Home is Where One Starts... similar games & best alternatives

Home is Where One Starts...

PC (Microsoft Windows), Linux, Mac • 2015

Should you play it?

Home is Where One Starts... is a short, first-person exploration game in the same vein as Dear Esther or Gone Home. It’s a story about childhood, hope, and the miracle of memory. You play as a little girl from a broken home somewhere in the American South.

What works
  • Beautiful and melancholic narrative
  • Relaxing atmosphere and music
  • Free exploration with non-linear storytelling
  • Good voice acting
  • Affordable price especially on sale
Things to keep in mind
  • Very short gameplay duration
  • Minimal interactivity and challenge
  • Invisible walls limit exploration
  • Lack of subtitles for non-english speakers
  • Low replay value beyond achievement hunting

What to play next

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

Top picks

Games that feel the closest overall

  • How To Cope With Boredom and Loneliness

  • Perfect Tides

  • A Space For The Unbound - Prologue

  • Submerged: Hidden Depths

  • The Lion's Song: Episode 1 - Silence

  • Martial Law

  • Odyssey - The Story of Science

  • Lawnmower Game

  • A Story Beside

Hidden Gems

Less popular games with surprisingly high similarity

  • Perfect Tides

  • Odyssey - The Story of Science

  • Lawnmower Game

If you liked…

Recommendations by what you enjoyed most

  • Exploration

    The Norwood Suite

  • Relaxation

    Mail Time

  • Story

    Ether One

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).

Home is Where One Starts...: 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 Exploration, Experimenting. It leans lower than usual among comparable games on Fantasy.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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    "Players freely explore an open world with no fixed objectives or pressure, choosing their own pace and goals."

    Capsule for Griptape Backbone Griptape Backbone

    "Players freely explore the environment in any order with no explicit goals or time pressure, embodying personal freedom of action."

  • Competence

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    "Gameplay involves very basic interactions with minimal skill or challenge."

    Capsule for Plug & Play Plug & Play

    "Gameplay involves simple exploration and interaction with objects, with minimal skill or challenge."

  • Competition

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    "No competitive elements or comparison to others; focus is on personal experience and narrative."

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  • Continuation

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    "Short game with limited replay value, but some players replay to explore all endings and achievements."

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  • Cooperation

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

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  • Creativity

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    "Players can explore and piece together story elements, but no creation or modification mechanics."

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

  • Domination

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

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

  • Escapism

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    "Players use the game as a relaxing, nostalgic, and immersive escape from real life."

    Capsule for Junk Jack Junk Jack

    "Players use the game as a relaxing, nostalgic escape from real life, immersing in memories and atmosphere."

  • Expectation

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    "Players engage voluntarily out of interest in story and exploration, not obligation."

    Capsule for Tacoma Tacoma

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

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Encourages exploration and trying different interactions to uncover story secrets."

    Capsule for Verde Station Verde Station

    "Encourages exploration and discovery of story fragments in non-linear order, inviting curiosity."

  • Exploration

    Game with the same Exploration vibe

    5

    "Core gameplay is about discovering new areas, secret passages, and uncovering story through exploration."

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    "Core gameplay is free exploration of a detailed environment to uncover memories and narrative pieces."

  • Expression

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    "No character or environment customization; presentation is fixed by developers."

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    "No character customization or environmental modification; presentation is fixed by the developer."

  • Fantasy

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    "Grounded in realistic historical themes without supernatural or fictional fantasy elements."

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    "Grounded in realistic, autobiographical themes and settings without fantasy or improbable elements."

  • Fellowship

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    "Solo experience with minimal social interaction or community involvement."

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    "Solo experience with minimal social interaction or community involvement."

  • Growth

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    "Players gain emotional insight and narrative understanding, though limited skill growth."

    Capsule for To the Moon To the Moon

    "Players gain insight and emotional understanding through narrative exploration, though no skill growth."

  • Health

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

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  • Idle

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    "Can be played in short sessions as a relaxing break; some players use it as background or casual play."

    Capsule for Sono Sono

    "Can be played in short sessions; some players use it as a relaxing break or background experience."

  • Intimacy

    Game with the same Intimacy vibe

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    "Emotional connection to story and characters but limited social or relational interaction."

    Capsule for The Gardens Between The Gardens Between

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  • Leadership

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    "No leadership or management roles; player follows a narrative without directing others."

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  • Progression

    Game with the same Progression vibe

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    "Progression through story and unlocking achievements, but no item or power accumulation."

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    "Progression through unlocking story fragments and achievements, but no power or item accumulation."

  • Relaxation

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    5

    "Strong focus on relaxation, calm exploration, and a cozy atmosphere with soothing music and visuals."

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  • Sensation

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    "Enjoyable visual and auditory aesthetics create a pleasant sensory experience."

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    "Enjoyable visual and auditory aesthetics create pleasant sensory experiences."

  • Status

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

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

  • Story

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    "Narrative immersion is central; story unfolds through exploration, voice acting, and environmental clues."

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    "Narrative immersion is central, with voiceover storytelling and environmental clues driving the experience."

  • Strategy

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    "Minimal strategic or problem-solving elements; gameplay is straightforward exploration."

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    "Minimal strategic or problem-solving elements; gameplay is straightforward exploration."

  • Thrill

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    "No suspense, risk, or tension; experience is peaceful and predictable."

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    "No suspense, risk, or tension; experience is peaceful and contemplative."

  • Value

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    3

    "Generally considered good value for price, especially on sale, given art and story quality."

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    "Generally considered good value for its price, especially on sale, given its artistic and narrative quality."

  • Violence

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    "No violent or destructive gameplay elements; focus is on exploration and reflection."

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

  • Survival

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

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

Last update: 01/06/2026