9.03m similar games & best alternatives
9.03m
2013
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Quick resume
The media is quick to put figures to death tolls in such disasters, and 9.03m tries to remind people of the individuals behind those figures. 9.03m is set on Baker Beach in San Francisco, where debris from the tsunami has washed ashore in the years following the tsunami. To play, you must find the butterflies.
Global score
84/100
Genres
Indie, Adventure
Similar games
Pros
- Emotional and touching experience
- Beautiful music and atmosphere
- Charitable proceeds
- Unique artistic tribute
- Short and accessible
Cons
- Very short gameplay
- Minimal interactivity
- Lack of traditional game mechanics
- Linear and guided experience
- Limited replay value
Motivations
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Autonomy
Game with the same Autonomy vibe
3"Players explore the environment freely, investigate objects and combine clues at their own pace, indicating a good degree of personal control."
PRICE
"Players freely explore the beach environment at their own pace with minimal guidance, following butterflies and interacting with objects."
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Competence
Game with the same Competence vibe
-4"Gameplay involves simple puzzles and walking simulator elements with minimal skill or challenge."
To the Moon
"Gameplay is minimal and simple, involving walking and clicking on objects with no skill challenge or complexity."
-
Competition
Game with the same Competition vibe
-5"No competitive elements or comparison with others; experience is solitary and personal."
Firework
"No competitive elements or comparison with others; experience is solitary and personal."
-
Continuation
Game with the same Continuation vibe
-3"Very short experience (~5-10 minutes) with no incentive for extended or habitual play."
The Flood
"Very short experience (~15 minutes) with no incentive for extended or habitual play."
-
Cooperation
Game with the same Cooperation vibe
-5"Entirely single-player with no cooperative or multiplayer components."
System Shock
"Entirely single-player with no cooperative or multiplayer components."
-
Creativity
Game with the same Creativity vibe
-4"Players follow a fixed narrative and predefined interactions; no creative input or modification."
NEKOPARA Vol. 2
"Players interact with predefined objects and narrative; no creation or modification involved."
-
Domination
Game with the same Domination vibe
-5"No elements of exerting control or superiority over others; cooperative and respectful experience."
Shashingo: Learn Japanese with Photography
"No elements of exerting control or superiority over others; respectful and contemplative experience."
-
Escapism
Game with the same Escapism vibe
4"Provides immersive horror atmosphere and distraction from real life through exploration and story."
Wardwell House
"Offers emotional escape and reflection on real-world tragedy, providing a meditative and immersive experience."
-
Expectation
Game with the same Expectation vibe
-4"Players engage voluntarily out of personal interest and empathy, not obligation or pressure."
My Child Lebensborn Remastered
"Players engage voluntarily out of personal interest or empathy, not obligation or pressure."
-
Experimenting
Game with the same Experimenting vibe
-3"Limited experimentation due to linear progression and guided gameplay."
Nobody Wants to Die
"Linear and guided experience with limited exploration or experimentation."
-
Exploration
Game with the same Exploration vibe
2"Players explore beautiful environments but within a linear path and limited discovery."
Blanc
"Players explore a stylized beach environment, discovering objects and shadows, though in a linear fashion."
-
Expression
Game with the same Expression vibe
-5"No customization or personalization options; presentation is standardized."
Britannic: Patroness of the Mediterranean
"No customization or personalization options; presentation is fixed and standardized."
-
Fantasy
Game with the same Fantasy vibe
-3"Grounded in a realistic, somber depiction of old age and rural life with subtle surreal elements."
The Stillness of the Wind
"Grounded in a realistic and somber real-world event, though presented with symbolic and artistic elements."
-
Fellowship
Game with the same Fellowship vibe
-5"Solo experience without social or community interaction."
Don't Be Afraid
"Solo experience without social or community interaction."
-
Growth
Game with the same Growth vibe
-2"Minimal skill development; some learning about story and environment but no significant progression."
Off-Peak
"Some emotional and reflective growth possible, but no skill or knowledge development."
-
Health
Game with the same Health vibe
-5"Sedentary gameplay with no physical activity involved."
World of Tanks Blitz
"Sedentary gameplay with no physical activity involved."
-
Idle
Game with the same Idle vibe
3"Can be played casually in short sessions or as a relaxing background activity."
Kitty Cat: Jigsaw Puzzles
"Short, calm experience that can be played casually and intermittently."
-
Intimacy
Game with the same Intimacy vibe
1"Emotional connection to story and characters noted, but no social intimacy."
Hitler is my crush
"Emotional connection to the tragedy and victims, but no social intimacy or relationships."
-
Leadership
Game with the same Leadership vibe
-5"No leadership or group management elements present."
Stray
"No leadership or group management elements present."
-
Progression
Game with the same Progression vibe
-4"No accumulation of items or upgrades; static narrative progression without power growth."
Actual Sunlight
"No accumulation of items or upgrades; linear narrative progression only."
-
Relaxation
Game with the same Relaxation vibe
4"Calm, atmospheric experience with soothing music and slow pacing."
The Mooseman
"Calm, meditative atmosphere with soothing music and slow pacing."
-
Sensation
Game with the same Sensation vibe
2"Visual and auditory aesthetics are pleasant but subdued; focus on mood rather than sensory excitement."
Syberia II
"Visual and auditory aesthetics create emotional impact but are subtle and subdued."
-
Status
Game with the same Status vibe
-5"No social status or recognition mechanisms."
Half-Life: A Place in the West
"No social recognition or status mechanisms."
-
Story
Game with the same Story vibe
4"Strong narrative immersion through historical scenarios, events, and character interactions."
Romance of the Three Kingdoms XI with Power Up Kit
"Strong narrative and emotional immersion focused on real-world tragedy and remembrance."
-
Strategy
Game with the same Strategy vibe
-5"No strategic or problem-solving gameplay elements."
NEKOPARA Vol. 3
"No strategic or problem-solving gameplay elements."
-
Thrill
Game with the same Thrill vibe
-5"No suspense or risk; experience is calm and controlled."
Spirit City: Lofi Sessions
"No suspense or risk; experience is controlled and contemplative."
-
Value
Game with the same Value vibe
4"Highly praised for quality and emotional impact relative to low price."
Seen
"Good perceived value due to emotional impact and charitable contribution for a low price."
-
Violence
Game with the same Violence vibe
-5"No violence or destructive gameplay; peaceful and gentle."
Little Man Has a Day
"No violence or destructive gameplay; respectful and peaceful experience."
-
Survival
Game with the same Survival vibe
-5"No survival or threat avoidance mechanics; stable and safe environment."
FRACT OSC
"No survival or threat avoidance mechanics; stable and safe environment."
Analysis
Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. It leans lower than usual among comparable games on Progression, Fantasy, Creativity.
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.
Last update: 30/04/2026