CALENDULA similar games & best alternatives

CALENDULA

PC (Microsoft Windows), Mac • 2016

Should you play it?

How to play a game that doesn't want to be played? Calendula is an experimental meta game about trying to play a game. Use your logic to thrive against conventions and get surrounded by a dark atmosphere.

What works
  • Unique and creative meta-game design
  • Engaging and thought-provoking puzzles
  • Strong atmospheric and audio-visual presentation
  • Compelling abstract narrative
  • Mind-bending and immersive experience
Things to keep in mind
  • Very short playtime
  • Some bugs affecting progression
  • Limited replayability
  • Story can be confusing or unclear
  • Price considered high for length by some players

What to play next

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

Top picks

Games that feel the closest overall

  • Red Matter

  • She Remembered Caterpillars

  • A Fisherman's Tale

  • Lost Wiki: Kozlovka

  • The Station

  • Can of Wormholes

  • Occlude

  • Don't Knock Twice

  • Lucifer Within Us

Hidden Gems

Less popular games with surprisingly high similarity

  • She Remembered Caterpillars

  • Lost Wiki: Kozlovka

  • Can of Wormholes

If you liked…

Recommendations by what you enjoyed most

  • Experimenting

    Öoo

  • Autonomy

    I Expect You To Die 2: The Spy and the Liar

  • Creativity

    Pony Island

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).

CALENDULA: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Status. It leans lower than usual among comparable games on Survival, Violence, Value.

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

    4

    "Players have freedom to experiment with puzzles and multiple solutions, indicating control over actions."

    Capsule for I Expect You To Die 2: The Spy and the Liar I Expect You To Die 2: The Spy and the Liar

    "Players must experiment and manipulate the game menus and settings themselves to progress, indicating high personal control and freedom in solving puzzles."

  • Competence

    Game with the same Competence vibe

    3

    "The game involves creative puzzles and problem solving that require thinking outside the box, rewarding skillful exploration and puzzle completion."

    Capsule for DISCOPUP DISCOPUP

    "The game challenges players with creative puzzles that require thinking outside the box, providing a sense of skillful problem solving."

  • Competition

    Game with the same Competition vibe

    -5

    "No evidence of competitive elements; gameplay is focused on personal puzzle solving and exploration."

    Capsule for Candle Candle

    "No evidence of competitive elements; the game is a solitary puzzle experience focused on personal discovery."

  • Continuation

    Game with the same Continuation vibe

    -3

    "Short game length (~15-30 minutes) and low replayability lead to limited habitual or long session play."

    Capsule for 100 hidden eternals 100 hidden eternals

    "Short playtime (~30-90 minutes) and limited replayability suggest low habitual or long session play."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "The experience is single-player and individual, with no cooperative or social gameplay elements."

    Capsule for Half-Life: Alyx - Final Hours Half-Life: Alyx - Final Hours

    "The experience is single-player and independent, with no cooperative gameplay or social collaboration."

  • Creativity

    Game with the same Creativity vibe

    4

    "Highly creative meta-narrative, unique puzzle design, and innovative fourth-wall breaking mechanics."

    Capsule for Pony Island Pony Island

    "Highly creative meta-game design involving breaking the fourth wall and unusual puzzle mechanics."

  • Domination

    Game with the same Domination vibe

    -5

    "No evidence of exerting control or superiority over others; the game is a personal experience."

    Capsule for Submachine: Legacy Submachine: Legacy

    "No elements of exerting control or superiority over others; the game is a personal experience."

  • Escapism

    Game with the same Escapism vibe

    3

    "Provides an escape through a surreal, meta, and emotional narrative experience distinct from real life."

    Capsule for INSERT GAME HERE INSERT GAME HERE

    "The surreal, unsettling atmosphere and meta-narrative provide a form of psychological escape and immersion."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of curiosity and interest in the unique experience, not obligation."

    Capsule for Paratopic Paratopic

    "Players engage voluntarily out of curiosity and interest in unique experiences, not out of obligation."

  • Experimenting

    Game with the same Experimenting vibe

    5

    "Core gameplay revolves around experimenting with mechanics and discovering new interactions and solutions."

    Capsule for Öoo Öoo

    "Core gameplay revolves around experimenting with menus and settings to unlock progress, encouraging exploration of game mechanics."

  • Exploration

    Game with the same Exploration vibe

    2

    "Players explore various locations and environments, though within a linear narrative path."

    Capsule for Full Throttle Remastered Full Throttle Remastered

    "Players explore surreal environments and narrative vignettes, though the game is short and linear."

