Eclipsium similar games & best alternatives

Eclipsium

PC (Microsoft Windows) • 2025

Should you play it?

Longing for light, a sunless world begins devouring itself. Every step shifts the landscape beneath you as you search for what remains of her.

What works
  • Unique and creative art style
  • Excellent sound design and soundtrack
  • Immersive and atmospheric experience
  • Thought-provoking and symbolic narrative
  • Well-received puzzles and visual storytelling
Things to keep in mind
  • Slow movement and pacing
  • Linear gameplay with limited player control
  • Some bugs and technical issues reported
  • Lack of replayability
  • No multiplayer or social features

What to play next

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

Top picks

Games that feel the closest overall

  • The Price of Freedom

  • The Land of Pain

  • Anemoiapolis: Chapter 1

  • Space Pilgrim Episode I: Alpha Centauri

  • Accounting (Legacy)

  • The Last Door: Season 2 - Collector's Edition

  • The Last Door - Collector's Edition

  • THE CORRIDOR

  • The White Door

Hidden Gems

Less popular games with surprisingly high similarity

  • The Price of Freedom

  • Dreamscapes: The Sandman - Premium Edition

  • Penelope Pendrick and the Art of Deceit

If you liked…

Recommendations by what you enjoyed most

  • Creativity

    Zeno Clash 2

  • Escapism

    Mohrta

  • Fantasy

    Cube Escape: Paradox

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).

Eclipsium: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Strategy, Experimenting, Competence, Survival. Here, the score leans higher than usual among comparable games on Creativity, Violence. It leans lower than usual among comparable games on Autonomy.

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

    "The game is a linear walking simulator with minimal player agency and guided progression, limiting player control."

    Capsule for Blackhaven Blackhaven

    "The game is a linear walking simulator with limited player control and no running option; players follow a set path with minimal decision-making."

  • Competence

    Game with the same Competence vibe

    1

    "Gameplay is simple and accessible with light puzzles and stealth, providing some skill challenge but mostly easy and predictable tasks."

    Capsule for Snufkin: Melody of Moominvalley Snufkin: Melody of Moominvalley

    "Contains light puzzles and some gameplay mechanics, but overall gameplay is simple and predictable with minimal challenge."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements or player comparison; experience is solitary and personal."

    Capsule for MANDAGON MANDAGON

    "No competitive elements or player comparison; experience is solitary and personal."

  • Continuation

    Game with the same Continuation vibe

    2

    "Players report immersive atmosphere encouraging longer play sessions, though some find pacing slow and may disengage quickly."

    Capsule for 35MM 35MM

    "Players report being absorbed and immersed for the 3-4 hour duration, though some find slow pacing frustrating."

  • Cooperation

    Game with the same Cooperation vibe

    -5

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

    Capsule for Little Inferno Little Inferno

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

  • Creativity

    Game with the same Creativity vibe

    5

    "Highly creative world design, characters, weapons, and combat mechanics; surreal and unique artistic style praised."

    Capsule for Zeno Clash 2 Zeno Clash 2

    "Highly creative art style, surreal environments, unique visual effects, and innovative storytelling praised by many."

  • Domination

    Game with the same Domination vibe

    -5

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

    Capsule for Space Between Worlds Space Between Worlds

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

  • Escapism

    Game with the same Escapism vibe

    5

    "Strongly immersive and atmospheric experience designed to transport players to a surreal, otherworldly setting."

    Capsule for Mohrta Mohrta

    "Strongly immersive, surreal, and atmospheric experience designed to transport players away from reality."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for emotional and artistic experience, not out of obligation or external pressure."

    Capsule for Florence Florence

    "Players engage voluntarily for artistic and emotional experience without external pressure or obligation."

  • Experimenting

    Game with the same Experimenting vibe

    1

    "Some exploration and puzzle solving, but mostly following a set path with limited novelty."

    Capsule for September 7th September 7th

    "Some experimentation with puzzle mechanics and abilities, but mostly following a linear path with limited novelty."

