We Went Back similar games & best alternatives

We Went Back

PC (Microsoft Windows) • 2020

Should you play it?

We Went Back is a time-looping horror game in which you wake up in an abandoned space station utterly alone. The exit door is locked and you must find a way to escape what lurks within. Find clues, experience dynamically changing environments and confront terror in order to find a way out.

What works
  • Free to play
  • Great atmosphere and sound design
  • Engaging puzzle and exploration mechanics
  • Well-executed sci-fi horror setting
  • Short and accessible gameplay
Things to keep in mind
  • Very short playtime
  • Limited replay value
  • Some bugs and performance issues
  • Monster design less impressive
  • Lack of control customization

What to play next

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

Top picks

Games that feel the closest overall

  • Mimic Search

  • Lucid Dream

  • [Nightmare Files] Clap Clap

  • Lights Off!

  • Devolverland Expo

  • Vigil

  • The Room Syndrome

  • A Place, Forbidden

  • Escape the Game

Hidden Gems

Less popular games with surprisingly high similarity

  • Shiver

  • Stray Cat Crossing

  • Post Trauma

If you liked…

Recommendations by what you enjoyed most

  • Value

    Mimic Search

  • Escapism

    [Chilla's Art] Night Security | 夜間警備

  • Fantasy

    Verde Station

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).

We Went Back: 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 Continuation, Violence, Expression.

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 freely explore the space station, examine objects, and solve puzzles at their own pace with no forced linearity."

    Capsule for The Station The Station

    "Players explore the space station freely, searching for clues and deciding where to go next within a looping environment."

  • Competence

    Game with the same Competence vibe

    2

    "The game involves light puzzle solving and exploration with some skill in navigation and item use, but overall challenges are not very difficult."

    Capsule for Don't Knock Twice Don't Knock Twice

    "The game involves light puzzles and clue-finding that require some observation and problem-solving, but overall the challenges are straightforward and not very difficult."

  • Competition

    Game with the same Competition vibe

    -5

    "No evidence of competitive elements; gameplay is solo and focused on personal puzzle solving."

    Capsule for PUSH PUSH

    "No evidence of competitive elements; gameplay is solo and focused on personal exploration and puzzle solving."

  • Continuation

    Game with the same Continuation vibe

    -3

    "Short playtime (~15-20 minutes) with limited replay value; some players replay for achievements but generally low habitual play."

    Capsule for Little Man Has a Day Little Man Has a Day

    "Short playtime (~30-60 minutes) and limited replay value after achievements are completed suggest low habitual or extended play."

  • 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

    1

    "Players interact with environment and solve puzzles creatively, but within a fixed narrative and level design."

    Capsule for Brothers: A Tale of Two Sons Remake Brothers: A Tale of Two Sons Remake

    "Some creativity in environmental storytelling and puzzle design, but players mostly follow a set path and puzzle structure."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; purely individual experience."

    Capsule for Poppy Playtime Poppy Playtime

    "No elements of exerting control or superiority over others; purely individual experience."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong escapism through immersive horror atmosphere and tension, providing distraction from real life."

    Capsule for [Chilla's Art] Night Security | 夜間警備 [Chilla's Art] Night Security | 夜間警備

    "Strong escapism through immersive horror atmosphere and tension, providing distraction from real life."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for entertainment and curiosity, with no obligation or external pressure noted."

    Capsule for Reminiscence Reminiscence

    "Players engage voluntarily for entertainment and curiosity, with no obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    1

    "Some exploration of environment and puzzle solving, but mostly following established routines."

    Capsule for [Chilla's Art] The Convenience Store | 夜勤事件 [Chilla's Art] The Convenience Store | 夜勤事件

    "Some exploration of environmental changes and puzzle solving, but mostly within a fixed loop and limited mechanics."

  • Exploration

    Game with the same Exploration vibe

    3

    "Exploration of a large space station with backtracking and discovery of hidden terminals and lore."

    Capsule for The Swapper The Swapper

    "Players explore a looping space station environment with subtle changes and hidden clues to discover."

  • Expression

    Game with the same Expression vibe

    -5

    "No character or environment customization; players experience a fixed setting and presentation."

