Space Pilgrim Episode II: Epsilon Indi similar games & best alternatives

Space Pilgrim Episode II: Epsilon Indi

PC (Microsoft Windows) • 2016

Should you play it?

One year after the events of Episode I, Captain Pilgrim is once again carrying a shipload of passengers between star systems. This time her guests include a mysterious priestess, a wayward youth and a robotics genius.

What works
  • Engaging and humorous story
  • Affordable price
  • Short, accessible gameplay
  • Charming characters
  • Good puzzle design
Things to keep in mind
  • Short game length
  • Limited graphics and sound
  • Some clunky controls
  • Linear gameplay
  • Lack of replay value

What to play next

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

Top picks

Games that feel the closest overall

  • CINERIS SOMNIA

  • Space Pilgrim Episode I: Alpha Centauri

  • J.U.L.I.A.: Among the Stars

  • Penelope Pendrick and the Art of Deceit

  • THE CORRIDOR

  • Lake Haven - Chrysalis

  • The Last Door: Season 2 - Collector's Edition

  • The Land of Pain

  • Anemoiapolis: Chapter 1

Hidden Gems

Less popular games with surprisingly high similarity

  • Penelope Pendrick and the Art of Deceit

  • Lake Haven - Chrysalis

  • Slender Threads

If you liked…

Recommendations by what you enjoyed most

  • Story

    Lucy Dreaming

  • Continuation

    Blackwell Deception

  • Escapism

    Space Pilgrim Episode III: Delta Pavonis

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).

Space Pilgrim Episode II: Epsilon Indi: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Survival, Violence, Competition, Thrill. Here, the score leans higher than usual among comparable games on Survival. It leans lower than usual among comparable games on Expression, 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 direct their own actions in a point-and-click adventure style with item use and puzzle solving."

    Capsule for Shiver Shiver

    "Players direct their own actions in a point-and-click adventure style with item use and puzzle solving, allowing personal decision-making within the story."

  • Competence

    Game with the same Competence vibe

    2

    "Puzzles provide some challenge and require problem solving, but gameplay is mostly straightforward exploration and item collection."

    Capsule for CONCLUSE CONCLUSE

    "Puzzles require some thought and item combinations, with a few challenging moments, but overall gameplay is straightforward and accessible."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements or player comparison; focus is on single-player narrative experience."

    Capsule for Morphine Morphine

    "No competitive elements or player comparison; focus is on single-player narrative experience."

  • Continuation

    Game with the same Continuation vibe

    4

    "Players engage in a series with a continuing story, often playing multiple episodes and anticipating the next installment."

    Capsule for Blackwell Deception Blackwell Deception

    "Players often replay episodes, follow the series, and engage in habitual play to experience the ongoing story."

  • Cooperation

    Game with the same Cooperation vibe

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    "Single-player game with no multiplayer or cooperative gameplay."

    Capsule for I Am Future: Cozy Apocalypse Survival I Am Future: Cozy Apocalypse Survival

    "Single-player game with no multiplayer or cooperative gameplay."

  • Creativity

    Game with the same Creativity vibe

    1

    "Some experimentation with item combinations and puzzle solutions, but within predefined adventure game structure."

    Capsule for Space Pilgrim Episode IV: Sol Space Pilgrim Episode IV: Sol

    "Some experimentation with item combinations and puzzle solving, but within predefined story and game structure."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; cooperative and narrative focus."

    Capsule for White Shadows White Shadows

    "No elements of exerting control or superiority over others; cooperative and narrative focus."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game as a relaxing, immersive sci-fi adventure to escape real-life stress and enjoy story and humor."

    Capsule for Space Pilgrim Episode III: Delta Pavonis Space Pilgrim Episode III: Delta Pavonis

    "Players use the game as a relaxing, immersive sci-fi narrative to escape real-life stress and enjoy humor and story."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of personal interest and enjoyment rather than obligation or pressure."

    Capsule for REMATCH REMATCH

    "Players engage voluntarily out of personal interest and enjoyment rather than obligation or pressure."

  • Experimenting

    Game with the same Experimenting vibe

    2

    "Encourages trying different item combinations and exploring puzzle solutions, though within a linear framework."

    Capsule for Morningstar: Descent to Deadrock Morningstar: Descent to Deadrock

    "Encourages trying different item uses and puzzle approaches, though within a linear adventure framework."

  • Exploration

    Game with the same Exploration vibe

    3

    "Players explore different planetary systems and unlock story elements by discovering new areas."

    Capsule for Gravity Ghost Gravity Ghost

    "Players explore new areas on the ship and planets, discovering story elements and interacting with environments."

