LISA: The First similar games & best alternatives

LISA: The First

PC (Microsoft Windows) • 2024

Should you play it?

A memory of madness.

What works
  • Strong psychological horror atmosphere
  • Compelling and disturbing narrative
  • Free and short experience
  • Unique sound design and music
  • Exploration-based gameplay
Things to keep in mind
  • Frustrating spider puzzle sections
  • Buggy and poorly optimized port
  • Confusing and obtuse progression
  • Lack of clear guidance or hints
  • Unpolished visuals and interface

What to play next

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

Top picks

Games that feel the closest overall

  • ZERO Sievert

  • Mimic Search

  • Hail to the Rainbow

  • AfterHours

  • Close Your Eyes [Old Version]

  • [Nightmare Files] Clap Clap

  • Psychopomp

  • ATOM RPG: Post-apocalyptic indie game

  • Veneficium

Hidden Gems

Less popular games with surprisingly high similarity

  • Camp Sunshine

  • Echoes of the Living

  • Butcher's Creek

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    REVEIL

  • Exploration

    Master Reboot

  • Fantasy

    Studio System : Guardian Angel

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).

LISA: The First: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Status. Here, the score leans higher than usual among comparable games on Exploration. It leans lower than usual among comparable games on Continuation, Relaxation.

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

    "Players navigate a claustrophobic environment with some puzzle solving and item collection, allowing some control over exploration and progression."

    Capsule for Welcome to Kowloon Welcome to Kowloon

    "Players explore nonlinear dreamlike environments with some puzzle solving and item usage, allowing personal decision-making in navigation and puzzle approach."

  • Competence

    Game with the same Competence vibe

    1

    "Gameplay involves simple puzzles and exploration with minimal difficulty, providing some skill engagement but mostly straightforward tasks."

    Capsule for Lorelai Lorelai

    "The game involves puzzle solving and some timing-based challenges (spider sections) that require skill, but overall gameplay is simple and exploration-focused."

  • Competition

    Game with the same Competition vibe

    -5

    "No evidence of competitive elements; gameplay is single-player focused without leaderboards or player comparison."

    Capsule for Post Trauma Post Trauma

    "No evidence of competitive elements; gameplay is solitary and personal without leaderboards or player comparison."

  • Continuation

    Game with the same Continuation vibe

    -3

    "Players report boredom and frustration after short play sessions; game lacks variety and replay value, leading to quick disengagement."

    Capsule for 8infinity 8infinity

    "Short game with some players reporting frustration and disengagement due to confusing puzzles and annoying spider sections, limiting habitual play."

  • Cooperation

    Game with the same Cooperation vibe

    -5

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

    Capsule for Axiom Verge Axiom Verge

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

  • Creativity

    Game with the same Creativity vibe

    2

    "Varied surreal environments and puzzles encourage creative problem solving and exploration"

    Capsule for Master Reboot Master Reboot

    "Exploration and puzzle solving in surreal environments encourage creative problem solving, though limited by linear puzzle design."

  • Domination

    Game with the same Domination vibe

    -5

    "No social dominance or power dynamics; interactions are solitary and narrative-driven."

    Capsule for Eternal Threads Eternal Threads

    "No social dominance or power dynamics; interactions are solitary and narrative-driven."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong psychological horror and surreal atmosphere provide immersive escape from reality."

    Capsule for REVEIL REVEIL

    "Strong psychological horror and surreal atmosphere provide a means to escape reality into a disturbing fictional world."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest in story, folklore, and atmosphere rather than obligation or pressure."

    Capsule for Tales of the Black Forest Tales of the Black Forest

    "Players engage voluntarily out of interest in story, atmosphere, and series lore rather than obligation or pressure."

  • Experimenting

    Game with the same Experimenting vibe

    2

    "Some experimentation with puzzle solutions and exploration is encouraged, though within a fixed game structure."

    Capsule for Tomb Raider II (1997) Tomb Raider II (1997)

    "Exploration and item interactions encourage some experimentation, though puzzle solutions are mostly fixed and linear."

  • Exploration

    Game with the same Exploration vibe

    4

    "Core gameplay involves exploring diverse, surreal memory levels and uncovering story fragments"

    Capsule for Master Reboot Master Reboot

    "Core gameplay revolves around exploring strange, dreamlike environments and uncovering narrative fragments."