  • Exploration

    Game with the same Exploration vibe

    1

    "Linear level design with some variety in environments, limited open exploration."

    Capsule for Prince of Persia: The Two Thrones™ Prince of Persia: The Two Thrones™

    "Some exploration of varied environments, but constrained by invisible walls and linear design."

  • Expression

    Game with the same Expression vibe

    -5

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

    Capsule for God's Basement God's Basement

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

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Surreal, mysterious narrative with horror and psychological themes, distinct from realistic scenarios."

    Capsule for Cube Escape: Paradox Cube Escape: Paradox

    "Surreal, symbolic, and dreamlike narrative with horror and cosmic themes, far from realistic scenarios."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; experience is solitary and introspective."

    Capsule for RiME RiME

    "No social or community features; experience is solitary and introspective."

  • Growth

    Game with the same Growth vibe

    2

    "Players learn puzzle solutions and uncover story elements, gaining some knowledge and insight."

    Capsule for MechaNika MechaNika

    "Players engage in puzzle solving and interpretation, encouraging some learning and personal insight."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay with slow walking speed and no physical activity elements."

    Capsule for Vampire: The Masquerade - Heartless Lullaby Vampire: The Masquerade - Heartless Lullaby

    "Sedentary gameplay with slow walking pace; no physical activity involved."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention during playthrough; not designed for casual or background play."

    Capsule for Gone Home Gone Home

    "Requires sustained attention during the 3-4 hour playthrough; not designed for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social or emotional relationship building; experience is solitary and introspective."

    Capsule for Nothing Nothing

    "No social or emotional relationship building; experience is solitary and abstract."

  • Leadership

    Game with the same Leadership vibe

    -5

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

    Capsule for Who's Lila? Who's Lila?

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

  • Progression

    Game with the same Progression vibe

    2

    "Progression through puzzles and story advancement, but no item collection or upgrades."

    Capsule for Labyrinthine Dreams Labyrinthine Dreams

    "Progression through puzzles and story advancement, but no item collection or upgrades."

  • Relaxation

    Game with the same Relaxation vibe

    3

    "Atmospheric and immersive with moments of tension; pacing can be slow but rewarding and calming at times."

    Capsule for Sunless Skies: Sovereign Edition Sunless Skies: Sovereign Edition

    "Atmospheric and immersive with moments of calm and tension release, though some find pacing slow or frustrating."

  • Sensation

    Game with the same Sensation vibe

    4

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

    Capsule for Dear Esther: Landmark Edition Dear Esther: Landmark Edition

    "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 private."

    Capsule for Adios Adios

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

  • Story

    Game with the same Story vibe

    4

    "Narrative is abstract, wordless, and open to interpretation but integral to the experience."

    Capsule for Gorogoa Gorogoa

    "Narrative is abstract, symbolic, and open to interpretation, but central to the experience."

  • Strategy

    Game with the same Strategy vibe

    0

    "Puzzles require some thought but are mostly straightforward; no complex strategic planning."

    Capsule for Tengami Tengami

    "Minimal strategic or planning elements; puzzles require some thought but are not complex."

  • Thrill

    Game with the same Thrill vibe

    2

    "Contains suspenseful and eerie moments with subtle horror elements rather than intense thrills or jump scares."

    Capsule for No Players Online No Players Online

    "Contains unsettling and eerie moments creating suspense and mild horror thrills."

  • Value

    Game with the same Value vibe

    3

    "Players feel the game offers good value through its art, story, and emotional impact despite short length."

    Capsule for Dordogne Dordogne

    "Players generally feel the game offers good value for its artistic and emotional experience despite short length."

  • Violence

    Game with the same Violence vibe

    1

    "Some disturbing imagery related to horror themes but no active combat or destruction gameplay."

    Capsule for Wardwell House Wardwell House

    "Contains mild body horror and unsettling imagery but no direct combat or destruction gameplay."

  • Survival

    Game with the same Survival vibe

    -5

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

    Capsule for Date Everything! Date Everything!

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

Last update: 01/06/2026