Please, Don’t Touch Anything similar games & best alternatives

Please, Don’t Touch Anything

Mac, PlayStation 4, PC (Microsoft Windows), Linux, Nintendo Switch, Xbox One, Android, iOS, Web browser • 2015

Should you play it?

A brain-racking game about bathroom breaks, screwdrivers and nuclear explosions.

What works
  • Unique and challenging puzzles
  • Multiple diverse endings
  • Engaging pixel art and soundtrack
  • Encourages experimentation and discovery
  • Low system requirements
Things to keep in mind
  • Short overall playtime
  • Some puzzles require external knowledge or guides
  • Limited replay value after completion
  • Can be frustrating or tedious
  • Lack of narrative depth

What to play next

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

Top picks

Games that feel the closest overall

  • Time Gentlemen, Please! and Ben There, Dan That! Special Edition Double Pack

  • Heaven Does Not Respond

  • Demetrios - The BIG Cynical Adventure

  • Confidential Killings - A Detective Game

  • Rusty Lake Paradise

  • Sam & Max Hit the Road

  • Rusty Lake: Roots

  • Rusty Lake Hotel

  • VirtuaVerse

Hidden Gems

Less popular games with surprisingly high similarity

If you liked…

Recommendations by what you enjoyed most

  • Experimenting

    Cultist Simulator

  • Autonomy

    A Simple job

  • Competence

    Scene Investigators

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).

Please, Don’t Touch Anything: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Status. Here, the score leans higher than usual among comparable games on Experimenting, Exploration. It leans lower than usual among comparable games on Survival.

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

    "Players freely experiment with choices and actions, exploring multiple endings and outcomes with minimal constraints."

    Capsule for A Simple job A Simple job

    "Players freely experiment with the single button and panel, choosing their own sequence of actions to discover endings."

  • Competence

    Game with the same Competence vibe

    4

    "The game challenges players with complex puzzles requiring skillful deduction and logical reasoning, rewarding effective problem solving."

    Capsule for Scene Investigators Scene Investigators

    "The game challenges players with puzzles requiring observation, logic, and deduction, rewarding skillful problem solving."

  • Competition

    Game with the same Competition vibe

    -4

    "Single-player experience focused on personal puzzle solving without leaderboards or player comparison."

    Capsule for klocki klocki

    "The game is single-player and focuses on personal puzzle solving without leaderboards or direct player comparison."

  • Continuation

    Game with the same Continuation vibe

    3

    "Players are motivated to replay multiple times to unlock all 41 endings and explore different character traits, showing habitual engagement."

    Capsule for BAD END THEATER BAD END THEATER

    "Players often engage in extended sessions trying to unlock all 25 endings, showing habitual and prolonged play."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "The game is designed for solo play with no multiplayer or cooperative gameplay elements."

    Capsule for The Testament of Sherlock Holmes The Testament of Sherlock Holmes

    "The game is designed for solo play with no multiplayer or cooperative elements."

  • Creativity

    Game with the same Creativity vibe

    3

    "Players experiment with different actions and sequences to discover varied outcomes and endings."

    Capsule for A Simple job A Simple job

    "Players creatively experiment with button presses and panel elements to discover new outcomes and endings."

  • Domination

    Game with the same Domination vibe

    -5

    "No social dominance or power dynamics; interactions are individual and self-directed."

    Capsule for Sixty Four Sixty Four

    "No elements of dominance or power over others; interactions are individual and self-directed."

  • Escapism

    Game with the same Escapism vibe

    3

    "Players use the game as a mental challenge and distraction, enjoying immersion in puzzle solving."

    Capsule for First Class Escape: The Train of Thought First Class Escape: The Train of Thought

    "Players use the game as a mental challenge and distraction, escaping into puzzle solving and discovery."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of curiosity and intrinsic interest rather than obligation or external pressure."

    Capsule for Superliminal Superliminal

    "Players engage voluntarily out of curiosity and intrinsic interest rather than obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    5

    "Core gameplay revolves around trial and error, discovery, and testing unknown mechanics."

    Capsule for Cultist Simulator Cultist Simulator

    "Core gameplay revolves around trial and error, testing combinations and exploring possibilities."

  • Exploration

    Game with the same Exploration vibe

    4

    "Players explore multiple story branches and uncover hidden endings and narrative secrets."

