Small Radios Big Televisions similar games & best alternatives

Small Radios Big Televisions

PlayStation 4, PC (Microsoft Windows) • 2016

Should you play it?

Explore the inner workings of deserted factories in search of data cassettes that contain boundless virtual worlds. Collect more tapes and explore more worlds and you'll soon discover new methods of traversal and control that will take you farther than you'd ever expect.

What works
  • Unique and immersive audiovisual experience
  • Relaxing and atmospheric gameplay
  • Creative and surreal art style
  • Intuitive and accessible puzzles
  • Thought-provoking narrative and themes
Things to keep in mind
  • Short game length (~2 hours)
  • Limited replay value
  • Some camera and control frustrations
  • Minimal story clarity and guidance
  • Price considered high for content amount

What to play next

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

Top picks

Games that feel the closest overall

  • Toby: The Secret Mine

  • Hiiro

  • Etherborn

  • Samsara Room

  • The Unfinished Swan

  • Viewfinder

  • Expand

  • Journey of a Roach

  • Engare

Hidden Gems

Less popular games with surprisingly high similarity

  • Hiiro

  • Etherborn

  • Expand

If you liked…

Recommendations by what you enjoyed most

  • Creativity

    q.u.q.

  • Escapism

    HUMANITY

  • Exploration

    Poppy Playtime

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).

Small Radios Big Televisions: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Survival, Violence, Competition, Thrill. It leans lower than usual among comparable games on Continuation, Value, Intimacy.

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

    "Players can explore and solve puzzles with some freedom, but within a linear, guided environment."

    Capsule for Cognition Method: Initiation Cognition Method: Initiation

    "Players navigate environments and solve puzzles with freedom to explore and manipulate tapes, though within a guided structure."

  • Competence

    Game with the same Competence vibe

    2

    "Puzzles are generally simple and accessible, with some increasing challenge; skill is needed but not highly demanding."

    Capsule for PHOGS! PHOGS!

    "Puzzles are generally simple and moderate in difficulty, providing some challenge but not highly demanding skill."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; focus is on solo exploration and puzzle solving without comparison to others."

    Capsule for Edna & Harvey: The Breakout Edna & Harvey: The Breakout

    "No competitive elements; focus is on solo exploration and puzzle solving without comparison to others."

  • Continuation

    Game with the same Continuation vibe

    -3

    "Short game length (~2 hours) and limited replay value lead to low habitual or extended play."

    Capsule for GNOG GNOG

    "Short game length (~2 hours) and limited replay value lead to low habitual or extended play."

  • Cooperation

    Game with the same Cooperation vibe

    -5

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

    Capsule for Little Inferno Little Inferno

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

  • Creativity

    Game with the same Creativity vibe

    4

    "Highly creative surreal art style, narrative, and music; players explore unique visuals and story elements."

    Capsule for q.u.q. q.u.q.

    "Strong creative expression through surreal visuals, audio, and puzzle design; players engage with unique environments and tape distortions."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of dominance or control over others; experience is personal and introspective."

    Capsule for The Mooseman The Mooseman

    "No elements of dominance or control over others; experience is personal and introspective."

  • Escapism

    Game with the same Escapism vibe

    4

    "Immersive audiovisuals and abstract themes provide a strong escape from real life into a surreal puzzle world."

    Capsule for HUMANITY HUMANITY

    "Highly immersive audiovisual experience offering escape into surreal, abstract worlds and contemplative themes."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for relaxation and artistic experience, not out of obligation or pressure."

    Capsule for Gathering Sky Gathering Sky

    "Players engage voluntarily for artistic and relaxing experience without external pressure or obligation."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Players explore hidden tapes, secrets, and different strategies to evade enemies, encouraging experimentation."

    Capsule for HBDIE: 2 HBDIE: 2

    "Players experiment with tape manipulations and explore altered realities, though gameplay remains within established mechanics."

  • Exploration

    Game with the same Exploration vibe

    4

    "Players explore an abandoned factory environment, discovering lore and hidden tapes."