  • Expression

    Game with the same Expression vibe

    -4

    "Limited customization; players follow the narrative and use preset items without avatar personalization."

    Capsule for The Forest of Doom (Standalone) The Forest of Doom (Standalone)

    "Limited customization; players follow preset characters and story without avatar personalization."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Set in a fictional sci-fi universe with imaginative characters and storylines."

    Capsule for Mega Man X Legacy Collection 2 Mega Man X Legacy Collection 2

    "Set in a sci-fi universe with fictional characters and space adventure themes."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "Primarily a solo experience with minimal social interaction."

    Capsule for 暖雪 Warm Snow 暖雪 Warm Snow

    "Primarily a solo experience with minimal social interaction."

  • Growth

    Game with the same Growth vibe

    2

    "Players develop problem-solving skills and understanding of the story, though no character leveling occurs."

    Capsule for Legend of Mysteria RPG Legend of Mysteria RPG

    "Players develop problem-solving skills and learn story details, though no character leveling or skill progression."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay typical of point-and-click adventure games."

    Capsule for Syberia: The World Before Syberia: The World Before

    "Sedentary gameplay typical of point-and-click adventure games."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention to progress through puzzles and narrative; not designed for idle play."

    Capsule for Awkward Dimensions Redux Awkward Dimensions Redux

    "Requires focused attention to progress through puzzles and story; not designed for idle play."

  • Intimacy

    Game with the same Intimacy vibe

    -4

    "Minimal social or emotional connections; interactions are mostly with NPCs in a narrative context rather than forming relationships."

    Capsule for Fatum Betula Fatum Betula

    "Limited social connection; interactions are with NPCs in a narrative context rather than forming close relationships."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements; player controls characters individually."

    Capsule for The Book of Unwritten Tales 2 The Book of Unwritten Tales 2

    "No leadership or group management elements; player controls single characters."

  • Progression

    Game with the same Progression vibe

    1

    "Some item collection and story progression but no upgrades or power accumulation."

    Capsule for Golgotha Golgotha

    "Some item collection and puzzle progression, but no character upgrades or power accumulation."

  • Relaxation

    Game with the same Relaxation vibe

    3

    "Gameplay balances light challenge and flow with relaxing exploration and story engagement."

    Capsule for Inari Inari

    "Generally a relaxing experience balancing light challenge and story engagement."

  • Sensation

    Game with the same Sensation vibe

    1

    "Simple graphics and sounds provide moderate sensory stimulation."

    Capsule for Ultimate Tic-Tac-Toe Ultimate Tic-Tac-Toe

    "Simple graphics and sound provide moderate sensory stimulation appropriate for the genre."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or ranking systems; focus is on personal story experience."

    Capsule for SIMULACRA 2 SIMULACRA 2

    "No social recognition or ranking systems; focus is on personal story experience."

  • Story

    Game with the same Story vibe

    5

    "Strong narrative focus with engaging plot, characters, and twists driving player immersion."

    Capsule for Lucy Dreaming Lucy Dreaming

    "Strong narrative focus with engaging plot, character development, and humor driving player immersion."

  • Strategy

    Game with the same Strategy vibe

    1

    "Puzzles require some logical thinking but are generally straightforward without deep strategic planning."

    Capsule for Jolly Rover Jolly Rover

    "Requires some problem solving and logical thinking for puzzles, but no complex strategic planning."

  • Thrill

    Game with the same Thrill vibe

    1

    "Some suspenseful moments and plot twists, but overall low risk and tension."

    Capsule for Grim Legends 3: The Dark City Grim Legends 3: The Dark City

    "Some suspenseful moments and plot twists, but overall low risk and tension."

  • Value

    Game with the same Value vibe

    4

    "Players perceive good value for the low price and quality of story and gameplay."

    Capsule for The Happyhills Homicide 2: Out For Blood The Happyhills Homicide 2: Out For Blood

    "Players perceive good value due to low price, short playtime, and enjoyable story."

  • Violence

    Game with the same Violence vibe

    -4

    "Focus on puzzle solving and story; minimal combat or destructive actions."

    Capsule for The Book of Unwritten Tales The Book of Unwritten Tales

    "Minimal combat or destruction; focus on puzzle solving and story."

  • Survival

    Game with the same Survival vibe

    0

    "No survival mechanics; story involves crisis but no player resource management."

    Capsule for Dysfunctional Systems: Learning to Manage Chaos Dysfunctional Systems: Learning to Manage Chaos

    "Some moments of threat in story but no gameplay mechanics focused on survival or resource management."

Last update: 01/06/2026