tomorrow won't come for those without ██████ similar games & best alternatives
tomorrow won't come for those without ██████
2020
Related articles
Quick resume
That day, we told a lie.
Global score
94/100
Genres
Adventure, Indie, Role-playing (RPG), Visual Novel, Puzzle
Similar games
Pros
- Unique and thought-provoking story
- Beautiful and evocative art style
- Engaging puzzles with multiple endings
- Immersive atmosphere and music
- Affordable price for content
Cons
- Short gameplay length
- Some puzzles require trial and error or guides
- Abstract narrative can be confusing
- Lack of replayability beyond endings
- No social or multiplayer features
Analysis
A very typical example of its motivational profile. Motivations that often define this kind of title include Intimacy, Survival, Violence, Competition. It leans lower than usual among comparable games on Fellowship, Cooperation, Continuation.
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
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Autonomy3
"Players have freedom to explore the hotel, choose dialogue options, and decide which ending to pursue, indicating a moderate level of control over actions."
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Competence1
"Gameplay involves solving puzzles that require some skill and trial-and-error, but overall the challenges are not highly complex."
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Competition-5
"The game is a single-player narrative experience with no competitive elements or comparison to others."
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Continuation1
"Players often replay the game to achieve multiple endings and explore story details, but sessions are relatively short and the game is not designed for long habitual play."
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Cooperation-5
"The game is played individually with no multiplayer or cooperative mechanics."
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Creativity3
"Players engage with abstract puzzles and interpret symbolic story elements, encouraging creative thinking and personal interpretation."
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Domination-5
"No elements of exerting control or superiority over others; interactions are solitary and narrative-focused."
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Escapism4
"The game offers an immersive, surreal experience that allows players to escape real-life stress and engage with psychological and philosophical themes."
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Expectation-4
"Players engage voluntarily out of intrinsic interest in the story and atmosphere, with no external pressure or obligation."
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Experimenting3
"Players experiment with puzzle solutions and explore different narrative paths to uncover multiple endings."
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Exploration3
"The game encourages exploration of the hotel environment and discovery of story details and collectibles."
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Expression2
"While character customization is absent, players express themselves through choices affecting narrative outcomes and interpretation."
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Fantasy4
"The game features a surreal, allegorical world with imaginative fiction, religious symbolism, and abstract narrative elements."
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Fellowship-5
"The experience is solitary with minimal social interaction or community engagement."
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Growth3
"Players develop understanding of complex themes and improve puzzle-solving skills through gameplay and multiple playthroughs."
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Health-5
"The game is sedentary with no physical activity or health-related mechanics."
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Idle-3
"Requires focused attention to solve puzzles and follow narrative; not designed for passive or background play."
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Intimacy1
"The narrative explores emotional and psychological themes between characters, but social interaction is limited to story engagement."
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Leadership-5
"No leadership or group management mechanics; player role is individual and narrative-driven."
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Progression2
"Progression is narrative-based with unlocking story elements and endings rather than item or power accumulation."
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Relaxation2
"The game has calming music and atmosphere but also includes moments of tension and psychological discomfort."
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Sensation3
"Visual and auditory design create an evocative and sometimes unsettling sensory experience."
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Status-5
"No social recognition or status systems; achievements are personal and private."
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Story5
"Strong narrative focus with deep story immersion, character development, and multiple endings."
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Strategy2
"Puzzles require some logical thinking and planning, but overall strategy demands are moderate."
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Thrill1
"Contains some suspenseful and unsettling moments but lacks high-risk or adrenaline-driven gameplay."
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Value4
"Players find the game worth its low price due to its artistic value, story depth, and replayability."
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Violence-3
"Minimal explicit violence; some unsettling themes but no focus on combat or destruction."
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Survival-5
"No survival mechanics or threat avoidance; gameplay is stable and narrative-driven."
Last update: 29/04/2026