State of Mind similar games & best alternatives

State of Mind

Mac, PlayStation 4, PC (Microsoft Windows), Nintendo Switch, Linux, Xbox One • 2018

Should you play it?

State of Mind is a futuristic thriller game delving into transhumanism. The game explores themes of separation, disjuncture and reunification, in a world that is torn between a dystopian material reality and a utopian virtual future.

What works
  • Engaging and complex story
  • Unique low-poly art style
  • Strong cyberpunk atmosphere
  • Good voice acting and music
  • Thought-provoking philosophical themes
Things to keep in mind
  • Slow and linear gameplay
  • Minimal player choice impact
  • Awkward controls and animations
  • Some pacing issues and plot holes
  • Lack of replay value beyond achievements

What to play next

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

Top picks

Games that feel the closest overall

  • Firework

  • LiEat

  • Synergia

  • Lacuna – A Sci-Fi Noir Adventure

  • Port of Call

  • A Space For The Unbound - Prologue

  • Sinless + OST

  • UNREAL LIFE

  • 1000xRESIST

Hidden Gems

Less popular games with surprisingly high similarity

  • Synergia

  • Sinless + OST

  • Perfect Gold - Yuri Visual Novel

If you liked…

Recommendations by what you enjoyed most

  • Story

    Iconoclasts

  • Escapism

    Technobabylon

  • Value

    VA-11 Hall-A: Cyberpunk Bartender Action

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).

State of Mind: 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 Story, Intimacy. 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

    3

    "Players can explore environments, interact with characters, and make dialogue choices, though gameplay is linear and limited."

    Capsule for The Terrible Old Man The Terrible Old Man

    "Players can explore environments and make some dialogue choices, but overall gameplay is linear and guided."

  • Competence

    Game with the same Competence vibe

    -2

    "Gameplay is simple and mostly walking, light puzzles, and exploration with minimal challenge."

    Capsule for 11-11 Memories Retold 11-11 Memories Retold

    "Gameplay is minimal with simple puzzles and walking simulator elements, offering little challenge."

  • Competition

    Game with the same Competition vibe

    -5

    "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

    1

    "Players show interest in replaying for achievements and exploring, but game is short and linear, limiting habitual play."

    Capsule for The Uncertain: Last Quiet Day The Uncertain: Last Quiet Day

    "Some players report long play sessions and interest in replaying for achievements, but others find pacing slow and lose motivation."

  • Cooperation

    Game with the same Cooperation vibe

    -5

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

    Capsule for Castle of Illusion Castle of Illusion

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

  • Creativity

    Game with the same Creativity vibe

    1

    "Limited player creativity; some exploration and interaction with environment, but mostly predefined narrative and tasks."

    Capsule for As Long As You're Here As Long As You're Here

    "Limited player creativity; some interaction with environment and minor puzzle solving but mostly predefined narrative."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control over others; solo narrative experience."

    Capsule for Observation Observation

    "No elements of dominating or controlling others; story-driven solo experience."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong immersion in a detailed cyberpunk world with themes of virtual reality and futuristic technology offers escape from reality."

    Capsule for Technobabylon Technobabylon

    "Strong immersion in a dystopian cyberpunk world providing escape from reality."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for story and atmosphere; no indication of obligation or external pressure."

    Capsule for Deadlight Deadlight

    "Players engage voluntarily for story and atmosphere; no indication of obligation or pressure."

  • Experimenting

    Game with the same Experimenting vibe

    -2

    "Mostly linear narrative with some puzzle solving; limited exploration of new mechanics or experimentation."

    Capsule for If On A Winter's Night, Four Travelers If On A Winter's Night, Four Travelers

    "Mostly linear progression with limited exploration or experimentation; some minor puzzle variations."

  • Exploration

    Game with the same Exploration vibe

    -2

    "Limited locations and environments with little spatial exploration; focus on narrative discovery."

    Capsule for The Blackwell Legacy The Blackwell Legacy

    "Environments are relatively small and revisited; limited discovery beyond narrative progression."