  • Expression

    Game with the same Expression vibe

    -4

    "No character customization or player-driven aesthetic expression; presentation is fixed and standardized."

    Capsule for Harvester Harvester

    "No character customization or player-driven aesthetic expression; presentation is fixed and standardized."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Surreal, psychological horror narrative with abstract and supernatural elements creates a strong fantasy experience."

    Capsule for Studio System : Guardian Angel Studio System : Guardian Angel

    "Surreal, symbolic, and dreamlike narrative and environments create a strong fantasy and psychological horror experience."

  • Fellowship

    Game with the same Fellowship vibe

    -5

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

    Capsule for POOLS POOLS

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

  • Growth

    Game with the same Growth vibe

    1

    "Some learning involved in puzzle solving and navigation, but overall low complexity and limited skill development."

    Capsule for Gecko Gods Gecko Gods

    "Some learning involved in puzzle solving and navigation, but limited skill development due to short length and simple mechanics."

  • Health

    Game with the same Health vibe

    -5

    "No physical activity or health-related gameplay elements."

    Capsule for 80 Days 80 Days

    "No physical activity or health-related gameplay elements."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention to solve puzzles and navigate; not suitable for casual or background play."

    Capsule for Normality Normality

    "Requires focused attention to solve puzzles and navigate; not designed for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social or emotional relationship building; purely individual narrative experience."

    Capsule for TELEFORUM TELEFORUM

    "No social or emotional relationship building; narrative is experienced individually."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements present."

    Capsule for Trover Saves the Universe Trover Saves the Universe

    "No leadership or group management elements present."

  • Progression

    Game with the same Progression vibe

    2

    "Progression through collecting items and unlocking new areas, though game is short and linear."

    Capsule for Here Comes Niko! Here Comes Niko!

    "Progression through collecting and using items to unlock new areas, though limited and linear."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "Atmosphere is tense, eerie, and unsettling rather than relaxing or cathartic."

    Capsule for Psychopomp GOLD Psychopomp GOLD

    "Atmosphere is tense, unsettling, and disturbing rather than relaxing or cathartic."

  • Sensation

    Game with the same Sensation vibe

    3

    "Strong sensory impact through disturbing visuals, sound design, and emotional intensity."

    Capsule for Mouthwashing Mouthwashing

    "Strong sensory impact through unsettling sound design and disturbing visuals create emotional stimulation."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems."

    Capsule for Alan Wake Alan Wake

    "No social recognition or status systems."

  • Story

    Game with the same Story vibe

    4

    "Narrative immersion through environmental storytelling, notes, and atmosphere is a key motivation."

    Capsule for The Light Remake The Light Remake

    "Narrative immersion through symbolic storytelling and environmental clues is a key motivation."

  • Strategy

    Game with the same Strategy vibe

    1

    "Some puzzle solving and exploration require basic planning and problem solving."

    Capsule for The Survey The Survey

    "Some puzzle solving and timing challenges require basic planning and problem solving."

  • Thrill

    Game with the same Thrill vibe

    2

    "Psychological horror elements create suspense and emotional tension without intense scares."

    Capsule for last seen online last seen online

    "Tension and discomfort arise from psychological horror elements and challenging spider sections."

  • Value

    Game with the same Value vibe

    4

    "Free game with decent entertainment value for short horror experience."

    Capsule for Siren Head: Awakening Siren Head: Awakening

    "Free game with strong narrative and atmospheric value for players interested in the series and psychological horror."

  • Violence

    Game with the same Violence vibe

    3

    "Themes include disturbing and violent psychological content, though gameplay is non-violent."

    Capsule for A Wolf in Autumn A Wolf in Autumn

    "Themes include abuse and trauma with disturbing imagery, though no combat gameplay; violence is thematic rather than mechanical."

  • Survival

    Game with the same Survival vibe

    1

    "Some hazard avoidance and survival elements exist but are minimal and secondary to puzzles."

    Capsule for Portal Portal

    "Avoidance of spider enemies and puzzle completion imply minimal survival elements."

Last update: 01/06/2026