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A House of Many Doors similar games & best alternatives

A House of Many Doors

PC (Microsoft Windows), Mac • 2017

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Quick resume

Explore the House, a parasite dimension that steals from other worlds, in a train that scuttles on mechanical legs.

Global score

83/100

Genres

Indie, Role-playing (RPG), Adventure

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    Pros

    • Rich and imaginative writing
    • Deep worldbuilding and lore
    • Multiple branching storylines and endings
    • Immersive atmosphere and art
    • Strong character and relationship development

    Cons

    • Repetitive travel and exploration
    • Clunky and confusing combat
    • Some bugs and technical issues
    • Slow pacing in parts
    • Minimal tutorial and ui quirks

    Motivations

    • Autonomy

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      "Players have freedom to choose character backgrounds, skill builds, and multiple quest paths with meaningful choices."

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    • Competence

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      "Gameplay involves some skill in combat and navigation, but also allows for simple, repetitive tasks and multiple approaches to objectives."

      Capsule for POSTAL 2 POSTAL 2

      "Gameplay involves skill checks, tactical turn-based combat, and upgrading abilities, though some combat is avoidable and exploration can be repetitive."

    • Competition

      Game with the same Competition vibe

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      "Focus is on personal story progression and exploration without ranked modes or direct player-vs-player competition."

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      "Focus is on personal story progression and exploration without competitive or ranked modes."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long play sessions, high replayability due to branching storylines and multiple endings."

      Capsule for Rosewater Rosewater

      "Players report long playtimes, multiple endings, and high replayability with many quests and storylines."

    • Cooperation

      Game with the same Cooperation vibe

      1

      "While players interact with multiple characters and build relationships, gameplay is primarily single-player and cooperative elements are narrative-based."

      Capsule for Danganronpa: Trigger Happy Havoc Danganronpa: Trigger Happy Havoc

      "Players manage a crew with individual stories and relationships, but gameplay is primarily single-player and narrative-driven."

    • Creativity

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      3

      "Players create poems, write letters, name cats, and customize avatars, expressing themselves creatively."

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      "Players create poems from collected experiences and customize crew and kinetopede upgrades."

    • Domination

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      "Interactions emphasize mutual respect and consequences rather than exerting power over others."

      Capsule for The Necromancer's Tale The Necromancer's Tale

      "Interactions emphasize mutual respect and complex relationships rather than exerting power over others."

    • Escapism

      Game with the same Escapism vibe

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      "Highly immersive narrative and atmospheric setting provide strong escape from real life."

      Capsule for Mask of the Rose Mask of the Rose

      "Strongly immersive narrative and atmospheric world provide escape from reality."

    • Expectation

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      -4

      "Players engage voluntarily driven by intrinsic interest in story and exploration."

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    • Experimenting

      Game with the same Experimenting vibe

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      "Players explore different characters, combos, and story branches, encouraging experimentation within the game."

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      "Players explore multiple story branches, crew quests, and experiment with different choices and upgrades."

    • Exploration

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      "Core gameplay involves discovering new cities, routes, and storylines across a vast world."

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    • Expression

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      "Players express themselves by shaping dialogue and character traits, personalizing the story experience."

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      "Players customize their crew, write poetry, and shape their character's story and relationships."

    • Fantasy

      Game with the same Fantasy vibe

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      "Game world is surreal, bizarre, and dreamlike with imaginative fiction elements, sentient buildings, and improbable events."

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      "Game world is a surreal, eldritch dimension with fantastical creatures and cosmic horror themes."

    • Fellowship

      Game with the same Fellowship vibe

      2

      "Strong narrative focus on community and character relationships, though gameplay is single-player."

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    • Growth

      Game with the same Growth vibe

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      "Players develop skills in crafting, combat, socializing, and progress through story and character arcs."

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      "Players develop skills, crew abilities, and progress through story and character arcs."

    • Health

      Game with the same Health vibe

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      "Gameplay is sedentary with no physical activity involved."

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      "Gameplay is sedentary with no physical activity involved."

    • Idle

      Game with the same Idle vibe

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      "Requires focused attention for navigation, combat, and decision making; some slow travel but not background play."

      Capsule for Sunless Skies: Sovereign Edition Sunless Skies: Sovereign Edition

      "Requires focused attention for reading, combat, and decision-making; travel can be slow but not background."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Players form friendships and romantic relationships with NPCs, fostering emotional connections."

      Capsule for Little-Known Galaxy Little-Known Galaxy

      "Players build close relationships and romances with crew members and NPCs."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players lead and manage crew members, assigning tasks and improving efficiency."

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      "Players lead and manage a crew with individual motivations and quests."

    • Progression

      Game with the same Progression vibe

      4

      "Players accumulate items, upgrades, and base improvements to survive and advance the story."

      Capsule for Radiation Island Radiation Island

      "Players accumulate items, upgrades, and experience to improve abilities and advance story."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Atmospheric and immersive story provides flow, though combat can be challenging and sometimes frustrating."

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    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable art and music provide sensory stimulation, though graphics are simple."

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      "Art and music create moody, evocative sensory experience but graphics are simple."

    • Status

      Game with the same Status vibe

      -2

      "Focus is on personal story and character relationships rather than social recognition or leaderboards."

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    • Story

      Game with the same Story vibe

      5

      "Narrative immersion is central, with branching storylines, quests, and rich lore."

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    • Strategy

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      3

      "Combat and resource management require tactical thinking and planning."

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    • Thrill

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      2

      "Some suspense and tension in combat and story decisions."

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    • Value

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      4

      "Large amount of content and replayability provide good value for time and money."

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      "Large amount of content and replayability provide strong value for time and money."

    • Violence

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      1

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    • Survival

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      "Players manage resources and face threats, but survival mechanics are less punishing than similar games."

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    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Cooperation, Fellowship, Intimacy, Leadership. Here, the score leans higher than usual among comparable games on Story, Leadership, Exploration.

    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