  • Expression

    Game with the same Expression vibe

    -3

    "No character customization; presentation is fixed with artistic style and UI."

    Capsule for It gets so lonely here It gets so lonely here

    "No character customization; fixed visual style and presentation."

  • Fantasy

    Game with the same Fantasy vibe

    3

    "Set in a cyberpunk dystopia with speculative technology and philosophical themes."

    Capsule for The Red Strings Club The Red Strings Club

    "Futuristic cyberpunk setting with speculative technology and philosophical themes."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "Solo narrative experience without social or community features."

    Capsule for The Descendant The Descendant

    "Solo narrative experience without social or community features."

  • Growth

    Game with the same Growth vibe

    2

    "Players learn about the story and characters, and develop understanding through narrative progression."

    Capsule for Dordogne Dordogne

    "Players engage in understanding complex story and characters; some learning about themes like transhumanism."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay with no physical activity elements."

    Capsule for Sultan's Game Sultan's Game

    "Sedentary gameplay with no physical activity elements."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention on story and puzzles; not designed for casual or background play."

    Capsule for Corpse Party (2021) Corpse Party (2021)

    "Requires sustained attention to story and puzzles; not designed for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    1

    "Some emotional engagement with characters and story, but limited social interaction."

    Capsule for Yesterday Origins Yesterday Origins

    "Emotional engagement with characters and story, but limited social interaction."

  • 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

    1

    "Progression is narrative and puzzle-based with some unlocking of secrets; no item or upgrade accumulation."

    Capsule for Bendy: Secrets of the Machine Bendy: Secrets of the Machine

    "Progression is narrative-based with some puzzle completion; no item or upgrade accumulation."

  • Relaxation

    Game with the same Relaxation vibe

    3

    "Generally a calm experience with moments of tension from story events, but overall relaxing narrative flow."

    Capsule for Dreamfall: The Longest Journey Dreamfall: The Longest Journey

    "Generally a calm, atmospheric experience with moments of tension in story."

  • Sensation

    Game with the same Sensation vibe

    2

    "Visual and auditory style is subtle and artistic rather than intense; provides moderate sensory stimulation."

    Capsule for The Bridge The Bridge

    "Visual and auditory style is distinctive and immersive, providing sensory engagement."

  • Status

    Game with the same Status vibe

    -5

    "No social status or recognition systems."

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

    "No social status or recognition systems."

  • Story

    Game with the same Story vibe

    5

    "Strong narrative focus with complex characters, philosophical themes, and integrated storytelling."

    Capsule for Iconoclasts Iconoclasts

    "Strong narrative focus with complex story, character development, and philosophical themes."

  • Strategy

    Game with the same Strategy vibe

    -3

    "Minimal strategic or problem-solving demands; puzzles are simple and straightforward."

    Capsule for Tiny Echo Tiny Echo

    "Minimal strategic or problem-solving demands; puzzles are simple and infrequent."

  • Thrill

    Game with the same Thrill vibe

    1

    "Some suspense and intrigue in story, but gameplay is low risk and predictable."

    Capsule for Vampire: The Masquerade - Heartless Lullaby Vampire: The Masquerade - Heartless Lullaby

    "Some suspense and mystery in story, but gameplay is low risk and predictable."

  • Value

    Game with the same Value vibe

    4

    "Highly praised for story, music, and atmosphere; considered good value for price."

    Capsule for VA-11 Hall-A: Cyberpunk Bartender Action VA-11 Hall-A: Cyberpunk Bartender Action

    "Good value especially on sale; praised for story and atmosphere relative to price."

  • Violence

    Game with the same Violence vibe

    -4

    "No combat or destruction focus; gameplay centers on movement and exploration."

    Capsule for Orbo's Odyssey Orbo's Odyssey

    "No combat focus; gameplay centers on exploration and narrative."

  • Survival

    Game with the same Survival vibe

    -5

    "No survival or threat avoidance mechanics."

    Capsule for NEKOPARA Vol. 1 NEKOPARA Vol. 1

    "No survival or threat avoidance mechanics."

Last update: 01/06/2026