KIDS similar games & best alternatives

KIDS

Mac, PC (Microsoft Windows), Linux, Android, iOS • 2019

Should you play it?

A game of crowds.

What works
  • Unique artistic and surreal experience
  • Fluid animation and satisfying crowd control
  • Excellent sound design and music
  • Thought-provoking metaphorical themes
  • Short and accessible
Things to keep in mind
  • Very short playtime
  • Minimal gameplay and interactivity
  • Lack of clear objectives or progression
  • Limited replay value
  • May be confusing or inaccessible to some players

What to play next

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

Top picks

Games that feel the closest overall

  • Senza Peso

  • ISLANDS: Non-Places

  • GNOG

  • The Old Tree

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

  • Burning Daylight

  • 100 Funny Cats

  • Wurroom

  • Frankenstein: Master of Death

Hidden Gems

Less popular games with surprisingly high similarity

  • ISLANDS: Non-Places

  • GNOG

  • The Little Acre

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    CALENDULA

  • Experimenting

    Sword of the Sea

  • Fantasy

    The Cubicle.

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).

KIDS: 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 Experimenting. It leans lower than usual among comparable games on Progression, Continuation.

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

    -3

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

    Capsule for ISLANDS: Non-Places ISLANDS: Non-Places

    "Player interaction is limited to clicking and moving crowds with no branching paths or choices, indicating constrained player control and adherence to preset animations."

  • Competence

    Game with the same Competence vibe

    -2

    "Gameplay involves simple point-and-click choices without skill challenges or technical mastery; predictable outcomes with some variation."

    Capsule for A Game About A Game About

    "Gameplay involves simple point-and-click interactions with no evident skill challenges or complex mechanics, leading to predictable outcomes."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements or player comparison; experience is solitary and personal."

    Capsule for MANDAGON MANDAGON

    "No competitive elements or player comparison; experience is solitary and introspective."

  • Continuation

    Game with the same Continuation vibe

    -4

    "Very short playtime (~20-30 minutes) with limited replay value; players tend to finish quickly and move on."

    Capsule for Serre Serre

    "Short playtime (~20-30 minutes) and limited replay value; players tend to complete it quickly and move on."

  • Cooperation

    Game with the same Cooperation vibe

    -5

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

    Capsule for Quantum Break Quantum Break

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

  • Creativity

    Game with the same Creativity vibe

    2

    "Players experiment with interactions and explore hidden content, though within predefined environments and scripted scenarios."

    Capsule for Accounting+ Accounting+

    "Players experiment with crowd control and interactions in a sandbox-like manner, though within a fixed set of scenes and mechanics."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of dominance or power over others; interactions are individual and non-confrontational."

    Capsule for A Tower Full of Cats A Tower Full of Cats

    "No elements of exerting power or superiority over others; interactions are neutral and non-confrontational."

  • Escapism

    Game with the same Escapism vibe

    3

    "The surreal, unsettling atmosphere and meta-narrative provide a form of psychological escape and immersion."

    Capsule for CALENDULA CALENDULA

    "The surreal, abstract, and artistic nature provides a mental escape and distraction from reality."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest in unique art and gameplay rather than obligation or external pressure."

    Capsule for Mohrta Mohrta

    "Players engage voluntarily out of curiosity or interest in art games, not due to obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Players experiment with movement mechanics and tricks; exploration encourages trying new paths."

    Capsule for Sword of the Sea Sword of the Sea

    "Encourages trying different interactions and observing crowd behaviors, fostering exploration within limited mechanics."

  • Exploration

    Game with the same Exploration vibe

    1

    "Some discovery of environments and story elements, but limited to scripted scenes and known paths."

    Capsule for Tales Beyond The Tomb - Pineville Night Stalker Tales Beyond The Tomb - Pineville Night Stalker

    "Some discovery of new scenes and interactions, but within a small, predefined set of vignettes."

  • Expression

    Game with the same Expression vibe

    -4

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

    Capsule for My name is You and it's the only unusual thing in my life My name is You and it's the only unusual thing in my life

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

  • Fantasy

    Game with the same Fantasy vibe

    3

    "Surreal and psychological elements create an imaginative, non-realistic experience despite mundane setting."

    Capsule for The Cubicle. The Cubicle.

    "Abstract, surreal, and metaphorical content creates an imaginative, non-realistic experience."

  • Fellowship

    Game with the same Fellowship vibe

    -5

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

    Capsule for Papetura Papetura

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

  • Growth

    Game with the same Growth vibe

    -3

    "Minimal learning or skill development; mostly repetitive interactions."

    Capsule for Desktop Kanojo Desktop Kanojo

    "Minimal learning or skill development; mostly a passive experience with limited progression."

  • Health

    Game with the same Health vibe

    -5

    "No physical activity involved; purely sedentary gameplay."

    Capsule for Among Us Among Us

    "No physical activity involved; purely sedentary gameplay."

  • Idle

    Game with the same Idle vibe

    2

    "Can be played casually with some multitasking; not requiring constant intense focus."

    Capsule for Zup! 8 Zup! 8

    "Can be used as a casual, mindless distraction or digital stress ball with light interaction."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No close social interactions or emotional connections within the game."

    Capsule for MergeCrafter MergeCrafter

    "No close social interactions or emotional connections with others in-game."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or authoritative roles; player acts independently without managing others."

    Capsule for Wuppo: Definitive Edition Wuppo: Definitive Edition

    "No leadership or group management roles; player influence is limited and non-authoritative."

  • Progression

    Game with the same Progression vibe

    -4

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

    Capsule for ISLANDS: Non-Places ISLANDS: Non-Places

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

  • Relaxation

    Game with the same Relaxation vibe

    3

    "Chill, atmospheric experience with calming music and pacing conducive to relaxation."

    Capsule for Necrobarista Necrobarista

    "Calming, hypnotic, and mesmerizing audiovisuals promote relaxation and flow."

  • Sensation

    Game with the same Sensation vibe

    3

    "Unique art style, animations, and soundtrack provide sensory stimulation and emotional engagement."

    Capsule for Mothlight Mothlight

    "Unique art style, fluid animation, and choral music provide sensory stimulation and emotional engagement."

  • 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

    "Abstract and vague narrative elements that require interpretation; no explicit story."

    Capsule for Indecision. Indecision.

    "Abstract narrative and metaphorical themes invite interpretation but lack explicit plot or characters."

  • Strategy

    Game with the same Strategy vibe

    -3

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

    Capsule for Firewatch Firewatch

    "Minimal strategic or problem-solving elements; interactions are straightforward and exploratory."

  • Thrill

    Game with the same Thrill vibe

    -4

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

    Capsule for Nothing Together Nothing Together

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

  • Value

    Game with the same Value vibe

    1

    "Mixed value perception due to short length but praised for artistic quality and charm."

    Capsule for Samorost 2 Samorost 2

    "Mixed opinions on value due to short length but praised for artistic uniqueness and polish."

  • Violence

    Game with the same Violence vibe

    1

    "Some violent and disturbing imagery, but no combat mechanics; violence is thematic and narrative-driven."

    Capsule for Little Nightmares Little Nightmares

    "Some depiction of children falling into holes and being digested, but presented abstractly and metaphorically rather than glorified violence."

  • Survival

    Game with the same Survival vibe

    -5

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

    Capsule for SpaceEngine SpaceEngine

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

Last update: 01/06/2026