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The Stillness of the Wind

PC (Microsoft Windows), iOS, Nintendo Switch, Mac • 2019

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Quick resume

A quiet game of life and loss. One by one, everyone left the village for the city. Everyone, except Talma. Approaching her final years, she maintains a simple way of life tending to her homestead, surviving, subsisting, whilst increasingly disturbing letters arrive from her family in the city.

Global score

75/100

Genres

Adventure, Indie, Simulator

Similar games

    Pros

    • Unique emotional narrative
    • Poetic and contemplative atmosphere
    • Simple and immersive gameplay
    • Beautiful art and music
    • Thought-provoking themes of aging and loss

    Cons

    • Slow pacing may frustrate some players
    • Short game length
    • Limited gameplay variety
    • Minimal replay value
    • Some minor bugs and glitches

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. Here, the score leans higher than usual among comparable games on Survival, Intimacy. It leans lower than usual among comparable games on Fantasy.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • 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.

    Motivations

    • Autonomy
      3

      "Players can choose daily tasks and manage limited time, but within a constrained routine reflecting the character's aging and slowing pace."

    • Competence
      2

      "Gameplay involves managing farm tasks and survival elements with some challenge, but overall simple and slow-paced mechanics."

    • Competition
      -5

      "No competitive elements; focus is on solitary experience without comparison to others."

    • Continuation
      2

      "Players engage in habitual daily routines and some replayability for story exploration, but the game is short and has a fixed ending."

    • Cooperation
      -5

      "Entirely a single-player experience with no multiplayer or cooperative gameplay."

    • Creativity
      -3

      "Limited creativity; players follow a set routine with minimal modification or building."

    • Domination
      -5

      "No elements of exerting control or superiority over others; experience is solitary and introspective."

    • Escapism
      4

      "Strong escapism through immersion in a poetic, melancholic narrative about aging, loss, and solitude."

    • Expectation
      -4

      "Players engage voluntarily for emotional and narrative experience rather than obligation or external pressure."

    • Experimenting
      -2

      "Gameplay encourages settling into routines rather than exploring novel mechanics or strategies."

    • Exploration
      1

      "Some limited exploration of the farm and nearby desert areas, but mostly familiar environments."

    • Expression
      -4

      "Minimal character or environment customization; focus is on narrative and routine rather than self-expression."

    • Fantasy
      -3

      "Grounded in a realistic, somber depiction of old age and rural life with subtle surreal elements."

    • Fellowship
      -5

      "Focus on solitary play and emotional isolation; no social or community features."

    • Growth
      2

      "Some personal development through understanding story and managing tasks, but limited skill growth."

    • Health
      -5

      "Sedentary gameplay with no physical activity or health-related mechanics."

    • Idle
      3

      "Slow-paced gameplay with downtime and routine tasks that can fill time between story events."

    • Intimacy
      3

      "Emotional intimacy through narrative and letters, but no direct social interaction or relationship building."

    • Leadership
      -5

      "No leadership or group management; solitary experience."

    • Progression
      1

      "Some accumulation of items and farm products, but progression is limited and ultimately futile."

    • Relaxation
      2

      "Calm and meditative atmosphere, though tinged with melancholy and occasional stress."

    • Sensation
      1

      "Pleasant visuals and music create gentle sensory stimulation without intense excitement."

    • Status
      -5

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

    • Story
      5

      "Strong narrative focus with emotional and thematic depth central to the experience."

    • Strategy
      1

      "Some planning required to manage limited time and resources, but overall simple and routine-based."

    • Thrill
      -3

      "Minimal suspense or risk; slow unfolding of inevitable decline rather than excitement."

    • Value
      2

      "Good perceived value for players seeking a short, emotional narrative experience."

    • Violence
      -4

      "No enjoyment of combat; violence is minimal and tragic, not glorified."

    • Survival
      2

      "Basic survival elements like resource management and protecting animals, but low intensity and mostly symbolic."

    Last update: 29/04/2026