Lost girl`s [diary] similar games & best alternatives

Lost girl`s [diary]

PC (Microsoft Windows), Mac • 2016

Should you play it?

A group of girls are having their vacation, alone. What would a group of girls do on a dark Christmas night? Of course, fortunetelling! Unfortunately for them, their boyfriends are not about to leave them alone and their sudden visit totally ruins their plans for fortune telling, turning it into a scary story contest.

What works
  • Free to play
  • Pleasant art style
  • Atmospheric music
  • Easy achievements
  • Short and accessible
Things to keep in mind
  • Very short length
  • No player choices or interactivity
  • Linear story with no replay value
  • Some translation issues
  • Limited horror impact

What to play next

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

Top picks

Games that feel the closest overall

  • Wardwell House

  • Burning Daylight

  • The Sad Story of Emmeline Burns

  • lure

  • Lynne

  • Almost Home Now

  • Greetings

  • Google Spotlight Stories: Age of Sail

  • Ambre - a heartbreaking kinetic novel

Hidden Gems

Less popular games with surprisingly high similarity

  • The Leisure of Grisaia

  • Alfred Hitchcock - Vertigo

  • Supipara - Chapter 1 Spring Has Come!

If you liked…

Recommendations by what you enjoyed most

  • Story

    The Long Reach

  • Value

    Elisa: The Innkeeper - Prequel

  • Escapism

    At Home Alone

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).

Lost girl`s [diary]: 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 Violence. It leans lower than usual among comparable games on Autonomy, Exploration.

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

    -4

    "The game is a kinetic visual novel with no player choices or branching paths, so players follow a fixed narrative without control over actions."

    Capsule for The Leisure of Grisaia The Leisure of Grisaia

    "The game is a kinetic visual novel with no player choices or branching paths, so players follow a fixed narrative without control over actions."

  • Competence

    Game with the same Competence vibe

    -3

    "Gameplay is simple clicking through text with minimal challenge or skill required."

    Capsule for Sakura Beach 2 Sakura Beach 2

    "Gameplay involves simple clicking through text; no skill or challenge is required, achievements are easy and mostly automatic."

  • Competition

    Game with the same Competition vibe

    -4

    "No competitive elements; focus is on personal experience and story progression without comparison to others."

    Capsule for Yuki「清醒梦」 Yuki「清醒梦」

    "No competitive elements; focus is on individual reading experience without comparison or ranked modes."

  • Continuation

    Game with the same Continuation vibe

    -3

    "Short game length (~2-3 hours) with low replay value; players tend to finish once and move on."

    Capsule for Gone Home Gone Home

    "Short playtime (~30-60 minutes) with no replay value or branching; players tend to finish quickly and move on."

  • Cooperation

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

    Capsule for The Last of Us™ Part I The Last of Us™ Part I

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

  • Creativity

    Game with the same Creativity vibe

    -2

    "Players interact with predefined narrative content; no creation or modification elements."

    Capsule for Actual Sunlight Actual Sunlight

    "Linear story with no player-created content or customization; some creative writing in stories but no player input."

  • Domination

    Game with the same Domination vibe

    -5

    "No social or multiplayer interaction to exert control or superiority over others."

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    "No social or multiplayer interaction, thus no exertion of control or superiority over others."

  • Escapism

    Game with the same Escapism vibe

    3

    "Provides a psychological horror experience that distracts from real life, with an unsettling atmosphere and story."

    Capsule for At Home Alone At Home Alone

    "Provides a nostalgic, atmospheric escape into fictional horror stories and adolescent social settings."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for fun or achievement hunting; no obligation or external pressure."

    Capsule for Wet Girl Wet Girl

    "Players engage voluntarily for entertainment or achievement hunting; no obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    -4

    "No experimentation possible due to linear, fixed story and no gameplay variation."

    Capsule for Supipara - Chapter 1 Spring Has Come! Supipara - Chapter 1 Spring Has Come!

    "No experimentation possible due to fixed linear narrative and no gameplay variation."

  • Exploration

    Game with the same Exploration vibe

    -5

    "No exploration or discovery; static environment with no new areas."

    Capsule for Achievement Clicker 2019 Achievement Clicker 2019

    "No exploration; static environments and story progression without discovery or new areas."

  • Expression

    Game with the same Expression vibe

    -4

    "No character customization or player expression; fixed presentation and story."

