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Conscious Existence - A Journey Within similar games & best alternatives

Conscious Existence - A Journey Within

PC (Microsoft Windows), SteamVR • 2019

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Quick resume

You are gifted every moment with life's most precious achievement: A conscious mind, enabling you to sense and hold within, the universe's boundless beauty - a source of infinite inspiration that fuels your inner space. - C.E. is a linear, stereoscopic 360/VR-video short film experience.

Global score

87/100

Genres

Indie

Similar games

    Pros

    • Stunning visuals and immersive audio
    • Deeply emotional and therapeutic experience
    • Highly recommended for relaxation and reflection
    • Excellent introduction to vr for new users
    • Developer responsiveness and updates

    Cons

    • Very short duration (~12 minutes)
    • No interactivity or player agency
    • Some users dislike the voiceover narration
    • High system requirements and occasional technical issues
    • Lack of replayability features like scene selection or looping

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Idle, Experimenting. It leans lower than usual among comparable games on Progression.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • 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.

    Motivations

    • Autonomy
      -5

      "The experience is fully linear and non-interactive, with no player control over actions or decisions."

    • Competence
      -5

      "No skill or challenge involved; purely a passive viewing experience."

    • Competition
      -5

      "No competitive elements or comparison with others; individual personal experience."

    • Continuation
      3

      "Many users report repeated viewings and habitual use for relaxation and emotional impact."

    • Cooperation
      -5

      "Designed as a solitary experience with no multiplayer or cooperative features."

    • Creativity
      4

      "Highly artistic and creative visual and audio design; users appreciate the unique crafted experience."

    • Domination
      -5

      "No social dominance or power dynamics present; experience is personal and equal."

    • Escapism
      5

      "Strongly used as an emotional escape and therapeutic distraction from real-life problems."

    • Expectation
      -4

      "Users engage voluntarily out of intrinsic interest and personal desire for the experience."

    • Experimenting
      2

      "Some users explore different viewing modes and toggling narration, but overall a fixed experience."

    • Exploration
      -4

      "No new areas to discover; fixed linear progression through predefined scenes."

    • Expression
      -5

      "No customization or personalization options; standardized presentation."

    • Fantasy
      3

      "Contains abstract and surreal visuals evoking imaginative and transcendental themes."

    • Fellowship
      -4

      "Primarily a solitary experience, though some users share it with friends or family."

    • Growth
      3

      "Users report emotional growth, reflection, and personal development through the experience."

    • Health
      -5

      "No physical activity involved; sedentary VR experience."

    • Idle
      5

      "Designed for passive consumption; requires minimal active engagement or attention."

    • Intimacy
      -4

      "Limited social interaction; emotional but not focused on forming close relationships."

    • Leadership
      -5

      "No leadership or group management elements present."

    • Progression
      -5

      "No item collection or upgrades; static linear experience."

    • Relaxation
      5

      "Strongly promotes relaxation, calmness, and emotional catharsis."

    • Sensation
      5

      "Highly praised for stunning visuals and immersive audio providing strong sensory stimulation."

    • Status
      -5

      "No social recognition or status elements; personal experience."

    • Story
      2

      "Contains a guided narrative with voiceover, though abstract and poetic rather than plot-driven."

    • Strategy
      -5

      "No problem solving or planning required."

    • Thrill
      -4

      "Experience is calm and soothing rather than suspenseful or thrilling."

    • Value
      3

      "Users generally feel the experience is worth the price, especially on sale, for its emotional impact."

    • Violence
      -5

      "No violent content; peaceful and constructive visual themes."

    • Survival
      -5

      "No survival or threat elements; stable and safe environment."

    Last update: 29/04/2026