ISLANDS: Non-Places similar games & best alternatives
ISLANDS: Non-Places
2016
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Quick resume
The familiar becomes magical in this critically acclaimed interactive artscape. Explore ten scenes inspired by the everyday and let your expectations of reality be transformed. Carl Burton's other work has been featured in the New York Times, Serial, Colossal, and Medium.
Global score
83/100
Genres
Casual, Indie
Similar games
Pros
- Unique artistic and surreal experience
- Beautiful visuals and sound design
- Relaxing and meditative atmosphere
- Thought-provoking and evocative
- Affordable price
Cons
- Very short gameplay length
- Minimal interactivity and challenge
- Lack of traditional narrative or progression
- No replay value for many players
- Some find audio irritating or repetitive
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 Exploration. It leans lower than usual among comparable games on Progression, Growth.
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
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Autonomy-3
"Player actions are limited to clicking highlighted objects in a linear sequence with minimal freedom."
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Competence-4
"Gameplay involves simple clicking with no skill or challenge, emphasizing passive observation."
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Competition-5
"No competitive elements or comparison to others; purely a solitary experience."
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Continuation0
"Short experience (~45 minutes) with some replay value but generally not designed for long habitual play."
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Cooperation-5
"Entirely single-player with no cooperative or social gameplay."
-
Creativity4
"Highly creative and artistic environments that encourage personal interpretation and aesthetic appreciation."
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Domination-5
"No elements of control or superiority over others; experience is personal and equal."
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Escapism4
"Provides a surreal, dreamlike escape from reality through abstract art and atmosphere."
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Expectation-4
"Engagement is voluntary and driven by curiosity and intrinsic interest in art rather than obligation."
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Experimenting-2
"Interaction is limited and guided; little room for novel experimentation beyond clicking highlighted spots."
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Exploration3
"Players explore surreal environments at their own pace, discovering unfolding scenes."
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Expression-3
"No customization or personalization options; presentation is fixed by the artist."
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Fantasy4
"Strong surreal and imaginative elements creating a dreamlike, abstract experience."
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Fellowship-5
"No social or community features; experience is solitary."
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Growth-4
"Minimal learning or skill development; gameplay is straightforward and repetitive."
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Health-5
"Sedentary experience with no physical activity involved."
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Idle3
"Designed for relaxed, casual engagement with minimal demands on attention."
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Intimacy-5
"No social interaction or relationship-building elements."
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Leadership-5
"No leadership or group management roles; purely individual experience."
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Progression-4
"No accumulation of items or upgrades; static progression through linear scenes."
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Relaxation4
"Calm, meditative atmosphere designed for relaxation and contemplation."
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Sensation4
"Strong sensory stimulation through visuals and audio creating immersive emotional experiences."
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Status-5
"No social recognition or status systems present."
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Story2
"No traditional narrative but conveys abstract, evocative themes through visual and audio storytelling."
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Strategy-5
"No strategic or problem-solving elements; gameplay is simple and linear."
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Thrill-4
"Lacks suspense or risk; experience is controlled and predictable."
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Value1
"Generally considered worth the low price for the unique artistic experience, though some find it short."
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Violence-5
"No violence or destructive gameplay elements."
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Survival-5
"No threats or survival mechanics; stable, safe environments."
Last update: 29/04/2026