Oblivious Garden ~Carmina Burana similar games & best alternatives

Oblivious Garden ~Carmina Burana

PC (Microsoft Windows) • 2014

Should you play it?

This is a sumptuous palace built for the seven princesses. It is a "birdcage" glorified with the name "garden"… Irell Reis was once a famous general leading thousands of soldiers. However, the defeat three years ago cost him everything. Now, he is summoned by the Emperor of Celantu again...

What works
  • Engaging and unique storylines
  • Beautiful art style and music
  • Chinese voice acting
  • Multiple endings and replayability
  • Tea brewing minigame adds novelty
Things to keep in mind
  • Poor english translation
  • Some story inconsistencies and abrupt transitions
  • Limited meaningful player choices
  • Low resolution and 4:3 aspect ratio
  • Voice acting quality and audio issues

What to play next

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

Top picks

Games that feel the closest overall

  • The Last Dream: Developer's Edition

  • When The Past Was Around - Prologue

  • True Love ~Confide to the Maple~

  • The Crown of Leaves

  • Memory Oblivion Box

  • Rumu

  • Space Pilgrim Episode III: Delta Pavonis

  • Refind Self: The Personality Test Game

  • Season of 12 Colors

Hidden Gems

Less popular games with surprisingly high similarity

  • The Last Dream: Developer's Edition

  • Memory Oblivion Box

  • Rumu

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    Arcadia Fallen

  • Fantasy

    One Step From Eden

  • Story

    Adventure Escape Mysteries

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).

Oblivious Garden ~Carmina Burana: A very typical example of its motivational profile. Motivations that often define this kind of title include Strategy, Experimenting, Competence, Survival. Here, the score leans higher than usual among comparable games on Intimacy, Strategy. It leans lower than usual among comparable games on Idle.

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

    -2

    "The game is a visual novel with limited player choices (only a few decisions affect endings), indicating more following a preset story than full control."

    Capsule for Kidnapped Girl Kidnapped Girl

    "The game is a visual novel with branching paths but limited meaningful choices; players mostly follow a set narrative with some minor decision points."

  • Competence

    Game with the same Competence vibe

    1

    "Gameplay involves simple tea blending and serving mechanics with limited challenge; skill is minimal and outcomes are mostly predictable."

    Capsule for Kemono Teatime Kemono Teatime

    "Some skill involved in the tea brewing minigame and making correct choices, but overall gameplay is mostly reading and clicking."

  • Competition

    Game with the same Competition vibe

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    "No competitive elements or player comparison; focus is on personal story experience."

    Capsule for Senren*Banka Senren*Banka

    "No competitive elements or player comparison; focus is on personal story experience."

  • Continuation

    Game with the same Continuation vibe

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    "Players report spending many hours completing campaigns, challenges, and achievements, indicating sustained engagement."

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    "Players report spending many hours completing multiple routes and achievements, indicating habitual engagement."

  • Cooperation

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    "Single-player visual novel experience with no cooperative or multiplayer features."

    Capsule for DATE A LIVE: Rio Reincarnation DATE A LIVE: Rio Reincarnation

    "Single-player visual novel experience with no cooperative or multiplayer features."

  • Creativity

    Game with the same Creativity vibe

    1

    "Players can experiment with tea recipes and garden decoration, but within predefined systems and limited customization."

    Capsule for Wanderstop Wanderstop

    "Players can experiment with tea recipes in a minigame, but overall follow predefined storylines and character routes."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; interactions are narrative-driven."

    Capsule for DATE A LIVE: Rio Reincarnation DATE A LIVE: Rio Reincarnation

    "No elements of exerting control or superiority over others; interactions are narrative-driven."

  • Escapism

    Game with the same Escapism vibe

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    "Players use the game as an emotional and immersive escape into a fantasy world with engaging characters and story."

    Capsule for Arcadia Fallen Arcadia Fallen

    "Players use the game as a form of emotional engagement and escape, enjoying the fantasy setting and story."

  • Expectation

    Game with the same Expectation vibe

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    "Players engage out of personal interest and intrinsic motivation; no indication of obligation or pressure."

    Capsule for Go Home Annie: An SCP Game Go Home Annie: An SCP Game

    "Players engage out of personal interest and intrinsic motivation; no obligation or external pressure noted."

