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A YEAR OF SPRINGS similar games & best alternatives

A YEAR OF SPRINGS

PC (Microsoft Windows), Mac, PlayStation 4, Xbox One, Android, Xbox Series X|S, Nintendo Switch, PlayStation 5, Linux • 2021

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Quick resume

Experience the stories of Haru, Erika, and Manami, a trio of friends navigating their feelings of love, connection, and just wanting to belong.

Global score

99/100

Genres

Casual, Indie, Simulator, Adventure, Visual Novel

Similar games

    Pros

    • Authentic and sensitive lgbtq+ representation
    • Heartwarming and relatable characters
    • Multiple endings encouraging replay
    • Calming art style and soundtrack
    • Short and accessible narrative experience

    Cons

    • Short overall playtime
    • Minimal gameplay challenge
    • Some endings feel abrupt or less developed
    • Limited interactivity beyond choices
    • Linear narrative structure in parts

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players make choices that affect endings and character relationships, indicating some control over the narrative."

      Capsule for Highschool Romance Highschool Romance

      "Players make choices that influence character interactions and multiple endings, showing player agency within a narrative framework."

    • Competence

      Game with the same Competence vibe

      -3

      "Gameplay involves reading and making narrative choices with minimal skill challenge or technical complexity."

      Capsule for A Summer's End - Hong Kong 1986 A Summer's End - Hong Kong 1986

      "Gameplay consists mainly of reading and making narrative choices with minimal skill challenge or technical difficulty."

    • Competition

      Game with the same Competition vibe

      -5

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

      Capsule for A Summer's End - Hong Kong 1986 A Summer's End - Hong Kong 1986

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

    • Continuation

      Game with the same Continuation vibe

      2

      "Players often replay to explore multiple endings and collectibles, showing some habitual engagement."

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

      "Players engage with multiple endings and replay to explore different story paths, indicating some habitual engagement."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player visual novel experience focused on individual narrative without multiplayer or teamwork."

      Capsule for I Wani Hug that Gator! I Wani Hug that Gator!

      "Single-player visual novel focused on individual narrative experience without multiplayer or teamwork."

    • Creativity

      Game with the same Creativity vibe

      1

      "Players create narrative outcomes through choices but within a fixed set of storylines and articles."

      Capsule for HEADLINER HEADLINER

      "Players create narrative outcomes through choices, but within predefined storylines and structure."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; interactions are narrative and empathetic."

      Capsule for Road 96 🛣️ Road 96 🛣️

      "No elements of exerting control or superiority over others; interactions are narrative and empathetic."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players immerse in a fictional story world to explore emotional and social themes, providing escape from real life."

      Capsule for Tell Me Why Tell Me Why

      "Players immerse in a fictional, emotionally rich world to explore identity and social issues, providing emotional refuge."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Sonicomi Sonicomi

      "Engagement driven by personal interest and emotional connection rather than obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Branching choices and multiple endings encourage trying different narrative paths and exploring story variations."

      Capsule for The Lion's Song: Episode 1 - Silence The Lion's Song: Episode 1 - Silence

      "Multiple endings and branching choices encourage exploration of different narrative possibilities."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players discover character stories and connections, exploring narrative elements within a fixed environment."

      Capsule for Check it Out! Check it Out!

      "Players explore different perspectives and storylines within the same setting, discovering character insights."

    • Expression

      Game with the same Expression vibe

      2

      "Limited character customization, but players express themselves through dialogue choices and narrative decisions."

      Capsule for NORCO NORCO

      "Players express themselves through choice-driven narrative paths, though no character customization."

    • Fantasy

      Game with the same Fantasy vibe

      -4

      "Realistic portrayal of transgender experiences in Japan; grounded in plausible social situations."

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

      "Strong focus on realistic, grounded experiences of transgender and LGBTQ+ individuals in everyday life."

    • Fellowship

      Game with the same Fellowship vibe

      4

      "Strong themes of family, friendship, and community foster a sense of belonging and connection."

