OXENFREE II: Lost Signals similar games & best alternatives

OXENFREE II: Lost Signals

PlayStation 4, PC (Microsoft Windows), Nintendo Switch, PlayStation 5, Android, iOS • 2023

Should you play it?

Five years after the events of OXENFREE, Riley returns to her hometown of Camena to investigate mysterious radio signals. What she finds is more than she bargained for.

What works
  • Engaging narrative and characters
  • Excellent voice acting and dialogue system
  • Atmospheric art style and soundtrack
  • Meaningful player choices affecting story
  • Polished sequel building on original
Things to keep in mind
  • Larger map sometimes feels like padding
  • Limited gameplay complexity and challenge
  • Some characters less developed than original
  • Repetitive walking and backtracking
  • Minor bugs and technical issues reported

What to play next

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

Top picks

Games that feel the closest overall

  • Alicemare

  • Dreamfall Chapters

  • Lost Records: Bloom & Rage

  • Space Pilgrim Episode III: Delta Pavonis

  • Port of Call

  • Blackwell Convergence

  • UNREAL LIFE

  • Space Pilgrim Episode IV: Sol

  • Rakuen

Hidden Gems

Less popular games with surprisingly high similarity

  • Blackwell Convergence

  • Fashioning Little Miss Lonesome

  • Title_Pending

If you liked…

Recommendations by what you enjoyed most

  • Story

    Half-Life: Alyx

  • Escapism

    Tomb Raider Game of the Year

  • Fantasy

    Wanderer

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).

OXENFREE II: Lost Signals: A very typical example of its motivational profile. Motivations that often define this kind of title include Survival, Violence, Competition, Thrill. Here, the score leans higher than usual among comparable games on Fellowship, Intimacy, Thrill.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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    "Players make meaningful dialogue choices affecting story and endings, showing control over narrative direction."

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    "Players make meaningful dialogue choices affecting story direction and endings, though within a narrative framework."

  • Competence

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    "Gameplay involves puzzle solving and stealth mechanics that require skill, but puzzles are generally easy and some tasks repetitive."

    Capsule for Five Nights at Freddy's: Secret of the Mimic Five Nights at Freddy's: Secret of the Mimic

    "Gameplay involves puzzle solving and exploration with some skill, but puzzles are generally easy and gameplay is light."

  • Competition

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    "No competitive elements; focus is on personal narrative experience without comparison to others."

    Capsule for Gone Home Gone Home

    "No competitive elements; focus is on personal narrative experience without comparison to others."

  • Continuation

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    "Players engage in multiple playthroughs to explore different endings, showing attachment and desire to continue playing."

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    "Players engage in multiple playthroughs to explore different endings and dialogue branches, showing attachment."

  • Cooperation

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    "Single-player game with limited NPC interaction; cooperation is narrative-based rather than multiplayer teamwork."

    Capsule for Alpha Protocol™ Alpha Protocol™

    "Main gameplay is single-player narrative; some interaction with NPCs via walkie-talkie but limited collaboration."

  • Creativity

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    "Some player choice in dialogue and exploration, but mostly predefined story and environment."

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    "Some player choice in dialogue and exploration, but limited creation or modification of game elements."

  • Domination

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

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

  • Escapism

    Game with the same Escapism vibe

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    "Strong immersive narrative and atmospheric exploration provide escape from real life."

    Capsule for Tomb Raider Game of the Year Tomb Raider Game of the Year

    "Strong immersive narrative and atmospheric experience providing escape from real life."

  • Expectation

    Game with the same Expectation vibe

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    "Players engage voluntarily out of intrinsic interest and passion for the story and characters."

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    "Players engage voluntarily out of intrinsic interest and attachment to the story and characters."

  • Experimenting

    Game with the same Experimenting vibe

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    "Players explore different dialogue options and story branches, though within a fixed narrative framework."

