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Emily is Away Too

Mac, PC (Microsoft Windows), Linux • 2017

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Quick resume

Emily is Away Too is a brand new story featuring new characters and multiple different endings. Message your friends, surf the web and choose your path through this branching narrative.

Global score

93/100

Genres

Adventure, Casual, Indie, Role-playing (RPG), Simulator, Visual Novel

Pros

  • Strong nostalgic atmosphere
  • Emotional and realistic storytelling
  • Multiple endings and replayability
  • Immersive early 2000s internet simulation
  • Meaningful player choices

Cons

  • Can be emotionally taxing or depressing
  • Some players find timed responses stressful
  • Limited gameplay mechanics beyond dialogue
  • Minor writing inconsistencies noted
  • Short overall playtime

Motivations

  • Autonomy
    4

    "Players make meaningful dialogue choices that affect story outcomes and character relationships, reflecting personal freedom in decision-making."

  • Competence
    1

    "The gameplay involves selecting dialogue options and some timed responses, requiring moderate skill but mostly narrative engagement."

  • Competition
    -4

    "Focus is on personal story and relationships without competitive elements or comparison to others."

  • Continuation
    3

    "Players often replay to explore multiple endings and different dialogue paths, showing attachment and habitual engagement."

  • Cooperation
    -3

    "Gameplay centers on individual interactions with two characters rather than cooperative multiplayer or teamwork."

  • Creativity
    2

    "Players customize profile icons and choose dialogue paths, but within predefined narrative structures."

  • Domination
    -5

    "Interactions emphasize mutual respect and emotional connection rather than control or superiority."

  • Escapism
    4

    "Strong nostalgic and emotional immersion provides an escape from real life into a recreated early 2000s internet experience."

  • Expectation
    -4

    "Players engage voluntarily out of personal interest and nostalgia rather than obligation or external pressure."

  • Experimenting
    3

    "Multiple dialogue choices and endings encourage players to try different approaches and explore story variations."

  • Exploration
    3

    "Exploring character profiles, clicking on in-game links, and discovering Easter eggs support curiosity-driven discovery."

  • Expression
    2

    "Players personalize avatars and profile details, allowing some self-expression within the game's aesthetic."

  • Fantasy
    -3

    "The game simulates realistic teenage social interactions and emotional experiences rather than imaginative fiction."

  • Fellowship
    2

    "Players feel connected to a community through shared nostalgia and emotional engagement with characters."

  • Growth
    3

    "Players learn about relationship dynamics and emotional consequences through narrative choices."

  • Health
    -5

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

  • Idle
    -3

    "Requires focused attention on dialogue and timed responses, not suitable for passive or background play."

  • Intimacy
    4

    "Game fosters emotional closeness and personal connection with characters through meaningful conversations."

  • Leadership
    -5

    "No leadership or group management elements; player supports individual relationships."

  • Progression
    2

    "Progression is narrative-based with unlocking new dialogue and endings rather than item or power accumulation."

  • Relaxation
    1

    "While some find it relaxing, timed choices and emotional intensity can create tension and stress."

  • Sensation
    2

    "Nostalgic audiovisual elements provide moderate sensory stimulation and emotional engagement."

  • Status
    -4

    "No social status or recognition mechanics; focus is on private personal experience."

  • Story
    5

    "Strong narrative immersion with branching storylines and emotional character development."

  • Strategy
    2

    "Requires some planning in dialogue choices to maintain relationships and achieve desired endings."

  • Thrill
    1

    "Some suspense from timed choices and consequences, but overall low-risk emotional experience."

  • Value
    4

    "Players perceive good value for time and money due to emotional impact and replayability."

  • Violence
    -5

    "No violence; focus on communication and emotional interaction."

  • Survival
    -5

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

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    Last update: 06/03/2026