my eyes deceive similar games & best alternatives

my eyes deceive

PC (Microsoft Windows) • 2024

Should you play it?

Set over the course of roughly a week, you play as a young girl who has been living in a shelter all her life. The outside world is infected with a deadly disease. Society is in chaos. Fortunately, your papa is protecting you.

What works
  • Powerful and meaningful narrative
  • Effective atmosphere and symbolism
  • Free to play
  • Emotional and psychological impact
  • Well-crafted despite small scope
Things to keep in mind
  • Slow and repetitive gameplay
  • Limited interactivity
  • Disturbing and triggering content
  • Short length with limited replayability
  • Some players find pacing tedious

What to play next

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

Top picks

Games that feel the closest overall

  • Masochisia

  • [Chilla's Art] The Karaoke | ヒトカラ🎤

  • 1943 Berlin Blitz

  • Terroro

  • Tales Beyond The Tomb - Pineville Night Stalker

  • Fears to Fathom - Norwood Hitchhike

  • A Work of Art

  • Slava Ukraini!

  • Bad Parenting 1: Mr. Red Face

Hidden Gems

Less popular games with surprisingly high similarity

  • Masochisia

  • A Work of Art

  • A Wolf in Autumn

If you liked…

Recommendations by what you enjoyed most

  • Story

    Stories Untold

  • Violence

    Masochisia

  • Escapism

    Kidnapped Girl

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).

my eyes deceive: Broadly representative of its motivational profile, with a few distinct shifts. 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, Survival. It leans lower than usual among comparable games on Fantasy.

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

    "The game is mostly linear with very few player choices that affect endings, indicating limited player control over the story."

    Capsule for Heart of the Woods Heart of the Woods

    "Gameplay is mostly following a strict daily routine with limited player agency; choices influence endings but overall constrained."

  • Competence

    Game with the same Competence vibe

    -2

    "Gameplay involves simple, repetitive tasks with minimal skill or challenge."

    Capsule for Bite Night Bite Night

    "Minimal skill required; gameplay involves repetitive tasks and waiting with little challenge or variation."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements or comparison to others; purely single player narrative experience."

    Capsule for Hatoful Boyfriend: Holiday Star Hatoful Boyfriend: Holiday Star

    "No competitive elements or comparison to others; purely single player narrative experience."

  • Continuation

    Game with the same Continuation vibe

    -1

    "Short game (~1.5-2 hours) with limited replay value; some players replay for alternate endings but many find it too brief."

    Capsule for Supernormal Supernormal

    "Short game (~30-60 minutes) with some players finding replay for alternate endings tedious; moderate attachment."

  • Cooperation

    Game with the same Cooperation vibe

    -5

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

    Capsule for Deponia Doomsday Deponia Doomsday

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

  • Creativity

    Game with the same Creativity vibe

    1

    "Players can explore and interpret symbolic elements, but no creation or modification of content."

    Capsule for the static speaks my name the static speaks my name

    "Some symbolic and metaphorical elements encourage interpretation, but no player creation or modification."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control over others; story focuses on victim experience."

    Capsule for Morphine Morphine

    "No elements of exerting control over others; narrative centers on victimization."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game to experience a dark, emotional story distinct from real life."

    Capsule for Kidnapped Girl Kidnapped Girl

    "Players use the game to experience and reflect on dark, traumatic themes distinct from everyday life."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of personal interest and enjoyment."

    Capsule for Senren*Banka Senren*Banka

    "Players engage voluntarily out of personal interest despite heavy and disturbing content."

  • Experimenting

    Game with the same Experimenting vibe

    -1

    "Limited experimentation possible; mostly following a set path with minor exploration."

    Capsule for Deer Man Deer Man

    "Limited experimentation possible; mostly following set routines with minor branching endings."

  • Exploration

    Game with the same Exploration vibe

    -3

    "Game is short with limited environments; exploration is minimal and mostly narrative-focused."

    Capsule for Lilith Wants to Buy Your Soul Lilith Wants to Buy Your Soul

    "Gameplay confined to a small environment with limited new areas; focus on narrative rather than exploration."