    Capsule for WITCH ON THE HOLY NIGHT WITCH ON THE HOLY NIGHT

    "No character customization or player expression; fixed character designs and story presentation."

  • Fantasy

    Game with the same Fantasy vibe

    2

    "Story includes some supernatural and exaggerated elements, but grounded mostly in a crime/mystery setting."

    Capsule for Runaway, A Road Adventure Runaway, A Road Adventure

    "Contains fictional horror stories and some supernatural elements, though grounded in adolescent campfire storytelling."

  • Fellowship

    Game with the same Fellowship vibe

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    "Mostly single player experience with limited social interaction; no multiplayer or community features."

    Capsule for Trials of Mana Trials of Mana

    "Single-player experience; social elements limited to story context, no community or multiplayer features."

  • Growth

    Game with the same Growth vibe

    -3

    "Minimal learning or skill development; mostly reading and story comprehension."

    Capsule for Frosty Kiss Frosty Kiss

    "No skill development or learning mechanics; reading may provide cultural or literary insight but minimal personal growth."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay with no physical activity involved."

    Capsule for World of Tanks Blitz World of Tanks Blitz

    "Sedentary gameplay with no physical activity involved."

  • Idle

    Game with the same Idle vibe

    3

    "Suitable for short, casual sessions and background play."

    Capsule for Blood Feed Blood Feed

    "Suitable for casual, short sessions and background reading; can be played with minimal attention."

  • Intimacy

    Game with the same Intimacy vibe

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    "Limited emotional connection focused on narrative; no close social interactions or relationship building."

    Capsule for The Call of Karen The Call of Karen

    "No social interaction or relationship building; emotional engagement limited to narrative."

  • 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 passive reading experience."

  • Progression

    Game with the same Progression vibe

    2

    "Players progress through chapters and unlock achievements, but no item collection or upgrades."

    Capsule for Super Seducer 2 - Advanced Seduction Tactics Super Seducer 2 - Advanced Seduction Tactics

    "Players unlock achievements and progress through story chapters, though no character or item upgrades."

  • Relaxation

    Game with the same Relaxation vibe

    3

    "Calm reading experience with atmospheric music, though some emotional tension in story."

    Capsule for Dysfunctional Systems: Learning to Manage Chaos Dysfunctional Systems: Learning to Manage Chaos

    "Calm reading experience with atmospheric music; some tension from horror stories but overall relaxing."

  • Sensation

    Game with the same Sensation vibe

    2

    "Visual and auditory elements provide moderate stimulation; not focused on sensory thrills."

    Capsule for Archmage Rises Archmage Rises

    "Visual and auditory elements provide moderate sensory stimulation; no intense thrills or shocks."

  • Status

    Game with the same Status vibe

    -4

    "No social recognition or ranking systems; achievements are personal and not publicly competitive."

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    "No social recognition or ranking; achievements are personal and not publicly competitive."

  • Story

    Game with the same Story vibe

    4

    "Strong narrative focus with psychological horror story, multiple endings, and character interactions."

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    "Strong narrative focus with multiple horror stories and character interactions driving the experience."

  • Strategy

    Game with the same Strategy vibe

    -5

    "No strategic or problem-solving gameplay; purely linear story progression."

    Capsule for this game will end in 205 clicks. this game will end in 205 clicks.

    "No strategic or problem-solving gameplay; purely linear story progression."

  • Thrill

    Game with the same Thrill vibe

    1

    "Some suspenseful moments and mild tension, but no intense thrills or scares."

    Capsule for Whispering Willows Whispering Willows

    "Some mild suspense and tension from horror stories, but not truly thrilling or frightening."

  • Value

    Game with the same Value vibe

    4

    "Free to play with achievements and replayability offers good value for time invested."

    Capsule for Elisa: The Innkeeper - Prequel Elisa: The Innkeeper - Prequel

    "Free to play with easy achievements and short playtime offers good value for time invested."

  • Violence

    Game with the same Violence vibe

    1

    "Story contains dark and disturbing themes including implied violence, but no direct gameplay violence."

    Capsule for Serena Serena

    "Contains references to horror and some violent imagery in stories, but no active violent gameplay."

  • Survival

    Game with the same Survival vibe

    -5

    "No survival or threat avoidance mechanics; stable, risk-free environment."

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    "No survival mechanics or threat avoidance; stable, risk-free environment."

Last update: 01/06/2026