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A Normal Lost Phone similar games & best alternatives

A Normal Lost Phone

PC (Microsoft Windows), Mac, iOS, Android, Nintendo Switch, Linux • 2017

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Quick resume

A Normal Lost Phone is a game about exploring the intimacy of an unknown person whose phone was found by the player.

Global score

89/100

Genres

Casual, Indie, Adventure, Puzzle

Similar games

    Pros

    • Well-written and emotionally impactful story
    • Unique and immersive phone interface gameplay
    • Meaningful lgbtq+ representation
    • Pleasant soundtrack and art style
    • Accessible puzzles integrated with narrative

    Cons

    • Short length with limited replay value
    • Some puzzles can be cryptic
    • Heavy text may not appeal to all players
    • Lack of gameplay variety beyond reading and simple puzzles
    • No multiplayer or social features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players freely explore the phone's contents and decide how to investigate, reflecting high personal control and decision-making."

      Capsule for Another Lost Phone: Laura's Story Another Lost Phone: Laura's Story

      "Players freely explore the phone's contents and decide which messages or apps to investigate next, reflecting high personal control and freedom."

    • Competence

      Game with the same Competence vibe

      2

      "The game offers light puzzle-solving and deduction challenges that provide some skill engagement but remain accessible and not overly difficult."

      Capsule for Duck Detective: The Ghost of Glamping Duck Detective: The Ghost of Glamping

      "The game includes light puzzles requiring reading and deduction, offering some skill challenge but overall accessible and not highly demanding."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements; gameplay is solitary and focused on personal discovery without comparison to others."

      Capsule for A Hand With Many Fingers A Hand With Many Fingers

      "No competitive elements; gameplay is solitary and focused on personal discovery without comparison to others."

    • Continuation

      Game with the same Continuation vibe

      -3

      "Short game with limited replay value; players tend to finish it in one or two sessions and then move on."

      Capsule for The Defender: Farm and Castle The Defender: Farm and Castle

      "Short game with limited replay value; players tend to complete it in one or two sessions and do not return frequently."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely single-player experience with no multiplayer or cooperative features."

      Capsule for Loddlenaut Loddlenaut

      "Entirely single-player experience with no multiplayer or cooperative features."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players piece together story from notes and surveys; some creative use of phone mechanics and environmental changes."

      Capsule for The Survey The Survey

      "Players creatively piece together story elements and solve puzzles by exploring and interpreting phone data, though no direct creation or modification."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power dynamics; interactions are narrative only."

      Capsule for Ambre - a heartbreaking kinetic novel Ambre - a heartbreaking kinetic novel

      "No social dominance or power dynamics; interactions are with narrative content only."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game to immerse in a reflective, emotional narrative distinct from real life."

      Capsule for 11-11 Memories Retold 11-11 Memories Retold

      "Players use the game to immerse in an emotional narrative and escape real life through story exploration and empathy."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Engagement is voluntary and motivated by personal interest in story and themes; no obligation or pressure."

      Capsule for one night, hot springs one night, hot springs

      "Engagement is voluntary and driven by intrinsic interest in story and themes, not obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players experiment with phone apps and puzzle solutions to uncover new information, encouraging exploration."

      Capsule for Another Lost Phone: Laura's Story Another Lost Phone: Laura's Story

      "Players experiment with exploring different phone apps and messages to unlock new content, though within a guided narrative."

    • Exploration

      Game with the same Exploration vibe

      4

      "Core gameplay involves discovering hidden information, secrets, and multiple story branches within the phone."

      Capsule for Replica Replica

      "Core gameplay involves discovering new information and secrets by exploring the phone's contents."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited customization; players interact with a fixed interface and narrative without avatar or environment personalization."

      Capsule for s.p.l.i.t s.p.l.i.t

      "Limited customization or self-expression; players interact with a fixed narrative and interface without avatar personalization."

