The Shivah similar games & best alternatives

The Shivah

Mac, PC (Microsoft Windows), Linux, Android, iOS • 2013

Should you play it?

Russell Stone is a Jewish Rabbi at a poor synagogue in New York City. He is a devout man with a problem. Membership is way down and he lacks the funds to keep his synagogue open. Things are looking very bleak, and he has grown progressively more cynical and bitter with the passage of time.

What works
  • Unique jewish cultural setting
  • Engaging narrative with moral dilemmas
  • Multiple endings and replayability
  • Classic point-and-click style
  • Affordable price especially on sale
Things to keep in mind
  • Very short gameplay length
  • Some puzzles rely on trial and error
  • Limited inventory and exploration
  • Voice acting quality inconsistent
  • Final sequence can be frustrating

What to play next

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

Top picks

Games that feel the closest overall

  • The Samaritan Paradox

  • Detective Grimoire

  • The Blackwell Legacy

  • Darkness Within 1: In Pursuit of Loath Nolder

  • Bear With Me - Episode One

  • Nancy Drew®: Curse of Blackmoor Manor

  • The Roottrees are Dead

  • Alex Hill: Whispers at White Oak Inn

  • The Crimson Diamond

Hidden Gems

Less popular games with surprisingly high similarity

  • The Samaritan Paradox

  • Alex Hill: Whispers at White Oak Inn

  • The Crimson Diamond

If you liked…

Recommendations by what you enjoyed most

  • Story

    Greyfox RPG

  • Autonomy

    While We Wait Here

  • Escapism

    Confidential Killings - A Detective Game

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 Shivah: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Status. It leans lower than usual among comparable games on Survival, Violence, Fantasy.

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 make meaningful dialogue choices affecting story outcomes and character fates, indicating personal control over decisions."

    Capsule for While We Wait Here While We Wait Here

    "Players choose dialogue tone and moral decisions affecting story outcomes, allowing personal control within a narrative framework."

  • Competence

    Game with the same Competence vibe

    2

    "Puzzles are generally easy and logical, with some unique deduction mechanics, providing moderate challenge and feedback."

    Capsule for Moebius: Empire Rising Moebius: Empire Rising

    "Puzzles involve logical deduction and clue combination, but are generally simple and few, with some trial-and-error elements."

  • Competition

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    "Focus is on personal investigation and story progression without competitive or ranked elements."

    Capsule for Lacuna – A Sci-Fi Noir Adventure Lacuna – A Sci-Fi Noir Adventure

    "Focuses on personal investigation and story progression without competitive or ranked elements."

  • Continuation

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    "Short game encourages replay for multiple endings, but limited content and length reduce long-term habitual play."

    Capsule for The Little Red Lie The Little Red Lie

    "Short game with multiple endings encourages replaying, but limited length may reduce habitual long-term engagement."

  • Cooperation

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    "Single-player experience focused on individual investigation and decision-making without multiplayer or teamwork."

    Capsule for Daemonologie Daemonologie

    "Single-player experience focused on individual investigation and decision-making without multiplayer or teamwork."

  • Creativity

    Game with the same Creativity vibe

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    "Players can choose dialogue options and personality traits, but gameplay follows structured narrative and environments with limited creative modification."

    Capsule for Blade Runner: Enhanced Edition Blade Runner: Enhanced Edition

    "Players can choose dialogue responses and explore clues, but gameplay follows a linear narrative with limited creative construction."

  • Domination

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    "Interactions emphasize balanced dialogue and decision-making rather than exerting control or superiority over others."

    Capsule for Gamedec - Definitive Edition Gamedec - Definitive Edition

    "Interactions emphasize balanced dialogue choices and moral dilemmas rather than asserting control over others."

  • Escapism

    Game with the same Escapism vibe

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    "The noir setting and story provide an immersive escape from reality, engaging players in a fictional detective world."

    Capsule for Confidential Killings - A Detective Game Confidential Killings - A Detective Game

    "Provides immersion in a unique noir detective story with Jewish cultural themes, offering an escape from reality."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest in story and themes, not due to obligation or external pressure."

    Capsule for Another Lost Phone: Laura's Story Another Lost Phone: Laura's Story

    "Players engage voluntarily for interest in story and themes, not due to obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

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    "Players try different dialogue choices and minor variations, but overall gameplay is repetitive and linear."

    Capsule for Little Misfortune Little Misfortune

    "Multiple dialogue tones and endings encourage trying different approaches, though overall gameplay is structured."

  • Exploration

    Game with the same Exploration vibe

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    "Limited environments to explore, but players investigate items and dialogue to uncover story details."

