you're just imagining it similar games & best alternatives

you're just imagining it

PC (Microsoft Windows), Linux, Mac, Web browser • 2024

Should you play it?

A chronic illness simulator. You think you have a chronic illness, but you don't know what. All you know is you are always in some state of pain. You've been to too many doctors to count... but you still have to live your life.

What works
  • Accurate and emotional portrayal of chronic illness
  • Short and accessible gameplay
  • Free to play
  • Relatable narrative for many players
  • Effective art and sound design
Things to keep in mind
  • Limited gameplay depth
  • Minimal player agency
  • Not designed for fun or relaxation
  • Linear and short experience
  • Lack of social or cooperative features

What to play next

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

Top picks

Games that feel the closest overall

  • Robin

  • The Stillness of the Wind

  • The Average Everyday Adventures of Samantha Browne

  • Without Within

  • A Game About

  • The Plan

  • Burger

  • The Salesman

  • FACEMINER

Hidden Gems

Less popular games with surprisingly high similarity

  • The Salesman

  • The Last Cat in the Universe

  • Interkosmos

If you liked…

Recommendations by what you enjoyed most

  • Story

    Robin

  • Value

    A Game About

  • Escapism

    Milk inside a bag of milk inside a bag of milk

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).

you're just imagining it: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Strategy, Experimenting, Competence, Survival. Here, the score leans higher than usual among comparable games on Survival. It leans lower than usual among comparable games on Fantasy, Relaxation.

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 choose daily activities and manage limited energy, reflecting personal decision-making within constraints."

    Capsule for Robin Robin

    "Players manage their own actions and decisions balancing pain, energy, money, and activities, reflecting personal control over daily life despite constraints."

  • Competence

    Game with the same Competence vibe

    1

    "Gameplay mainly involves reading and decision making with minimal skill challenge, but choices impact outcomes."

    Capsule for Everlasting Summer Everlasting Summer

    "Gameplay involves managing stats and making choices but outcomes are mostly predetermined, reflecting limited skill challenge but some engagement."

  • Competition

    Game with the same Competition vibe

    -5

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

    Capsule for Locked Up Locked Up

    "No competitive elements; focus is on personal experience and individual struggle without comparison to others."

  • Continuation

    Game with the same Continuation vibe

    -3

    "Very short play sessions (5-10 minutes); players generally do not engage in long or habitual play."

    Capsule for The Way of Life Free Edition The Way of Life Free Edition

    "Short playtime (~20 minutes) and linear experience suggest low habitual play or long sessions; players can disengage easily."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single-player experience focused on individual management and narrative; no multiplayer or cooperative elements."

    Capsule for Yog-Sothoth’s Yard Yog-Sothoth’s Yard

    "Single-player experience focused on individual management and narrative; no cooperative or multiplayer elements."

  • Creativity

    Game with the same Creativity vibe

    -2

    "Customization is limited; players optimize strategies and upgrades but do not create or modify game content."

    Capsule for Midas Gold Plus - Idle Clicker Midas Gold Plus - Idle Clicker

    "Players choose from limited predefined options to manage stats; no creation or modification of game elements."

  • Domination

    Game with the same Domination vibe

    -5

    "No social interactions or power dynamics; purely individual experience."

    Capsule for Death Come True Death Come True

    "No social interaction or power dynamics; emphasis on personal vulnerability and equalizing experience."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game to experience and understand mental illness, providing emotional escape and reflection."

    Capsule for Milk inside a bag of milk inside a bag of milk Milk inside a bag of milk inside a bag of milk

    "Players use the game to understand and emotionally process chronic illness, providing distraction and emotional relief."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Engagement is voluntary and driven by personal interest rather than obligation or external pressure."

    Capsule for Age of History II Age of History II

    "Engagement is voluntary and motivated by personal interest or empathy rather than obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    -3

    "Limited experimentation due to repetitive tasks and lack of varied mechanics; some exploration of story outcomes but mostly routine."

    Capsule for Terroro Terroro

    "Limited choices and repetitive cycles reflect routine management rather than exploration or novelty."

  • Exploration

    Game with the same Exploration vibe

    -4

    "Linear narrative with no discovery of new areas or secrets through gameplay; exploration is intellectual via story"

    Capsule for One Thousand Lies One Thousand Lies

    "Game is short and linear with no new areas or secrets to discover; focus is on narrative rather than exploration."

  • Expression

    Game with the same Expression vibe

    -4

    "No character customization or personalization; presentation is standardized and narrative-driven."