  • Experimenting

    Game with the same Experimenting vibe

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    "Some exploration of different routes and choices, but mostly established story paths."

    Capsule for Summer Pockets Summer Pockets

    "Some exploration of different story routes and tea recipes, but mostly following established paths."

  • Exploration

    Game with the same Exploration vibe

    0

    "Limited exploration; gameplay focused on known maps and objectives without discovery elements."

    Capsule for Raise the Colours Raise the Colours

    "Limited exploration; players visit set locations in the garden but no open-world discovery."

  • Expression

    Game with the same Expression vibe

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    "Dialogue choices allow some self-expression; no character customization beyond that."

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    "No character customization or personal expression beyond choice of dialogue options."

  • Fantasy

    Game with the same Fantasy vibe

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    "Strong fantasy elements with imaginative characters, spells, and a fictional world."

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    "Strong fantasy elements with gods, magic, princesses, and a fictional world setting."

  • Fellowship

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    "Primarily a solo experience with minimal social or community interaction."

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    "Primarily a solo experience with minimal social interaction or community feeling."

  • Growth

    Game with the same Growth vibe

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    "Players learn the game’s secrets and story through repeated playthroughs, gaining knowledge and understanding."

    Capsule for Title_Pending Title_Pending

    "Players learn story details and tea recipes over multiple playthroughs, gaining knowledge and mastery."

  • Health

    Game with the same Health vibe

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    "Sedentary gameplay typical of visual novels; no physical activity involved."

    Capsule for ATRI -My Dear Moments- ATRI -My Dear Moments-

    "Sedentary gameplay typical of visual novels; no physical activity involved."

  • Idle

    Game with the same Idle vibe

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    "Requires focused reading and interaction; not a background or idle game."

    Capsule for Coffee Talk Coffee Talk

    "Requires focused reading and attention; not a background or idle game."

  • Intimacy

    Game with the same Intimacy vibe

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    "Emotional connections with characters and romantic options foster some intimacy."

    Capsule for The Pirate's Fate The Pirate's Fate

    "Romantic storylines and character relationships foster emotional connection and intimacy."

  • Leadership

    Game with the same Leadership vibe

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    "No leadership or group management roles; player follows narrative."

    Capsule for //TODO: today //TODO: today

    "No leadership or group management roles; player follows narrative alone."

  • Progression

    Game with the same Progression vibe

    3

    "Progression through collecting tea ingredients and unlocking story elements, though gameplay remains simple."

    Capsule for Teacup Teacup

    "Progression through story routes, unlocking endings, achievements, and tea recipes."

  • Relaxation

    Game with the same Relaxation vibe

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    "Engaging story and music provide immersive, relaxing experience despite some emotional tension."

    Capsule for Hakuoki: Kyoto Winds Hakuoki: Kyoto Winds

    "Music and art create a relaxing atmosphere; reading and story immersion provide flow."

  • Sensation

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    "Pleasant art and music provide sensory enjoyment, though not intense stimulation."

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  • Status

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    "No social status or recognition systems; achievements are personal."

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    "No social status or recognition systems; achievements are personal."

  • Story

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    "Strong narrative focus with multiple stories and recurring characters."

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    "Strong narrative focus with multiple distinct storylines and character arcs."

  • Strategy

    Game with the same Strategy vibe

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    "Minimal strategic challenge; choices affect story but require little complex planning."

    Capsule for Hatoful Boyfriend Hatoful Boyfriend

    "Minimal strategic challenge; choices affect story but no complex planning required."

  • Thrill

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    "Some suspense in story but overall low risk and tension in gameplay."

    Capsule for LiEat LiEat

    "Low suspense or risk; story is mostly calm with emotional moments."

  • Value

    Game with the same Value vibe

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    "Generally perceived as good value especially on sale; some feel price is high for content amount."

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    "Generally perceived as good value especially on sale; some complaints about price vs. content."

  • Violence

    Game with the same Violence vibe

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    "No violence or combat; gameplay is constructive and non-destructive."

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    "No enjoyment of combat or destruction; story and gameplay are non-violent."

  • Survival

    Game with the same Survival vibe

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    "No survival or threat elements; stable narrative environment."

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    "No survival or threat elements; stable narrative environment."

Last update: 01/06/2026