    Capsule for Poppy Playtime Poppy Playtime

    "Exploration of abandoned factories and surreal tape worlds is central, with discovery of hidden items and environments."

  • Expression

    Game with the same Expression vibe

    2

    "Some customization of visual themes and unlockable skins; expression mainly through musical interaction and audiovisual experience."

    Capsule for Rez Infinite Rez Infinite

    "Limited direct customization, but strong artistic expression through player interaction with audiovisual elements."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "The game presents a dystopian, surreal fictional world with imaginative elements and narrative."

    Capsule for Psycho Patrol R Psycho Patrol R

    "Game presents surreal, abstract, and dystopian fictional settings with imaginative narrative elements."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; experience is solitary."

    Capsule for Stellar Blade™ Stellar Blade™

    "No social or community features; experience is solitary."

  • Growth

    Game with the same Growth vibe

    1

    "Some learning involved in puzzle solving and understanding game mechanics, but limited depth."

    Capsule for Lights Off! Lights Off!

    "Some learning involved in puzzle solving and understanding game mechanics, but limited depth."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay with no physical activity."

    Capsule for Microtransaction Simulator Microtransaction Simulator

    "Sedentary gameplay with no physical activity."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention during puzzles and exploration; not designed for background or idle play."

    Capsule for Spirit of the North Spirit of the North

    "Requires focused attention during puzzles and exploration; not designed for background or idle play."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social or emotional relationship building; solitary experience."

    Capsule for Resident Evil Resident Evil

    "No social or emotional relationship building; solitary experience."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements."

    Capsule for High On Life High On Life

    "No leadership or group management elements."

  • Progression

    Game with the same Progression vibe

    3

    "Progression through collecting keys and gems to unlock new areas and levels."

    Capsule for Adventures of Shuggy Adventures of Shuggy

    "Progression through collecting keys and gems to unlock new areas, though linear and limited."

  • Relaxation

    Game with the same Relaxation vibe

    4

    "Calm music and steady progression create a relaxing flow state for players."

    Capsule for Galaxy Idle Clicker Galaxy Idle Clicker

    "Calm, atmospheric, and soothing audiovisuals create a relaxing flow state for players."

  • Sensation

    Game with the same Sensation vibe

    4

    "Strong sensory stimulation from visuals, lighting effects, and synthwave soundtrack."

    Capsule for Black Future '88 Black Future '88

    "Strong sensory stimulation through unique visuals, shaders, and synthwave soundtrack."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems present."

    Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

    "No social recognition or status systems present."

  • Story

    Game with the same Story vibe

    2

    "Subtle, environmental storytelling with minimal explicit narrative; story is open to interpretation."

    Capsule for Morkredd Morkredd

    "Narrative is subtle, abstract, and open to interpretation, delivered through environmental storytelling and minimal dialogue."

  • Strategy

    Game with the same Strategy vibe

    1

    "Puzzles require some problem solving but are mostly straightforward."

    Capsule for Mind Snares: Alice's Journey Mind Snares: Alice's Journey

    "Puzzles require some problem solving and observation but are generally straightforward."

  • Thrill

    Game with the same Thrill vibe

    -3

    "Low risk and tension; experience is calm and contemplative rather than suspenseful."

    Capsule for The Gardens Between The Gardens Between

    "Low tension and risk; experience is calm and contemplative rather than suspenseful."

  • Value

    Game with the same Value vibe

    -2

    "Criticized for short length and limited content relative to price."

    Capsule for Nevermind Nevermind

    "Many reviews note short length and limited content reduce perceived value at full price."

  • Violence

    Game with the same Violence vibe

    -5

    "No violence; gameplay focuses on puzzle solving and exploration."

    Capsule for Lilly Looking Through Lilly Looking Through

    "No violence; gameplay focuses on exploration and puzzle solving."

  • Survival

    Game with the same Survival vibe

    -5

    "No survival mechanics or threats; stable and safe environments."

    Capsule for LOST EMBER LOST EMBER

    "No survival mechanics or threats; stable and safe environments."

Last update: 01/06/2026