      Capsule for CLANNAD CLANNAD

      "Themes emphasize friendship, community, and emotional support among characters, fostering a sense of belonging."

    • Growth

      Game with the same Growth vibe

      4

      "Narrative centers on personal development, self-acceptance, and emotional growth of characters."

      Capsule for A Summer's End - Hong Kong 1986 A Summer's End - Hong Kong 1986

      "Narrative centers on personal development, self-discovery, and understanding of identity and relationships."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity or health-related gameplay elements; sedentary visual novel experience."

      Capsule for BUSTAFELLOWS BUSTAFELLOWS

      "No physical activity or health-related gameplay elements; sedentary visual novel experience."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused reading and decision-making; not designed for casual or background play."

      Capsule for Werewolf: The Apocalypse — Heart of the Forest Werewolf: The Apocalypse — Heart of the Forest

      "Requires focused reading and decision-making; not designed for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      4

      "Deep emotional connections and exploration of identity and relationships foster intimacy."

      Capsule for We Know the Devil We Know the Devil

      "Strong emotional connections and exploration of close relationships and identity form core of experience."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; focus is on individual narrative experience."

      Capsule for Muv-Luv Alternative Muv-Luv Alternative

      "No leadership or group management elements; focus is on individual narrative experience."

    • Progression

      Game with the same Progression vibe

      3

      "Progression through unlocking endings, chapters, and story content."

      Capsule for Sucker for Love: First Date Sucker for Love: First Date

      "Progression through story chapters and unlocking multiple endings and gallery content."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "Calm, soothing music and gentle pacing create a relaxing and emotionally cathartic experience."

      Capsule for Mr. Saitou Mr. Saitou

      "Calming art style, soothing music, and gentle pacing create a relaxing and emotionally cathartic experience."

    • Sensation

      Game with the same Sensation vibe

      2

      "Pleasant pastel visuals and relaxing music provide moderate sensory stimulation."

      Capsule for Is This Seat Taken? Is This Seat Taken?

      "Pleasant pastel visuals and music provide moderate sensory stimulation aligned with emotional tone."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition mechanics; experience is private and personal."

      Capsule for Higurashi When They Cry Hou - Ch.4 Himatsubushi Higurashi When They Cry Hou - Ch.4 Himatsubushi

      "No social status or recognition mechanics; experience is private and personal."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with complex, interwoven plots and character development."

      Capsule for 428: Shibuya Scramble 428: Shibuya Scramble

      "Strong narrative focus with deep character development and multiple interwoven storylines."

    • Strategy

      Game with the same Strategy vibe

      -4

      "No strategic or problem-solving gameplay; choices are mostly illusory and narrative-driven."

      Capsule for Without a Dawn Without a Dawn

      "Choice-based gameplay involves minimal strategic or analytical thinking; mostly narrative decisions."

    • Thrill

      Game with the same Thrill vibe

      -4

      "Story is emotionally intense but lacks suspense or risk-based thrills."

      Capsule for Lucy -The Eternity She Wished For- Lucy -The Eternity She Wished For-

      "Emotional tension arises from story but lacks suspense or risk-based thrill elements."

    • Value

      Game with the same Value vibe

      3

      "Players perceive good value for time and money due to emotional impact and replayability."

      Capsule for Emily is Away Too Emily is Away Too

      "Players perceive good value for time and money due to emotional impact and replayability."

    • Violence

      Game with the same Violence vibe

      -5

      "No violence or combat; focus on constructive emotional and relational themes."

      Capsule for First Snow First Snow

      "No violence or combat; focus on constructive emotional and social themes."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat avoidance mechanics; stable, low-risk narrative environment."

      Capsule for Please Be Happy Please Be Happy

      "No survival or threat avoidance mechanics; stable, low-risk narrative environment."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Intimacy, Survival, Violence, Competition. It leans lower than usual among comparable games on Fantasy, Strategy, Competence.

    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