Dear Esther: Landmark Edition similar games & best alternatives

Dear Esther: Landmark Edition

Mac, PlayStation 4, PC (Microsoft Windows), Xbox One, iOS • 2017

Should you play it?

Dear Esther immerses you in a stunningly realised world, a remote and desolate island somewhere in the outer Hebrides. As you step forwards, a voice begins to read fragments of a letter: 'Dear Esther...' - and so begins a journey through one of the most original first-person games of recent years.

What works
  • Beautiful and immersive atmosphere
  • Poetic and emotional narrative
  • Stunning visuals and sound design
  • Relaxing and meditative pacing
  • Developer commentary adds depth
Things to keep in mind
  • Very slow walking speed
  • Minimal gameplay interaction
  • Short playtime
  • Story can be ambiguous or confusing
  • Lack of replay incentives beyond narrative

What to play next

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

Top picks

Games that feel the closest overall

  • BABBDI

  • Cloud Climber

  • The Old City: Leviathan

  • Rainy Season

  • A Raven Monologue

  • Water Womb World

  • Alpaca Stacka

  • Thank Goodness You're Here!

  • Dawn

Hidden Gems

Less popular games with surprisingly high similarity

  • The Old City: Leviathan

  • Rainy Season

  • Water Womb World

If you liked…

Recommendations by what you enjoyed most

  • Relaxation

    Sable

  • Story

    BEAUTIFUL DESOLATION

  • Escapism

    Slay the Princess — The Pristine Cut

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).

Dear Esther: Landmark Edition: A very typical example of its motivational profile. Motivations that often define this kind of title include Strategy, Experimenting, Competence, Survival. Here, the score leans higher than usual among comparable games on Exploration, Story. It leans lower than usual among comparable games on Idle.

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 have freedom to explore islands in any order and choose their path, but some progression is gated by story items and abilities."

    Capsule for Oceanhorn: Monster of Uncharted Seas Oceanhorn: Monster of Uncharted Seas

    "Players have freedom to explore the island and choose their path and pace, but gameplay is limited to walking and triggering narrative events."

  • Competence

    Game with the same Competence vibe

    -3

    "Gameplay involves slow exploration and discovery with minimal skill challenges or technical mastery."

    Capsule for Yume Nikki Yume Nikki

    "Gameplay involves slow walking with no skill challenges or complex mechanics, focusing on exploration rather than mastery."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements or comparison to others; purely a personal narrative experience."

    Capsule for Love at First Sight Love at First Sight

    "No competitive elements or comparison to others; purely a personal narrative experience."

  • Continuation

    Game with the same Continuation vibe

    2

    "Players engage in multiple playthroughs to explore different endings and story branches, though some find replaying tedious."

    Capsule for Breakout 13 Breakout 13

    "Some players return for multiple playthroughs to uncover more story fragments and listen to developer commentary."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player with no cooperative or multiplayer features."

    Capsule for Sherlock Holmes and The Hound of The Baskervilles Sherlock Holmes and The Hound of The Baskervilles

    "Entirely single-player with no cooperative or multiplayer features."

  • Creativity

    Game with the same Creativity vibe

    2

    "Players can explore and interpret the story in their own way, but no creation or modification mechanics."

    Capsule for Home is Where One Starts... Home is Where One Starts...

    "Players interpret the story and environment creatively, but cannot modify or build within the game."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; experience is solitary and introspective."

    Capsule for The Stillness of the Wind The Stillness of the Wind

    "No elements of control or superiority over others; experience is solitary and introspective."

  • Escapism

    Game with the same Escapism vibe

    4

    "Provides a deep, immersive narrative experience that allows players to escape real-life concerns through story and atmosphere."

    Capsule for Slay the Princess — The Pristine Cut Slay the Princess — The Pristine Cut

    "Strongly immersive and meditative experience allowing players to escape real life through atmosphere and narrative."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest in unique narrative and atmosphere, not obligation."

    Capsule for Growing My Grandpa! Growing My Grandpa!

    "Players engage voluntarily for personal interest in narrative and atmosphere, not out of obligation."

  • Experimenting

    Game with the same Experimenting vibe

    1

    "Some exploration and discovery of story elements and environment, but gameplay is mostly consistent and simple."

    Capsule for Behind the Frame: The Finest Scenery Behind the Frame: The Finest Scenery

    "Some exploration and discovery of randomized narrative elements, but overall gameplay is consistent and limited."

