The House in Fata Morgana: A Requiem for Innocence similar games & best alternatives

The House in Fata Morgana: A Requiem for Innocence

PC (Microsoft Windows) • 2018

Should you play it?

"A Requiem for Innocence" is a companion to the visual novel "The House in Fata Morgana." It tells the tale of a young man dragged down by his ambitions and a girl both worshiped as a saint and maligned as a witch. For them, there is no happily ever after.

What works
  • Masterful storytelling and writing
  • Deep emotional engagement
  • Beautiful art and soundtrack
  • Expands and enriches original story
  • Includes meaningful side stories and extras
Things to keep in mind
  • Requires playing original game first
  • Shorter length than main game
  • Some modern language anachronisms
  • No gameplay variety beyond reading
  • Heavy and tragic themes may be intense

What to play next

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

Top picks

Games that feel the closest overall

  • Supipara - Chapter 1 Spring Has Come!

  • Trap Shrine

  • eden*

  • To the Moon

  • Tricolour Lovestory

  • Vampire: The Masquerade - Shadows of New York

  • planetarian HD

  • fault - milestone one

  • Save Me, Sakuya-san!

Hidden Gems

Less popular games with surprisingly high similarity

  • Supipara - Chapter 1 Spring Has Come!

  • Save Me, Sakuya-san!

  • Pub Encounter

If you liked…

Recommendations by what you enjoyed most

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).

The House in Fata Morgana: A Requiem for Innocence: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Strategy, Experimenting, Competence, Survival. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Idle, Creativity.

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

    "The game is a kinetic visual novel with minimal player choices that do not affect the outcome, indicating limited player control and following a preset narrative."

    Capsule for The Monster Inside The Monster Inside

    "The game is a kinetic visual novel with a fixed narrative; players follow a predetermined story with no meaningful choices or control over actions."

  • Competence

    Game with the same Competence vibe

    -4

    "Gameplay involves reading and experiencing a story with minimal skill challenge or variation; no complex mechanics or tests of skill."

    Capsule for AQUARIUM AQUARIUM

    "Gameplay involves reading and experiencing the story, with no skill tests or technical challenges."

  • Competition

    Game with the same Competition vibe

    -5

    "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

    Game with the same Continuation vibe

    4

    "Players engage in long sessions to explore multiple story fragments and endings, showing strong attachment and habitual play."

    Capsule for Zero Escape: Zero Time Dilemma Zero Escape: Zero Time Dilemma

    "Players engage deeply with the story, often playing through all episodes and extras, showing strong attachment and habitual play."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single-player experience focused on individual engagement with the narrative; no multiplayer or cooperative gameplay."

    Capsule for Higurashi When They Cry Hou - Ch.6 Tsumihoroboshi Higurashi When They Cry Hou - Ch.6 Tsumihoroboshi

    "Single-player experience focused on individual engagement with the narrative; no multiplayer or collaborative elements."

  • Creativity

    Game with the same Creativity vibe

    -4

    "Players consume a fixed narrative and art with no creation or modification options."

    Capsule for Trap Shrine Trap Shrine

    "Players consume a fixed story and art with no creation or modification opportunities."

  • Domination

    Game with the same Domination vibe

    -5

    "No social or power dynamics over others; experience is solitary and narrative-driven."

    Capsule for Corona Blossom Vol.1 Gift From the Galaxy Corona Blossom Vol.1 Gift From the Galaxy

    "No social or power dynamics over others; experience is solitary and narrative-driven."

  • Escapism

    Game with the same Escapism vibe

    5

    "Strong escapism through immersive, atmospheric world and emotional storytelling that transports players from reality."

    Capsule for The Midnight Walk The Midnight Walk

    "Strong escapism through immersive, emotional storytelling that allows players to experience different lives and emotions."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of personal interest and emotional investment, not obligation or pressure."

    Capsule for Aliya: Timelink Aliya: Timelink

    "Players engage voluntarily out of personal interest and emotional investment, not obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    -5

    "The story is fixed and linear with no exploration of different choices or mechanics."

    Capsule for Fox Hime Fox Hime

    "Narrative is fixed with no exploration of mechanics or novel gameplay; reading is linear and predetermined."

  • Exploration

    Game with the same Exploration vibe

    -4

    "Exploration is limited to narrative routes; no open world or discovery elements."

    Capsule for The Ditzy Demons Are in Love With Me The Ditzy Demons Are in Love With Me

    "Exploration is limited to narrative discovery rather than spatial or mechanical exploration."

  • Expression

    Game with the same Expression vibe

    -5

    "No character customization or self-expression; presentation is fixed and standardized."

