THE LONGING similar games & best alternatives

THE LONGING

Mac, PC (Microsoft Windows), Linux, Nintendo Switch, Android • 2020

Should you play it?

An unusual mix of adventure and idle game. In utter loneliness deep below the surface, it's your task to wait for the awakening of your king... for 400 days.

What works
  • Unique slow-paced experience
  • Emotional and meditative gameplay
  • Beautiful hand-drawn art and music
  • Deep narrative and multiple endings
  • Encourages patience and self-reflection
Things to keep in mind
  • Very slow and repetitive gameplay
  • Long waiting times may frustrate some
  • Limited active gameplay mechanics
  • Not replayable without save manipulation
  • Some players find content sparse

What to play next

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

Top picks

Games that feel the closest overall

  • Cornerpond

  • Evitania Online - Idle RPG

  • moon: Remix RPG Adventure

  • Where the Water Tastes Like Wine

  • Artis Impact

  • Leaf Blower Revolution - Idle Game

  • Loading Screen Simulator

  • Idle Skilling

  • Cozy Grove

Hidden Gems

Less popular games with surprisingly high similarity

  • moon: Remix RPG Adventure

  • Locomoto

  • An Airport for Aliens Currently Run by Dogs

If you liked…

Recommendations by what you enjoyed most

  • Idle

    Idle Cave Miner

  • Relaxation

    Touch Some Grass

  • Autonomy

    Below the Stone

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 LONGING: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Survival, Violence, Competition, Thrill. Here, the score leans higher than usual among comparable games on Idle, Intimacy. It leans lower than usual among comparable games on Competence.

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 choose their own missions, explore caves freely, and decide when to extract, showing strong control over actions and decisions."

    Capsule for Below the Stone Below the Stone

    "Players have freedom to explore caves, choose how to spend time, and decide endings; no forced routines."

  • Competence

    Game with the same Competence vibe

    -2

    "Gameplay mostly involves repetitive clicking and waiting with minimal skill or challenge."

    Capsule for Bonsai Bonsai

    "Gameplay involves slow, repetitive walking and waiting with minimal skill challenges."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements or comparison to others; focus is on personal experience."

    Capsule for The Little Acre The Little Acre

    "No competitive elements or comparison to others; focus is on personal experience."

  • Continuation

    Game with the same Continuation vibe

    3

    "Many players report long playtimes and habitual engagement, though some find the repetition tiring and disengage after extended sessions."

    Capsule for SUPERHOT: MIND CONTROL DELETE SUPERHOT: MIND CONTROL DELETE

    "Players often engage over long periods, returning repeatedly to check on the Shade and progress."

  • 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

    3

    "Players can creatively decorate and arrange items in the house, expressing personal style within the game."

    Capsule for The Windows Are Gone The Windows Are Gone

    "Players can decorate the Shade's home and create drawings, expressing personal style."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; interactions are solitary and respectful."

    Capsule for Little Problems: A Cozy Detective Game Little Problems: A Cozy Detective Game

    "No elements of exerting control over others; interactions are solitary and respectful."

  • Escapism

    Game with the same Escapism vibe

    4

    "Many players use the game as a relaxing, meditative escape from real-life stress."

    Capsule for SiNKR SiNKR

    "Many players use the game as a meditative escape and stress relief from real life."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for intrinsic interest; no evidence of obligation or external pressure to play."

    Capsule for Masterplan Tycoon Masterplan Tycoon

    "Players engage voluntarily and from intrinsic interest; no obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Players explore randomized caves and try different equipment and strategies, though some find runs repetitive."

    Capsule for Below the Stone Below the Stone

    "Players explore caves, try different actions, and discover secrets at their own pace."

  • Exploration

    Game with the same Exploration vibe

    4

    "Exploration of forest, caves, and hidden areas is a core part of gameplay with many secrets and lore to uncover."

    Capsule for Radiolight Radiolight

    "Exploration of vast cave systems and discovery of hidden items and areas is a core feature."

  • Expression

    Game with the same Expression vibe

    3

    "Character customization and home decoration allow for self-expression."

    Capsule for Little Sim World Little Sim World

    "Customization of the Shade's home and personal drawings allow self-expression."