  • Exploration

    Game with the same Exploration vibe

    4

    "Strong motivation to discover new areas, secrets, seasonal changes, and hidden objects on the island."

    Capsule for Cozy Grove Cozy Grove

    "Encourages discovery of new areas, narrative fragments, and environmental details on a mysterious island."

  • Expression

    Game with the same Expression vibe

    -3

    "No character customization or player-driven expression; presentation is fixed and narrative-focused."

    Capsule for The Next BIG Thing The Next BIG Thing

    "No character customization or player expression; presentation is fixed and narrative-driven."

  • Fantasy

    Game with the same Fantasy vibe

    2

    "Abstract, surreal island with mysterious creatures and events, though grounded in natural themes."

    Capsule for Proteus Proteus

    "Narrative is poetic and abstract with some surreal elements, but grounded in a realistic island setting."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "Experience is solitary with no social or community interaction."

    Capsule for Bad Parenting 1: Mr. Red Face Bad Parenting 1: Mr. Red Face

    "Experience is solitary with no social or community interaction."

  • Growth

    Game with the same Growth vibe

    1

    "Players learn about characters and story through multiple playthroughs, gaining deeper understanding and insight."

    Capsule for Oxenfree Oxenfree

    "Players gain insight and understanding through repeated playthroughs and developer commentary."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay with no physical activity or health-related features."

    Capsule for DRAGON BALL Z: KAKAROT DRAGON BALL Z: KAKAROT

    "Sedentary gameplay with no physical activity or health-related features."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention and timing; not suited for casual or background play."

    Capsule for SAMURAI SHODOWN SAMURAI SHODOWN

    "Requires focused attention and slow, deliberate movement rather than casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -4

    "Emotional connection is with the narrative and protagonist rather than social or interpersonal relationships."

    Capsule for 198X 198X

    "Emotional connection is to the narrative and atmosphere rather than social or interpersonal relationships."

  • Leadership

    Game with the same Leadership vibe

    -5

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

    Capsule for Axiom Verge Axiom Verge

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

  • Progression

    Game with the same Progression vibe

    2

    "Progression is narrative-based with unlocking new story branches and achievements rather than item or power accumulation."

    Capsule for Dyscourse Dyscourse

    "Progression is narrative-based with unlocking story fragments and achievements rather than item or power accumulation."

  • Relaxation

    Game with the same Relaxation vibe

    5

    "Highly relaxing and meditative experience with calming music and gentle pacing."

    Capsule for Sable Sable

    "Highly relaxing and meditative experience with calming music and slow pacing."

  • Sensation

    Game with the same Sensation vibe

    4

    "Strong sensory stimulation through visuals, sound design, and music creating emotional impact."

    Capsule for White Shadows White Shadows

    "Strong sensory stimulation through visuals, sound design, and music creating emotional impact."

  • Status

    Game with the same Status vibe

    -5

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

    Capsule for The Music Machine The Music Machine

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

  • Story

    Game with the same Story vibe

    5

    "Narrative immersion is a core aspect with branching storylines, character development, and lore."

    Capsule for BEAUTIFUL DESOLATION BEAUTIFUL DESOLATION

    "Narrative immersion is the core of the experience, with poetic storytelling and branching fragments."

  • Strategy

    Game with the same Strategy vibe

    -5

    "No strategic or problem-solving gameplay; linear narrative experience."

    Capsule for Actual Sunlight Actual Sunlight

    "No strategic or problem-solving gameplay; linear exploration and narrative delivery."

  • Thrill

    Game with the same Thrill vibe

    -3

    "Atmosphere is melancholic and contemplative rather than suspenseful or thrilling."

    Capsule for HOPE LEFT ME HOPE LEFT ME

    "Atmosphere is eerie and haunting but lacks suspenseful or thrilling gameplay elements."

  • Value

    Game with the same Value vibe

    3

    "Generally considered good value for a short, artistic experience, especially at sale prices."

    Capsule for The Search The Search

    "Generally considered good value for a short, artistic experience especially at sale prices."

  • Violence

    Game with the same Violence vibe

    -5

    "No combat or destructive gameplay; focus on exploration and narrative."

    Capsule for OPUS: The Day We Found Earth OPUS: The Day We Found Earth

    "No combat or destructive gameplay; focus on exploration and narrative."

  • Survival

    Game with the same Survival vibe

    -5

    "No survival mechanics or threats; stable and safe environment."

    Capsule for Sable Sable

    "No survival mechanics or threats; stable and safe environment."

Last update: 01/06/2026