    Capsule for Suite 776 Suite 776

    "No character or environment customization; players experience a fixed presentation."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Set in a sci-fi space station with psychological and surreal narrative elements."

    Capsule for Verde Station Verde Station

    "Set in a sci-fi horror space station with supernatural and cosmic horror elements, providing an imaginative fictional experience."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; strictly single-player."

    Capsule for Mafia: Definitive Edition Mafia: Definitive Edition

    "No social or community features; strictly single-player."

  • Growth

    Game with the same Growth vibe

    2

    "Players learn puzzle solutions and story details, gaining knowledge and skills during play."

    Capsule for Trick & Treat Trick & Treat

    "Players learn puzzle solutions and environmental cues, gaining some knowledge and skill in navigating the game."

  • Health

    Game with the same Health vibe

    -5

    "No physical activity or health-related gameplay elements; sedentary play."

    Capsule for Saloon Simulator Saloon Simulator

    "No physical activity or health-related gameplay elements; sedentary play."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention during play; not designed for background or idle gaming."

    Capsule for The Test: Hypothesis Rising The Test: Hypothesis Rising

    "Requires focused attention during play; not designed for background or idle gaming."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social or emotional connections formed through gameplay."

    Capsule for Nodebuster Nodebuster

    "No social or emotional connections formed through gameplay."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; single-player experience."

    Capsule for Dawn Dawn

    "No leadership or group management roles; single-player experience."

  • Progression

    Game with the same Progression vibe

    2

    "Players progress by solving puzzles and collecting items, advancing through the escape scenario."

    Capsule for Escape Memoirs: Mini Stories Escape Memoirs: Mini Stories

    "Players collect clues and achievements to progress and complete the escape puzzle."

  • Relaxation

    Game with the same Relaxation vibe

    1

    "Atmosphere is tense and unsettling at times, but some players find it immersive and emotionally engaging rather than purely stressful."

    Capsule for Fran Bow Fran Bow

    "Atmosphere is tense and suspenseful but not overwhelmingly stressful; some players find it engaging and immersive."

  • Sensation

    Game with the same Sensation vibe

    3

    "Strong sensory stimulation through atmospheric visuals, sound design, and jump scares."

    Capsule for Until Dawn™ Until Dawn™

    "Strong sensory stimulation through atmospheric visuals, sound design, and jump scares."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems present."

    Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

    "No social recognition or status systems present."

  • Story

    Game with the same Story vibe

    3

    "Narrative is subtle and atmospheric, revealed through exploration and environmental storytelling."

    Capsule for Omno Omno

    "Narrative is conveyed through environmental storytelling and subtle clues, creating an immersive but somewhat ambiguous plot."

  • Strategy

    Game with the same Strategy vibe

    1

    "Light puzzle-solving requires some reasoning but no deep strategic planning."

    Capsule for Spirit of the North Spirit of the North

    "Light puzzle-solving and clue gathering require some reasoning but no deep strategic planning."

  • Thrill

    Game with the same Thrill vibe

    4

    "Jump scares and suspense create moments of thrill and tension relief."

    Capsule for Missing Hiker Missing Hiker

    "Jump scares and suspenseful atmosphere create moments of tension and relief."

  • Value

    Game with the same Value vibe

    5

    "Highly praised as a free, short, and well-made horror experience offering good value for time."

    Capsule for Mimic Search Mimic Search

    "Highly praised for being a free, polished, and enjoyable horror experience with good content for the time invested."

  • Violence

    Game with the same Violence vibe

    -3

    "Minimal violence; focus is on puzzle solving and exploration rather than combat or destruction."

    Capsule for Dark Arcana: The Carnival Dark Arcana: The Carnival

    "Minimal violence; focus is on escape and puzzle solving rather than combat or destruction."

  • Survival

    Game with the same Survival vibe

    3

    "Players must avoid monsters and survive threats while solving puzzles, adding survival tension."

    Capsule for Somewhere in the Shadow Somewhere in the Shadow

    "Players must avoid threats and survive encounters with the monster while solving puzzles to escape."

Last update: 01/06/2026