ISLANDS: Non-Places similar games & best alternatives

ISLANDS: Non-Places

PC (Microsoft Windows), Linux, Mac, iOS • 2016

Should you play it?

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.

What works
  • Unique artistic and surreal experience
  • Beautiful visuals and sound design
  • Relaxing and meditative atmosphere
  • Thought-provoking and evocative
  • Affordable price
Things to keep in mind
  • 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

What to play next

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

Top picks

Games that feel the closest overall

  • Senza Peso

  • The Night Cafe: A VR Tribute to Vincent Van Gogh

  • KIDS

  • Caligo

  • Fantasynth One

  • 0°N 0°W

  • The Miskatonic

  • The Old Tree

  • Thank Goodness You're Here!

Hidden Gems

Less popular games with surprisingly high similarity

  • 0°N 0°W

  • The Miskatonic

  • Ayahuasca

If you liked…

Recommendations by what you enjoyed most

  • Creativity

    Gray Dawn

  • Escapism

    Etherborn

  • Fantasy

    OK/NORMAL

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).

ISLANDS: Non-Places: Less representative of its motivational profile, with noticeable differences. 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. It leans lower than usual among comparable games on Progression, Growth.

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

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    "Gameplay is limited to clicking and looking around predefined scenes with minimal player control."

    Capsule for Dagon: by H. P. Lovecraft Dagon: by H. P. Lovecraft

    "Player actions are limited to clicking highlighted objects in a linear sequence with minimal freedom."

  • Competence

    Game with the same Competence vibe

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    "Gameplay involves passive watching with no skill or challenge, focusing on predictable, repetitive observation."

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    "Gameplay involves simple clicking with no skill or challenge, emphasizing passive observation."

  • Competition

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    "No competitive elements; focus is on solitary experience without comparison to others."

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

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

  • Continuation

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    "Short game length (~1 hour) with some players replaying immediately, but generally limited replay value."

    Capsule for Welcome to Kowloon Welcome to Kowloon

    "Short experience (~45 minutes) with some replay value but generally not designed for long habitual play."

  • Cooperation

    Game with the same Cooperation vibe

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    "Entirely single-player with no cooperative or social gameplay."

    Capsule for The Flood The Flood

    "Entirely single-player with no cooperative or social gameplay."

  • Creativity

    Game with the same Creativity vibe

    4

    "Highly creative environments, religious symbolism, and narrative design with unique artistic expression."

    Capsule for Gray Dawn Gray Dawn

    "Highly creative and artistic environments that encourage personal interpretation and aesthetic appreciation."

  • Domination

    Game with the same Domination vibe

    -5

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

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

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

  • Escapism

    Game with the same Escapism vibe

    4

    "The surreal, dreamlike atmosphere and abstract story provide a strong escape from reality."

    Capsule for Etherborn Etherborn

    "Provides a surreal, dreamlike escape from reality through abstract art and atmosphere."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Engagement driven by intrinsic interest in art and creativity rather than obligation or external pressure."

    Capsule for Passpartout 2: The Lost Artist Passpartout 2: The Lost Artist

    "Engagement is voluntary and driven by curiosity and intrinsic interest in art rather than obligation."

  • Experimenting

    Game with the same Experimenting vibe

    -2

    "Gameplay follows established point-and-click routines with limited novelty or experimentation."

    Capsule for Shiver Shiver

    "Interaction is limited and guided; little room for novel experimentation beyond clicking highlighted spots."

  • Exploration

    Game with the same Exploration vibe

    3

    "Players explore surreal environments and uncover complex story elements and hidden meanings."

    Capsule for Hello Charlotte EP3: Childhood's End Hello Charlotte EP3: Childhood's End

    "Players explore surreal environments at their own pace, discovering unfolding scenes."

  • Expression

    Game with the same Expression vibe

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    "No customization or personalization options; presentation is fixed and minimalistic."

    Capsule for Space Between Worlds Space Between Worlds

    "No customization or personalization options; presentation is fixed by the artist."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Abstract, surreal, and dreamlike narrative and visuals create an imaginative, non-realistic experience."

    Capsule for OK/NORMAL OK/NORMAL

    "Strong surreal and imaginative elements creating a dreamlike, abstract experience."

  • Fellowship

    Game with the same Fellowship vibe

    -5

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

    Capsule for Griptape Backbone Griptape Backbone

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

  • Growth

    Game with the same Growth vibe

    -4

    "Little learning or skill development; gameplay is simple and repetitive with minimal progression."

    Capsule for OMON Simulator OMON Simulator

    "Minimal learning or skill development; gameplay is straightforward and repetitive."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary experience with no physical activity involved."

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    "Sedentary experience with no physical activity involved."

  • Idle

    Game with the same Idle vibe

    3

    "Short sessions and minimal interaction allow for casual, low-attention engagement."

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    "Designed for relaxed, casual engagement with minimal demands on attention."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social interaction or relationship-building elements."

    Capsule for Into the Breach Into the Breach

    "No social interaction or relationship-building elements."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; purely individual experience."

    Capsule for MiSide MiSide

    "No leadership or group management roles; purely individual experience."

  • Progression

    Game with the same Progression vibe

    -4

    "No accumulation of items or upgrades; static experience with fixed scenes."

    Capsule for KIDS KIDS

    "No accumulation of items or upgrades; static progression through linear scenes."

  • Relaxation

    Game with the same Relaxation vibe

    4

    "Calm, meditative atmosphere with soothing soundtrack and gentle pacing promotes relaxation."

    Capsule for A Mortician's Tale A Mortician's Tale

    "Calm, meditative atmosphere designed for relaxation and contemplation."

  • Sensation

    Game with the same Sensation vibe

    4

    "Strong sensory stimulation through visuals, sound design, and physics effects; immersive emotional experience."

    Capsule for Paper Beast Paper Beast

    "Strong sensory stimulation through visuals and audio creating immersive emotional experiences."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems present."

    Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

    "No social recognition or status systems present."

  • Story

    Game with the same Story vibe

    2

    "Narrative is abstract and environmental, conveyed symbolically without explicit storytelling."

    Capsule for Kairo Kairo

    "No traditional narrative but conveys abstract, evocative themes through visual and audio storytelling."

  • Strategy

    Game with the same Strategy vibe

    -5

    "No strategic or problem-solving elements; gameplay is linear and straightforward."

    Capsule for Serre Serre

    "No strategic or problem-solving elements; gameplay is simple and linear."

  • Thrill

    Game with the same Thrill vibe

    -4

    "No suspense or risk; experience is controlled and predictable."

    Capsule for Home Design 3D Home Design 3D

    "Lacks suspense or risk; experience is controlled and predictable."

  • Value

    Game with the same Value vibe

    1

    "Generally considered good value for a short, high-quality artistic experience, especially on sale."

    Capsule for Monument Valley 2 Monument Valley 2

    "Generally considered worth the low price for the unique artistic experience, though some find it short."

  • Violence

    Game with the same Violence vibe

    -5

    "No violence or destructive gameplay elements."

    Capsule for qualia qualia

    "No violence or destructive gameplay elements."

  • Survival

    Game with the same Survival vibe

    -5

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

    Capsule for 0°N 0°W 0°N 0°W

    "No threats or survival mechanics; stable, safe environments."

Last update: 01/06/2026