    Capsule for The Operator The Operator

    "No character customization or personalization; presentation is standardized to convey the story."

  • Fantasy

    Game with the same Fantasy vibe

    -5

    "The story is grounded in realistic, somber themes of terminal illness and death without fantasy or improbable elements."

    Capsule for Narcissu 1st & 2nd Narcissu 1st & 2nd

    "Grounded in realistic depiction of chronic illness and medical system; no fictional or fantastical elements."

  • Fellowship

    Game with the same Fellowship vibe

    -4

    "Primarily a solitary experience focusing on individual narrative without social or community features."

    Capsule for The Cat Lady The Cat Lady

    "Minimal social connection; narrative centers on solitary experience with limited depiction of community or support."

  • Growth

    Game with the same Growth vibe

    2

    "Players gain understanding of mental health history and personal development through narrative."

    Capsule for The Town of Light The Town of Light

    "Players learn about chronic illness and medical struggles; some personal development through emotional insight."

  • Health

    Game with the same Health vibe

    -5

    "Focuses on terminal illness and decline rather than physical activity or health promotion."

    Capsule for Narcissu 1st & 2nd Narcissu 1st & 2nd

    "Focus on managing illness and pain rather than promoting physical activity or rehabilitation."

  • Idle

    Game with the same Idle vibe

    3

    "Short play sessions suitable for casual, intermittent engagement."

    Capsule for taking my Dark Knight Girlfriend to the corner store taking my Dark Knight Girlfriend to the corner store

    "Short sessions and simple mechanics allow for casual play and intermittent engagement."

  • Intimacy

    Game with the same Intimacy vibe

    -3

    "Limited emotional connections mainly through narrative; no social relationship building."

    Capsule for Beyond The Edge Of Owlsgard Beyond The Edge Of Owlsgard

    "Emotional connection is present but limited to internal narrative; no social or close relationship building."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements; experience is personal and individual."

    Capsule for That Dragon, Cancer That Dragon, Cancer

    "No leadership or group management roles; experience is personal and individual."

  • Progression

    Game with the same Progression vibe

    1

    "Some progression via kills and weapon pickups; limited variety and upgrades reported."

    Capsule for 6 Seasons and a Game 6 Seasons and a Game

    "Some stat changes and incremental progress toward diagnosis, but overall limited advancement or upgrades."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "The game induces emotional tension and frustration through challenging platforming and heavy themes, limiting relaxation."

    Capsule for Something for Someone Else Something for Someone Else

    "Emotional tension and frustration are core themes; game is not designed for relaxation or flow."

  • Sensation

    Game with the same Sensation vibe

    1

    "Simple visuals and sounds provide moderate sensory stimulation."

    Capsule for THE GAME OF LIFE THE GAME OF LIFE

    "Simple visuals and sound provide moderate sensory input; not highly stimulating but effective for mood."

  • Status

    Game with the same Status vibe

    -5

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

    Capsule for THE LONGING THE LONGING

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

  • Story

    Game with the same Story vibe

    5

    "Strong narrative immersion focused on chronic illness and emotional impact."

    Capsule for Robin Robin

    "Strong narrative immersion focused on emotional and realistic portrayal of chronic illness journey."

  • Strategy

    Game with the same Strategy vibe

    0

    "Minimal strategic depth; gameplay involves simple choices without complex planning."

    Capsule for Hookah Haze Hookah Haze

    "Minimal strategic depth; players make basic resource management decisions but no complex planning."

  • Thrill

    Game with the same Thrill vibe

    -4

    "No suspense or risk; experience is contemplative and emotionally driven rather than thrilling."

    Capsule for Journal Journal

    "No suspense or risk-based excitement; experience is steady and emotionally heavy rather than thrilling."

  • Value

    Game with the same Value vibe

    5

    "Free to play with meaningful message and emotional impact; players perceive high value for time invested."

    Capsule for A Game About A Game About

    "Free, short, and emotionally impactful; players perceive high value for time invested."

  • Violence

    Game with the same Violence vibe

    -5

    "No combat or destructive elements; focus on constructive life management and personal growth."

    Capsule for Consume Me Consume Me

    "No combat or destructive elements; focus on constructive management of health and wellbeing."

  • Survival

    Game with the same Survival vibe

    3

    "Players must manage stress and resources to avoid failure, adding survival-like challenge."

    Capsule for Feed the Cups Feed the Cups

    "Players manage pain and resources to avoid failure and maintain stability, reflecting survival challenges."

Last update: 01/06/2026