    • Fantasy

      Game with the same Fantasy vibe

      -4

      "Story grounded in realistic, relatable life situations and emotions without fantastical elements."

      Capsule for a new life. a new life.

      "Story grounded in realistic, contemporary issues and plausible scenarios without fantastical elements."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Primarily a solitary experience with minimal social interaction or community involvement."

      Capsule for Little Nightmares II Little Nightmares II

      "Primarily a solitary experience with minimal social interaction or community involvement."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop emotional understanding and empathy, reflecting on personal and societal issues."

      Capsule for Copycat Copycat

      "Players learn about complex social issues and personal identity themes, gaining insight and empathy."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity or health-related mechanics."

      Capsule for Murder House Murder House

      "Sedentary gameplay with no physical activity or health-related mechanics."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused reading and attention; not designed for background or casual intermittent play."

      Capsule for The Hungry Lamb: Traveling in the Late Ming Dynasty The Hungry Lamb: Traveling in the Late Ming Dynasty

      "Requires focused reading and attention; not designed for background or casual intermittent play."

    • Intimacy

      Game with the same Intimacy vibe

      4

      "Strong emotional connection to characters and story, fostering empathy and personal reflection."

      Capsule for The MISSING: J.J. Macfield and the Island of Memories The MISSING: J.J. Macfield and the Island of Memories

      "Strong emotional connection to characters and story, fostering empathy and personal reflection."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; purely individual experience."

      Capsule for Outer Wilds Outer Wilds

      "No leadership or group management elements; purely individual experience."

    • Progression

      Game with the same Progression vibe

      3

      "Progression through unlocking phone apps and story segments provides a sense of advancement."

      Capsule for Another Lost Phone: Laura's Story Another Lost Phone: Laura's Story

      "Progression through unlocking new phone apps and story segments, accumulating narrative knowledge."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Calm, soothing music and gentle pacing create a relaxing atmosphere despite emotional themes."

      Capsule for When The Past Was Around When The Past Was Around

      "Calm pacing and soothing music create a relaxed atmosphere despite emotional story content."

    • Sensation

      Game with the same Sensation vibe

      1

      "Moderate sensory stimulation through music and art; not focused on intense sensory thrills."

      Capsule for The Journey - Episode 1: Whatever This Is The Journey - Episode 1: Whatever This Is

      "Moderate sensory stimulation through art and music; emotional engagement more prominent than sensory thrills."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition systems present."

      Capsule for Assassin's Creed® Odyssey Assassin's Creed® Odyssey

      "No social status or recognition systems present."

    • Story

      Game with the same Story vibe

      5

      "Narrative-driven game with strong emphasis on story, character development, and lore immersion."

      Capsule for Through the Woods Through the Woods

      "Narrative-driven game with strong emphasis on story immersion and character development."

    • Strategy

      Game with the same Strategy vibe

      1

      "Puzzles require some reasoning but are mostly straightforward; limited strategic planning involved."

      Capsule for Varenje Varenje

      "Minimal strategic or planning elements; puzzles require some reasoning but are straightforward."

    • Thrill

      Game with the same Thrill vibe

      0

      "Emotional tension present but lacks suspense or risk-based thrills."

      Capsule for Emily is Away <3 Emily is Away <3

      "Emotional tension present but no suspense or risk-based thrills."

    • Value

      Game with the same Value vibe

      4

      "Highly praised for low price and amount of content; good value for money."

      Capsule for Bullshot Bullshot

      "Highly praised for delivering meaningful content at a low price, considered good value by players."

    • Violence

      Game with the same Violence vibe

      -5

      "No violent or destructive gameplay elements."

      Capsule for The White Door The White Door

      "No violent or destructive gameplay elements."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat avoidance mechanics; stable and safe narrative environment."

      Capsule for Florence Florence

      "No survival or threat avoidance mechanics; stable and safe narrative environment."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Survival, Violence, Fellowship, Expression. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Fantasy, 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.

    Last update: 30/04/2026