  • Fantasy

    Game with the same Fantasy vibe

    2

    "While grounded in grim realism, game includes supernatural elements and surreal hallucinations enhancing fantasy."

    Capsule for Obenseuer Obenseuer

    "Game features a fictional shadow character and surreal underground world, but grounded in melancholy realism."

  • Fellowship

    Game with the same Fellowship vibe

    -4

    "Experience is solitary with minimal social interaction or community involvement."

    Capsule for NEEDY STREAMER OVERLOAD NEEDY STREAMER OVERLOAD

    "Experience is solitary with minimal social interaction or community involvement."

  • Growth

    Game with the same Growth vibe

    3

    "Players report personal development, learning new perspectives, and emotional growth inspired by the game."

    Capsule for Gay World Gay World

    "Players learn patience, self-reflection, and gain emotional growth through gameplay."

  • Health

    Game with the same Health vibe

    -4

    "Sedentary gameplay with long sessions; no physical activity involved."

    Capsule for The Binding of Isaac: Rebirth The Binding of Isaac: Rebirth

    "Sedentary gameplay with long waiting periods; no physical activity involved."

  • Idle

    Game with the same Idle vibe

    5

    "Designed as an idle game with offline progression and background play."

    Capsule for Idle Cave Miner Idle Cave Miner

    "Designed as an idle experience with real-time progression even when game is closed."

  • Intimacy

    Game with the same Intimacy vibe

    3

    "Players form emotional connections with characters and experience close interpersonal relationships."

    Capsule for Fujiwara Bittersweet Fujiwara Bittersweet

    "Players form emotional attachment to the Shade and experience close connection."

  • 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

    3

    "Players collect items and unlock multiple endings, providing a sense of advancement."

    Capsule for Mr. Hopp's Playhouse Mr. Hopp's Playhouse

    "Players collect items, decorate home, and unlock multiple endings over time."

  • Relaxation

    Game with the same Relaxation vibe

    5

    "The game is widely praised for its calming, meditative qualities and stress relief."

    Capsule for Touch Some Grass Touch Some Grass

    "Game is praised for its calming, meditative atmosphere and stress-relieving qualities."

  • Sensation

    Game with the same Sensation vibe

    2

    "Enjoyable art style and ambient music provide moderate sensory stimulation."

    Capsule for Samsara Room Samsara Room

    "Enjoyable art style and ambient music provide sensory pleasure but in a subdued manner."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; focus is on private experience."

    Capsule for Awkward Dimensions Redux Awkward Dimensions Redux

    "No social recognition or status systems; focus is on private experience."

  • Story

    Game with the same Story vibe

    4

    "Narrative immersion with multiple endings, character development, and thematic depth."

    Capsule for Heartworm Heartworm

    "Narrative immersion through Shade's thoughts, multiple endings, and existential themes."

  • Strategy

    Game with the same Strategy vibe

    1

    "Some puzzle solving requires mental challenge, but overall strategy demands are low."

    Capsule for Hello Charlotte EP3: Childhood's End Hello Charlotte EP3: Childhood's End

    "Some puzzle elements and planning required, but overall low mental challenge."

  • Thrill

    Game with the same Thrill vibe

    -4

    "Game is calm and predictable with minimal suspense or risk."

    Capsule for Coffee Talk Coffee Talk

    "Game is slow and predictable with minimal suspense or risk."

  • Value

    Game with the same Value vibe

    4

    "Players report high emotional and entertainment value for time and money invested."

    Capsule for Spiritfarer®: Farewell Edition Spiritfarer®: Farewell Edition

    "Players report high emotional and experiential value for time and money invested."

  • Violence

    Game with the same Violence vibe

    -5

    "No combat or destructive gameplay; focus on peaceful exploration."

    Capsule for Omno Omno

    "No combat or destructive gameplay; focus on peaceful exploration and care."

  • Survival

    Game with the same Survival vibe

    -5

    "No survival mechanics or threats; stable, low-risk environment."

    Capsule for Mutazione Mutazione

    "No survival mechanics or threats; stable, low-risk environment."

Last update: 01/06/2026