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It Comes In Waves

PC (Microsoft Windows) • 2023

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Quick resume

A short, minimalist, experimental open-world adventure about guilt and grief. Explore, shoot, scavenge and bring a specimen to The Sanctuary. Beware PERMADEATH.

Global score

93/100

Genres

Action, Adventure, Indie, Shooter

Similar games

    Pros

    • Unique atmospheric and emotional experience
    • Engaging open world exploration
    • Retro low-poly art style
    • Meaningful narrative themes
    • Affordable price

    Cons

    • Very short gameplay length
    • Minimal combat and mechanics depth
    • Some control and collision issues
    • Lack of save system and permadeath can frustrate
    • Limited replayability

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Exploration, Survival. It leans lower than usual among comparable games on Intimacy.

    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

    • Autonomy
      3

      "Players explore an open desert world with freedom to choose paths and manage resources, though the overall goal and survival mechanics guide actions."

    • Competence
      1

      "Gameplay is simple and accessible with basic shooting and resource management; some challenge from permadeath and water management but low mechanical complexity."

    • Competition
      -5

      "No evidence of competitive elements; focus is on personal survival and exploration without comparison to others."

    • Continuation
      1

      "Short playtime and permadeath encourage replaying to improve runs; some players replay for atmosphere and story but overall limited long-term engagement."

    • Cooperation
      -5

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

    • Creativity
      2

      "Players can explore and interpret the world creatively; however, gameplay mechanics and structure are minimal and predefined."

    • Domination
      -5

      "No social dominance or power over others; interactions are limited to NPC enemies without social hierarchy or trash talk."

    • Escapism
      4

      "Strong emotional and atmospheric experience allowing players to escape into a melancholic sci-fi desert world and reflect on grief."

    • Expectation
      -4

      "Players engage voluntarily for the unique experience and atmosphere; no obligation or external pressure noted."

    • Experimenting
      1

      "Some exploration and resource management experimentation possible, but overall gameplay loop is simple and repetitive."

    • Exploration
      4

      "Open world with distinct landmarks and hidden lore encourages discovery and curiosity-driven activities."

    • Expression
      -3

      "Limited customization or personalization; players use preset character and environment aesthetics."

    • Fantasy
      3

      "Set in a sci-fi desert world with Star Wars-like elements and imaginative narrative, though grounded in survival mechanics."

    • Fellowship
      -5

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

    • Growth
      3

      "Players develop skills in resource management and navigation; specimen growth mechanic adds a sense of progression."

    • Health
      -5

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

    • Idle
      -3

      "Requires player attention and deliberate movement; no background or passive play elements."

    • Intimacy
      -5

      "No social or emotional relationship building with other players."

    • Leadership
      -5

      "No leadership or group management roles present."

    • Progression
      3

      "Progression through collecting items to grow the specimen and unlocking the sanctuary; limited upgrades or inventory complexity."

    • Relaxation
      2

      "Atmospheric and slow-paced gameplay offers moments of calm, though permadeath and resource tension add some stress."

    • Sensation
      3

      "Enjoyable retro visuals, sound design, and music provide sensory stimulation and emotional engagement."

    • Status
      -5

      "No social recognition or status systems."

    • Story
      4

      "Narrative immersion through environmental storytelling, cryptic lore, and emotional themes of grief and redemption."

    • Strategy
      2

      "Basic resource and risk management require some planning, but combat and exploration are straightforward."

    • Thrill
      2

      "Permadeath and resource scarcity create tension and suspense, though combat is low risk."

    • Value
      3

      "Players generally feel the game offers good value for its low price and short length, providing a unique experience."

    • Violence
      1

      "Combat involves shooting enemies for survival, but violence is minimal and not the main focus."

    • Survival
      4

      "Core gameplay revolves around managing water resources to avoid death and complete objectives."

    Last update: 29/04/2026