  • Expression

    Game with the same Expression vibe

    -4

    "No character customization or personalization; presentation is standardized to convey the story."

    Capsule for you're just imagining it you're just imagining it

    "No character customization or personalization; fixed presentation to serve story."

  • Fantasy

    Game with the same Fantasy vibe

    -5

    "Strongly grounded in realistic historical events and scenarios without fictional or fantastical elements."

    Capsule for Through the Darkest of Times Through the Darkest of Times

    "Strongly grounded in realistic, disturbing real-world inspired events and themes."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; solitary experience."

    Capsule for INSIDE INSIDE

    "No social or community features; solitary experience."

  • Growth

    Game with the same Growth vibe

    1

    "Players learn to interpret story and symbolism; limited skill growth due to simple gameplay."

    Capsule for [Bober Bros] The Hole [Bober Bros] The Hole

    "Players gain understanding of complex themes and symbolism; limited skill growth."

  • Health

    Game with the same Health vibe

    -5

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

    Capsule for DRAGON BALL Z: KAKAROT DRAGON BALL Z: KAKAROT

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

  • Idle

    Game with the same Idle vibe

    3

    "Gameplay involves waiting and slow pacing, suitable for filling time."

    Capsule for Trophy Fishing 2 Trophy Fishing 2

    "Gameplay involves waiting and slow pacing, including repetitive tasks and waiting for events."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social or emotional relationships formed; solitary narrative experience."

    Capsule for Aporia: Beyond The Valley Aporia: Beyond The Valley

    "No social or emotional connections formed with others; solitary narrative."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or management roles; player follows scripted tasks."

    Capsule for Bite Night Bite Night

    "No leadership or management roles; player follows scripted events."

  • Progression

    Game with the same Progression vibe

    1

    "Some progression through story and achievements, but no item collection or power accumulation."

    Capsule for Left on Read Left on Read

    "Some progression through story and diary entries; no item or power accumulation."

  • Relaxation

    Game with the same Relaxation vibe

    -3

    "Atmosphere is tense and unsettling, with emotional discomfort rather than relaxation or flow."

    Capsule for Daemonologie Daemonologie

    "Tense, unsettling atmosphere with emotional strain rather than relaxation or flow."

  • Sensation

    Game with the same Sensation vibe

    2

    "Strong atmospheric audio and visual design create emotional and sensory engagement."

    Capsule for Sagebrush Sagebrush

    "Strong emotional and atmospheric sensory stimulation through audio-visual design."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; individual experience."

    Capsule for The Turing Test The Turing Test

    "No social recognition or status systems; individual experience."

  • Story

    Game with the same Story vibe

    5

    "Narrative-driven game with strong storytelling, plot twists, and emotional impact."

    Capsule for Stories Untold Stories Untold

    "Narrative-driven game with strong emphasis on story, symbolism, and emotional impact."

  • Strategy

    Game with the same Strategy vibe

    -3

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

    Capsule for Richie's Plank Experience Richie's Plank Experience

    "Minimal strategic or problem-solving elements; mostly routine tasks and simple choices."

  • Thrill

    Game with the same Thrill vibe

    3

    "Horror atmosphere and jump scares create suspense and tension."

    Capsule for Daymare: 1994 Sandcastle Daymare: 1994 Sandcastle

    "Emotional tension and suspense from disturbing themes and atmosphere rather than jump scares."

  • Value

    Game with the same Value vibe

    4

    "Free game with good perceived value for time invested; some players appreciate the emotional payoff."

    Capsule for Ambre - a heartbreaking kinetic novel Ambre - a heartbreaking kinetic novel

    "Free game with strong emotional impact and meaningful message; good value for time invested."

  • Violence

    Game with the same Violence vibe

    5

    "Graphic depictions of violence and disturbing themes are central to the experience."

    Capsule for Masochisia Masochisia

    "Depicts implied sexual abuse and trauma; violent themes central to narrative."

  • Survival

    Game with the same Survival vibe

    3

    "Narrative involves avoiding threats and danger, creating a survival tension."

    Capsule for A Wolf in Autumn A Wolf in Autumn

    "Narrative involves avoiding harm and seeking escape; survival is a key theme."

Last update: 01/06/2026