    Capsule for BAD END THEATER BAD END THEATER

    "Players explore the panel’s hidden features and multiple endings, uncovering secrets and surprises."

  • Expression

    Game with the same Expression vibe

    -5

    "No character or environment customization; presentation is fixed and standardized."

    Capsule for The Room Two The Room Two

    "No character or environment customization; presentation is fixed and standardized."

  • Fantasy

    Game with the same Fantasy vibe

    2

    "Game features surreal and uncanny anomalies and horror elements, blending realistic settings with imaginative fiction."

    Capsule for Anomaly Exit Anomaly Exit

    "The game features surreal and imaginative endings with references to fiction and conspiracy themes."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "Minimal social interaction; primarily a solitary experience."

    Capsule for Amnesia: The Dark Descent Amnesia: The Dark Descent

    "Minimal social interaction; primarily a solitary experience."

  • Growth

    Game with the same Growth vibe

    4

    "Players develop problem-solving skills and learn puzzle mechanics through gameplay."

    Capsule for Myst Myst

    "Players develop problem-solving skills and learn puzzle mechanics through gameplay."

  • 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

    -4

    "Requires focused attention and active problem solving rather than passive or background play."

    Capsule for Railbound Railbound

    "Requires focused attention and active problem solving rather than passive or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social or emotional relationship building; interactions are limited to solo play."

    Capsule for Aquarist Aquarist

    "No social or emotional relationship building; interactions are limited to solo play."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; purely individual gameplay."

    Capsule for Slay the Spire Slay the Spire

    "No leadership or group management roles; purely individual gameplay."

  • Progression

    Game with the same Progression vibe

    3

    "Progression through unlocking multiple endings and achievements."

    Capsule for Please, Don't Touch Anything 3D Please, Don't Touch Anything 3D

    "Progression is through unlocking multiple endings and achievements, accumulating knowledge and completion."

  • Relaxation

    Game with the same Relaxation vibe

    1

    "Some players find puzzles relaxing and engaging, others find certain puzzles frustrating."

    Capsule for First Class Escape: The Train of Thought First Class Escape: The Train of Thought

    "Some players find the puzzle solving relaxing, but others report frustration and tension."

  • Sensation

    Game with the same Sensation vibe

    1

    "Simple pixel art and chiptune music provide modest sensory enjoyment without intense stimulation."

    Capsule for Famaze Famaze

    "The pixel art and chiptune soundtrack provide moderate sensory stimulation, not intense excitement."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; achievements are personal and not publicly ranked."

    Capsule for Chroma Zero Chroma Zero

    "No social recognition or status systems; achievements are personal and not publicly ranked."

  • Story

    Game with the same Story vibe

    1

    "Basic narrative with minimal depth; story serves mainly as context for puzzles."

    Capsule for TOHU TOHU

    "Minimal narrative context; story is abstract and mostly conveyed through puzzle outcomes and references."

  • Strategy

    Game with the same Strategy vibe

    3

    "Requires logical reasoning, pattern recognition, and planning to solve puzzles and connect clues."

    Capsule for Lost Wiki: Kozlovka Lost Wiki: Kozlovka

    "Requires logical thinking, pattern recognition, and planning to solve puzzles and unlock endings."

  • Thrill

    Game with the same Thrill vibe

    1

    "Some suspense from puzzle solving and suspicion meter, but overall low risk and controlled environment."

    Capsule for HackHub: Free Trial HackHub: Free Trial

    "Some suspense in puzzle discovery, but overall low risk and controlled environment."

  • Value

    Game with the same Value vibe

    3

    "Generally considered good value for price, especially on sale, with polished gameplay and replayability."

    Capsule for Hexologic Hexologic

    "Generally considered good value for price, especially on sale, given unique gameplay and replayability."

  • Violence

    Game with the same Violence vibe

    2

    "Some endings involve destruction or chaos, but violence is abstract and puzzle-based."

    Capsule for Please, Don't Touch Anything 3D Please, Don't Touch Anything 3D

    "Some endings depict destruction or chaos, but violence is abstract and puzzle-driven rather than explicit."

  • Survival

    Game with the same Survival vibe

    -5

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

    Capsule for Hatsune Miku: Project DIVA Mega Mix+ Hatsune Miku: Project DIVA Mega Mix+

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

Last update: 01/06/2026