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A Place, Forbidden similar games & best alternatives

A Place, Forbidden

PC (Microsoft Windows) • 2020

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Quick resume

A Place, Forbidden is a first-person, lo-fi horror-puzzle game set in the Library of Ouroboros, a seemingly innocuous library that, rumor has it, contains knowledge not meant for the eyes of mortal man. We hope you enjoy your visit.

Global score

85/100

Genres

Adventure, Casual, Free To Play, Indie, Puzzle

Similar games

    Pros

    • Immersive lovecraftian atmosphere
    • Challenging and logical puzzles
    • Well-written narrative and lore
    • Free to play with substantial content
    • Unique retro low-poly visual style

    Cons

    • Lack of save slots frustrates replay
    • Some puzzles can be obtuse or vague
    • Slow movement and controls
    • Minor technical issues and optimization
    • No multiplayer or social features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players explore and solve puzzles at their own pace with freedom to investigate environments; linear but with some choice in exploration."

      Capsule for The Alien Cube The Alien Cube

      "Players explore and solve puzzles at their own pace with freedom to investigate the environment and read lore, indicating high autonomy."

    • Competence

      Game with the same Competence vibe

      3

      "Puzzles require thought and item examination, providing a moderate challenge and skill engagement."

      Capsule for Lake Haven - Chrysalis Lake Haven - Chrysalis

      "Puzzles require critical thinking and note-taking, providing a moderate challenge and sense of skill mastery."

    • Competition

      Game with the same Competition vibe

      -5

      "No evidence of competitive elements; focus is on personal exploration and puzzle solving."

      Capsule for Toilet Chronicles Toilet Chronicles

      "No evidence of competitive elements; focus is on personal exploration and puzzle solving."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players express desire to replay for multiple endings and collectibles, though game length is short and some find replayability limited."

      Capsule for REVEIL REVEIL

      "Some players replay to discover alternate endings and collectables, but overall short playtime and limited replay value."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience with no multiplayer or cooperative gameplay."

      Capsule for Stray Stray

      "Single-player experience with no multiplayer or cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players engage in puzzle solving and some item combination, but no creation or modification of game elements."

      Capsule for Eventide: Slavic Fable Eventide: Slavic Fable

      "Players engage in puzzle solving and interpretation of lore, but no creation or modification of game elements."

    • Domination

      Game with the same Domination vibe

      -5

      "No social or power dynamics; experience is solitary and non-competitive."

      Capsule for The Cubicle. The Cubicle.

      "No social or power dynamics; experience is solitary and non-competitive."

    • Escapism

      Game with the same Escapism vibe

      4

      "Atmospheric horror and immersive storytelling provide a strong escape from reality."

      Capsule for Don't Escape Trilogy Don't Escape Trilogy

      "Strong atmospheric horror and immersive storytelling provide an escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and intrinsic motivation; no obligation or pressure."

      Capsule for Perspective Perspective

      "Players engage voluntarily out of interest and intrinsic motivation; no obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Encourages trying different puzzle approaches and exploration of environments."

      Capsule for Myst Myst

      "Exploration of changing environments and puzzle experimentation encourages trying new approaches."

    • Exploration

      Game with the same Exploration vibe

      4

      "Game emphasizes discovering new rooms, secrets, and navigating a complex house environment."

      Capsule for Sucker for Love: Date to Die For Sucker for Love: Date to Die For

      "Game emphasizes discovering new rooms, secrets, and lore in a shifting library environment."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or player expression features."

      Capsule for Poppy Playtime Poppy Playtime

      "No character customization or player expression features."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong Lovecraftian and cosmic horror themes with imaginative fiction and surreal elements."

      Capsule for Dread X Collection 2 Dread X Collection 2

      "Strong Lovecraftian and cosmic horror themes create an imaginative, surreal experience."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; solitary gameplay."

      Capsule for Alan Wake Alan Wake

      "No social or community features; solitary gameplay."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop problem-solving skills and understanding of story through puzzle solving and exploration."

      Capsule for Never Again Never Again

      "Players develop problem-solving skills and uncover story elements through reading and puzzle solving."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity involved."

      Capsule for World of Tanks Blitz World of Tanks Blitz

      "Sedentary gameplay with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention to explore and solve puzzles; not a casual or background game."

      Capsule for The Vanishing of Ethan Carter The Vanishing of Ethan Carter

      "Requires sustained attention to puzzles and exploration; not a casual or background game."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional connections formed within gameplay."

      Capsule for Death to Spies: Moment of Truth Death to Spies: Moment of Truth

      "No social or emotional connections formed within gameplay."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements present."

      Capsule for Stray Stray

      "No leadership or group management elements present."

    • Progression

      Game with the same Progression vibe

      3

      "Progression through collecting items, solving puzzles, and unlocking new areas."

      Capsule for Mountain Crime: Requital Mountain Crime: Requital

      "Progression through unlocking new areas, solving puzzles, and collecting lore items."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Atmosphere is immersive and dark but not overly tense; some players find it engaging and relaxing."

      Capsule for Yesterday Yesterday

      "Atmosphere is tense and eerie but lacks jump scares; some players find it immersive and calming."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visual and auditory design create an evocative and sometimes unsettling sensory experience."

      Capsule for tomorrow won't come for those without ██████ tomorrow won't come for those without ██████

      "Visual and audio design create a distinctive, unsettling sensory experience."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems."

      Capsule for Alan Wake Alan Wake

      "No social recognition or status systems."

    • Story

      Game with the same Story vibe

      4

      "Narrative is delivered through environmental storytelling, cryptic lore, and the evolving manual, engaging players deeply."

      Capsule for TUNIC TUNIC

      "Narrative is delivered through environmental storytelling, books, and notes, engaging players in lore."

    • Strategy

      Game with the same Strategy vibe

      3

      "Puzzles require logical thinking and planning to solve."

      Capsule for Creepy Tale Creepy Tale

      "Puzzles require logical thinking and planning to solve."

    • Thrill

      Game with the same Thrill vibe

      2

      "Creates suspense and eerie tension through atmosphere rather than jump scares or high risk."

      Capsule for Chasing Static Chasing Static

      "Atmospheric tension builds unease and dread without jump scares or high risk."

    • Value

      Game with the same Value vibe

      5

      "Highly praised as a free game with quality content and replayability."

      Capsule for Friendly Fire Friendly Fire

      "Highly praised for being a free, well-crafted game with substantial content and replayability."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay; focus on exploration and puzzle solving."

      Capsule for Hypnospace Outlaw Hypnospace Outlaw

      "No combat or destructive gameplay; focus on exploration and puzzle solving."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival mechanics or threats; stable environment."

      Capsule for Greetings Greetings

      "No survival mechanics or threats to avoid; stable environment despite eerie atmosphere."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Survival, Violence, Fellowship, Expression. Here, the score leans higher than usual among comparable games on Thrill, Value. It leans lower than usual among comparable games on Expression.

    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