  • Expression

    Game with the same Expression vibe

    -5

    "No customization or self-expression features; presentation is fixed and standardized."

    Capsule for The Almost Gone The Almost Gone

    "No customization or self-expression elements; presentation is fixed and standardized."

  • Fantasy

    Game with the same Fantasy vibe

    3

    "Game features imaginative and surreal elements, including metaphorical storytelling and exaggerated scenarios."

    Capsule for Pineapple on pizza Pineapple on pizza

    "The game uses surreal and symbolic imagery to convey a metaphorical story, blending reality with imaginative fiction."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No community or social features; the experience is solitary."

    Capsule for Kill or Love Kill or Love

    "No community or social features; the experience is solitary."

  • Growth

    Game with the same Growth vibe

    3

    "Players develop understanding of complex narrative and solve puzzles, reflecting cognitive and interpretive growth."

    Capsule for KARMA: The Dark World KARMA: The Dark World

    "Players learn new puzzle-solving approaches and interpret abstract narrative elements, fostering cognitive growth."

  • Health

    Game with the same Health vibe

    -5

    "No physical activity involved; sedentary gameplay."

    Capsule for Human Fall Flat Human Fall Flat

    "No physical activity involved; sedentary gameplay."

  • Idle

    Game with the same Idle vibe

    -4

    "Requires focused attention to solve puzzles and progress; not suited for casual or background play."

    Capsule for Still There Still There

    "Requires focused attention to solve puzzles and progress; not suitable for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social or emotional relationship building; purely individual experience."

    Capsule for BPM: BULLETS PER MINUTE BPM: BULLETS PER MINUTE

    "No social or emotional relationship building; purely individual experience."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; single-player focused."

    Capsule for Marvel’s Spider-Man Remastered Marvel’s Spider-Man Remastered

    "No leadership or group management roles; single-player focused."

  • Progression

    Game with the same Progression vibe

    3

    "Progression through solving puzzles and unlocking new areas, though no item collection or upgrades."

    Capsule for Nancy Drew®: Curse of Blackmoor Manor Nancy Drew®: Curse of Blackmoor Manor

    "Progression through solving puzzles and unlocking new parts of the meta-game, though no item collection or upgrades."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "The game induces tension and anxiety rather than relaxation, with a suspenseful and eerie atmosphere."

    Capsule for The Exit 8 The Exit 8

    "The game creates tension and unease rather than relaxation, with an unsettling atmosphere."

  • Sensation

    Game with the same Sensation vibe

    3

    "Strong sensory stimulation through visuals, sound design, and eerie atmosphere."

    Capsule for The Alien Cube The Alien Cube

    "Strong sensory stimulation through eerie visuals, sound design, and atmosphere."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems present."

    Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

    "No social recognition or status systems present."

  • Story

    Game with the same Story vibe

    4

    "Narrative is abstract, poetic, and integral to the experience, with strong thematic and emotional elements."

    Capsule for Skate Story Skate Story

    "Narrative is abstract and symbolic but central to the experience, delivered through surreal cutscenes and meta elements."

  • Strategy

    Game with the same Strategy vibe

    3

    "Puzzles require logical thinking, planning, and problem solving beyond straightforward actions."

    Capsule for Primordia Primordia

    "Puzzles require logical thinking and problem solving beyond straightforward processes."

  • Thrill

    Game with the same Thrill vibe

    3

    "Suspense and mystery create emotional tension and excitement throughout the game."

    Capsule for Why Am I Dead At Sea Why Am I Dead At Sea

    "Creates suspense and psychological tension through atmosphere and meta-game challenges."

  • Value

    Game with the same Value vibe

    -2

    "Some players feel the price is high for the short length; others find it worth the experience."

    Capsule for Is this Game Trying to Kill Me? Is this Game Trying to Kill Me?

    "Some players feel the short length reduces value for money, though others appreciate the unique experience."

  • Violence

    Game with the same Violence vibe

    -5

    "No combat or destructive gameplay; focus is on puzzle solving and narrative."

    Capsule for There Is No Game: Wrong Dimension There Is No Game: Wrong Dimension

    "No combat or destructive gameplay; focus is on puzzle solving and narrative."

  • Survival

    Game with the same Survival vibe

    -5

    "No survival mechanics or threat avoidance; stable environment."

    Capsule for The Children of Clay The Children of Clay

    "No survival mechanics or threat avoidance; stable conditions throughout."

Last update: 01/06/2026