    Capsule for Tales from the Borderlands Tales from the Borderlands

    "Players explore dialogue options and some new mechanics, though largely within established narrative routines."

  • Exploration

    Game with the same Exploration vibe

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    "The game offers some new areas to explore and encourages discovery, though the map is relatively small."

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    "Larger map encourages exploration, though some feel it is more for padding than rewarding discovery."

  • Expression

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    "Limited character customization; expression mainly through choice of actions and dialogue rather than visual personalization."

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    "Limited character customization; expression mainly through dialogue choices rather than visual personalization."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Time travel and sci-fi story elements provide imaginative fictional experience."

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    "Supernatural and time travel elements create an imaginative, fictional experience."

  • Fellowship

    Game with the same Fellowship vibe

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    "Some sense of community through crew and story, but primarily a solo experience."

    Capsule for Like a Dragon: Pirate Yakuza in Hawaii Like a Dragon: Pirate Yakuza in Hawaii

    "Some sense of community through narrative and walkie-talkie contacts, but primarily a solo experience."

  • Growth

    Game with the same Growth vibe

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    "Players learn story details, character backgrounds, and puzzle solutions through play."

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    "Players learn story details, character backgrounds, and puzzle solutions; some personal reflection noted."

  • Health

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

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

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  • Idle

    Game with the same Idle vibe

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    "Requires sustained attention with long dialogue and exploration sequences; not designed for background play."

    Capsule for Fall of Porcupine Fall of Porcupine

    "Requires attentive engagement with dialogue and exploration; not designed for background play."

  • Intimacy

    Game with the same Intimacy vibe

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    "Emotional connections with characters and meaningful dialogue foster some intimacy."

    Capsule for Lost Nova Lost Nova

    "Emotional connections with characters and meaningful dialogue foster some intimacy."

  • Leadership

    Game with the same Leadership vibe

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    "No leadership or management roles; player follows narrative without directing others."

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    "No leadership roles; player follows narrative without managing or directing others."

  • Progression

    Game with the same Progression vibe

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    "Progression through story and unlocking multiple endings; no item or upgrade accumulation."

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    "Progression through story completion and unlocking endings; limited item or upgrade accumulation."

  • Relaxation

    Game with the same Relaxation vibe

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    "Balanced pacing with atmospheric exploration and story-driven moments provides a relaxing flow."

    Capsule for The Expanse: A Telltale Series The Expanse: A Telltale Series

    "Atmospheric and narrative pacing promotes relaxation and flow, despite some tension moments."

  • Sensation

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    "Enjoyable art style, voice acting, and music provide pleasant sensory stimulation without intense excitement."

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    "Enjoyable art style, music, and voice acting provide sensory stimulation without intense excitement."

  • Status

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    "No social status or recognition systems; experience is personal and individual."

    Capsule for Stray Stray

    "No social status or recognition systems; experience is personal and individual."

  • Story

    Game with the same Story vibe

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    "Strong narrative immersion with engaging characters and plot development."

    Capsule for Half-Life: Alyx Half-Life: Alyx

    "Strong narrative immersion with engaging characters, dialogue, and plot development."

  • Strategy

    Game with the same Strategy vibe

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    "Some puzzle solving and decision making, but mostly linear narrative progression."

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    "Some puzzle solving and decision making, but overall straightforward narrative progression."

  • Thrill

    Game with the same Thrill vibe

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    "Some suspense from survival threats and environmental hazards, but less intense than the original game."

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    "Some suspense and supernatural tension, though less intense than the original game."

  • Value

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    "Players feel the game offers good value for story-driven experience, especially on sale."

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    "Generally perceived as good value for story-driven experience, especially for fans of the first game."

  • Violence

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    "No combat or destructive gameplay; focus on narrative and exploration."

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    "No combat or destructive gameplay; focus on narrative and exploration."

  • Survival

    Game with the same Survival vibe

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

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

Last update: 01/06/2026