    Capsule for Fingerbones Fingerbones

    "No character customization or self-expression; presentation is standardized and fixed."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Engages players in a dark fantasy horror setting with supernatural elements and narrative twists."

    Capsule for The Witch's House MV The Witch's House MV

    "Engages players in a dark fantasy setting with gothic and tragic themes, distinct from realistic experiences."

  • Fellowship

    Game with the same Fellowship vibe

    -4

    "Minimal social interaction; experience is solitary without community features."

    Capsule for Supipara - Chapter 1 Spring Has Come! Supipara - Chapter 1 Spring Has Come!

    "Minimal social interaction; experience is solitary and personal without community involvement."

  • Growth

    Game with the same Growth vibe

    3

    "Players develop understanding of complex story and characters, with emotional and intellectual growth."

    Capsule for Komorebi Komorebi

    "Players gain emotional and intellectual growth through complex storytelling and character development."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay typical of visual novels; no physical activity involved."

    Capsule for ATRI -My Dear Moments- ATRI -My Dear Moments-

    "Sedentary gameplay typical of visual novels; no physical activity involved."

  • Idle

    Game with the same Idle vibe

    -4

    "Requires focused attention and continuous engagement to follow the narrative; not suitable for background or casual play."

    Capsule for Higurashi When They Cry Hou - Ch.6 Tsumihoroboshi Higurashi When They Cry Hou - Ch.6 Tsumihoroboshi

    "Requires sustained attention and focus to follow the narrative; not suited for background or casual play."

  • Intimacy

    Game with the same Intimacy vibe

    3

    "Emotional connection to story and characters fosters a sense of intimacy despite lack of social interaction."

    Capsule for Undusted: Letters from the Past Undusted: Letters from the Past

    "Strong emotional connections to characters and story foster a sense of intimacy despite lack of social interaction."

  • Leadership

    Game with the same Leadership vibe

    -5

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

    Capsule for MiSide MiSide

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

  • Progression

    Game with the same Progression vibe

    2

    "Progression is narrative-based through unlocking endings and story layers rather than item or power accumulation."

    Capsule for We Know the Devil We Know the Devil

    "Progression is narrative-based through story completion rather than item or power accumulation."

  • Relaxation

    Game with the same Relaxation vibe

    3

    "Provides emotional catharsis and flow through immersive storytelling, though some tension and suspense are present."

    Capsule for Komorebi Komorebi

    "Provides emotional catharsis and flow through engrossing storytelling, though with heavy and intense themes."

  • Sensation

    Game with the same Sensation vibe

    2

    "Enjoyment comes from art, music, and narrative rather than intense sensory stimulation."

    Capsule for Six Ages: Ride Like the Wind Six Ages: Ride Like the Wind

    "Enjoyment derives from art, music, and emotional tone rather than intense sensory stimulation."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status mechanics; experience is private and personal."

    Capsule for Tengami Tengami

    "No social recognition or status mechanics; experience is private and personal."

  • Story

    Game with the same Story vibe

    5

    "Strong narrative immersion with complex plot, character development, and emotional engagement."

    Capsule for G-senjou no Maou - The Devil on G-String G-senjou no Maou - The Devil on G-String

    "Strong narrative immersion with complex plot, character development, and emotional engagement."

  • Strategy

    Game with the same Strategy vibe

    -5

    "No strategic or problem-solving gameplay; straightforward reading experience."

    Capsule for AQUARIUM AQUARIUM

    "No strategic or problem-solving gameplay; reading experience is straightforward."

  • Thrill

    Game with the same Thrill vibe

    2

    "Emotional tension and suspense arise from story events and choices, though no high-risk gameplay."

    Capsule for Life is Strange 2 Life is Strange 2

    "Emotional tension and suspense arise from story events, but gameplay is controlled and predictable."

  • Value

    Game with the same Value vibe

    4

    "Players feel they receive strong emotional and narrative value for the time and money invested."

    Capsule for Night in the Woods Night in the Woods

    "Highly praised for emotional and narrative value; players feel rewarded for time invested."

  • Violence

    Game with the same Violence vibe

    -3

    "Some violent themes in story but no gameplay focus on combat or destruction."

    Capsule for Synergia Synergia

    "Contains violent and tragic themes in story but no interactive combat or destruction gameplay."

  • Survival

    Game with the same Survival vibe

    -5

    "No survival or resource management mechanics; stable narrative environment."

    Capsule for Dreamfall Chapters Dreamfall Chapters

    "No survival or resource management elements; story unfolds in stable narrative conditions."

Last update: 01/06/2026