    Capsule for The Flayed Man The Flayed Man

    "Limited locations and short length restrict exploration, but players investigate clues and dialogue options."

  • Expression

    Game with the same Expression vibe

    -3

    "Limited character customization; expression mainly through choice of dialogue rather than avatar personalization."

    Capsule for MetaWare High School (Demo) MetaWare High School (Demo)

    "Minimal character customization; expression mainly through dialogue choices rather than visual or avatar personalization."

  • Fantasy

    Game with the same Fantasy vibe

    -2

    "Story is a detective mystery with some surreal elements but mostly grounded in realistic crime investigation."

    Capsule for Crime Secrets: Crimson Lily Crime Secrets: Crimson Lily

    "Story grounded in realistic, noir detective setting with Jewish cultural context rather than high fantasy or improbable events."

  • Fellowship

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    "Solo narrative experience without social or community features."

    Capsule for The Descendant The Descendant

    "Solo experience focused on individual narrative without social or community features."

  • Growth

    Game with the same Growth vibe

    3

    "Players develop understanding and insight into the story and characters, encouraging reflection and personal interpretation."

    Capsule for Marie's Room Marie's Room

    "Players develop understanding of story, moral dilemmas, and character motivations, encouraging reflection and learning."

  • Health

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    -5

    "Sedentary gameplay typical of point-and-click adventures with no physical activity elements."

    Capsule for Kathy Rain: Director's Cut Kathy Rain: Director's Cut

    "Sedentary gameplay typical of point-and-click adventures with no physical activity elements."

  • Idle

    Game with the same Idle vibe

    -4

    "Requires focused attention on puzzles and dialogue; not suited for casual or background play."

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    "Requires focused attention on dialogue and puzzles; no background or casual play elements."

  • Intimacy

    Game with the same Intimacy vibe

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    "Emotional engagement with characters but limited social or emotional connection beyond the narrative."

    Capsule for Elroy and the Aliens Elroy and the Aliens

    "Emotional engagement through story and character depth, but limited social interaction or relationship building."

  • Leadership

    Game with the same Leadership vibe

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    "No leadership or group management; player acts independently in investigation."

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    "Player leads own investigation but does not manage or direct others; no leadership mechanics."

  • Progression

    Game with the same Progression vibe

    2

    "Progression through story and unlocking different endings; no item collection or upgrades."

    Capsule for The Inn-Sanity The Inn-Sanity

    "Progression through story and unlocking endings; limited inventory and item collection."

  • Relaxation

    Game with the same Relaxation vibe

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    "Calm, contemplative atmosphere with soothing music balances the emotional tension of the story."

    Capsule for Another Lost Phone: Laura's Story Another Lost Phone: Laura's Story

    "Calm, contemplative pacing with atmospheric music and narrative focus supports relaxed engagement."

  • Sensation

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    "Basic pixel art and voice acting provide moderate sensory stimulation; not focused on intense audiovisual effects."

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    "Simple pixel art and voice acting provide moderate sensory stimulation without intense audiovisual effects."

  • Status

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    "No social recognition or ranking systems; achievements are mostly personal."

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    "No social recognition or ranking systems; achievements exist but are personal rather than social."

  • Story

    Game with the same Story vibe

    5

    "Strong narrative focus with multiple endings and moral choices central to gameplay."

    Capsule for Greyfox RPG Greyfox RPG

    "Strong narrative focus with multiple endings, character development, and moral dilemmas central to gameplay."

  • Strategy

    Game with the same Strategy vibe

    2

    "Requires thoughtful decision-making and problem solving in dialogue choices, though puzzles are minimal."

    Capsule for Quarantine Circular Quarantine Circular

    "Requires logical thinking and puzzle solving, especially in dialogue choices and clue connections."

  • Thrill

    Game with the same Thrill vibe

    1

    "Mild suspense from moral choices and atmosphere, but low risk and tension."

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    "Some suspense in mystery and moral choices, but overall low risk and controlled emotional tone."

  • Value

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    "Good value for price given narrative quality and unique experience despite short length."

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    "Affordable price and short length provide reasonable value; praised for story quality relative to cost."

  • Violence

    Game with the same Violence vibe

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    "Minimal violence; focus on investigation and dialogue rather than combat or destruction."

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    "Minimal violence; focus on dialogue and investigation rather than combat or destruction."

  • Survival

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    "No survival mechanics or threats; stable environment focused on narrative and puzzles."

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    "No survival mechanics or threats; stable environment focused on narrative exploration."

Last update: 01/06/2026