allowing some creative problem solving within predefined structures."

    Capsule for The Drifter The Drifter

    "Players can solve puzzles in multiple ways and must manage item placement, encouraging some creative problem solving."

  • Domination

    Game with the same Domination vibe

    -5

    "No social dominance or power dynamics; interactions are narrative-driven and solitary."

    Capsule for Mountain Crime: Requital Mountain Crime: Requital

    "No social dominance or power dynamics; interaction is solitary and narrative-driven."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong psychological horror and disturbing themes provide deep immersion and escape from reality."

    Capsule for Martha Is Dead Martha Is Dead

    "Strong psychological horror and disturbing themes provide an immersive escape from reality."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily driven by curiosity and interest in story and atmosphere"

    Capsule for The Old City: Leviathan The Old City: Leviathan

    "Players engage voluntarily, driven by curiosity and interest in narrative and atmosphere."

  • Experimenting

    Game with the same Experimenting vibe

    2

    "Some exploration and puzzle solving encourage trying different approaches, though within a limited scope."

    Capsule for Yuki「清醒梦」 Yuki「清醒梦」

    "Multiple puzzle solutions and exploration encourage trying different approaches."

  • Exploration

    Game with the same Exploration vibe

    3

    "Exploration of surreal environments and uncovering story elements is a core activity."

    Capsule for Silence of the Sleep Silence of the Sleep

    "Exploration of a surreal environment with discovery of items and story elements."

  • Expression

    Game with the same Expression vibe

    -3

    "Limited customization; focus is on narrative and atmosphere rather than player expression."

    Capsule for Alan Wake Alan Wake

    "Limited customization; focus is on narrative and atmosphere rather than player expression."

  • Fantasy

    Game with the same Fantasy vibe

    -2

    "Story is a psychological thriller with realistic themes rather than fantasy or supernatural elements."

    Capsule for Brink of Consciousness: Dorian Gray Syndrome Collector's Edition Brink of Consciousness: Dorian Gray Syndrome Collector's Edition

    "Though surreal and symbolic, the story deals with realistic and disturbing psychological themes."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "Solo experience with minimal social interaction or community involvement."

    Capsule for last seen online last seen online

    "Solo experience with minimal social interaction or community involvement."

  • Growth

    Game with the same Growth vibe

    2

    "Players learn story details and piece together narrative; some puzzle solving encourages cognitive engagement."

    Capsule for Layers of Fear (2016) Layers of Fear (2016)

    "Players learn puzzle solutions and piece together narrative meaning, promoting cognitive engagement."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay with no physical activity."

    Capsule for Microtransaction Simulator Microtransaction Simulator

    "Sedentary gameplay with no physical activity."

  • Idle

    Game with the same Idle vibe

    -4

    "Requires focused attention during the short play session; not designed for background or idle play."

    Capsule for South of the Circle South of the Circle

    "Requires focused attention during the short play session; not designed for idle or background play."

  • Intimacy

    Game with the same Intimacy vibe

    1

    "Narrative explores complex relationships and emotional themes, but social interaction is limited to story context."

    Capsule for 1954 Alcatraz 1954 Alcatraz

    "Emotional narrative explores mother-daughter relationship, but social interaction is limited to story."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements."

    Capsule for High On Life High On Life

    "No leadership or group management elements."

  • Progression

    Game with the same Progression vibe

    2

    "Progression through puzzle completion and story unfolding, but no item collection or upgrades."

    Capsule for Gorogoa Gorogoa

    "Progression through puzzle completion and narrative unfolding; no item accumulation or upgrades."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "Atmosphere is tense and unsettling rather than relaxing or cathartic."

    Capsule for Fingerbones Fingerbones

    "Atmosphere is tense and unsettling rather than relaxing or cathartic."

  • Sensation

    Game with the same Sensation vibe

    3

    "Effective use of sound design, voice acting, and visuals provide sensory stimulation and emotional impact."

    Capsule for Crimson Snow (2023) Crimson Snow (2023)

    "Strong use of lighting, sound design, and voice acting to create emotional and sensory impact."

  • Status

    Game with the same Status vibe

    -5

    "No social status or recognition systems."

    Capsule for Half-Life: Alyx Half-Life: Alyx

    "No social status or recognition systems."

  • Story

    Game with the same Story vibe

    5

    "Narrative-driven experience with psychological horror themes and emotional storytelling."

    Capsule for Rhome Rhome

    "Narrative-driven experience with strong psychological horror themes and emotional storytelling."

  • Strategy

    Game with the same Strategy vibe

    1

    "Simple puzzle solving requires some reasoning but no complex strategy."

    Capsule for Maize Maize

    "Simple puzzle solving requiring some logical thinking but minimal complex strategy."

  • Thrill

    Game with the same Thrill vibe

    3

    "Psychological horror and suspense create tension and emotional thrills."

    Capsule for The Coffin of Andy and Leyley The Coffin of Andy and Leyley

    "Psychological horror and suspense create tension and emotional thrills."

  • Value

    Game with the same Value vibe

    4

    "Players generally feel the short but impactful experience is worth the price."

    Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

    "Players find the short but impactful experience worth the low price."

  • Violence

    Game with the same Violence vibe

    3

    "Themes include violent and disturbing scenarios, though gameplay is non-violent and text-based."

    Capsule for The Horrorscope: Fatal Awakening The Horrorscope: Fatal Awakening

    "Themes include disturbing and violent psychological content, though gameplay is non-violent."

  • Survival

    Game with the same Survival vibe

    3

    "Narrative involves avoiding harm and seeking escape; survival is a key theme."

    Capsule for my eyes deceive my eyes deceive

    "Narrative involves avoiding threats and danger, creating a survival tension."

Last update: 01/06/2026