Asleep: Act 1 similar games & best alternatives

Asleep: Act 1

Linux, PC (Microsoft Windows), Mac • 2024

Should you play it?

Immersed in her nightmares, in a chaotic reality, confused and all alone. The only safe place is her room, but not forever... She wanders through an empty city and strange places while fleeing from creatures lurking in the darkness to find out what's going on. You are in the skin of Ana Lúcia.

What works
  • Strong atmospheric psychological horror
  • Beautiful pixel art and animations
  • Engaging narrative with brazilian cultural setting
  • Good voice acting and sound design
  • Accessible price and short playtime
Things to keep in mind
  • Gameplay bugs and softlocks reported
  • Controls sometimes unresponsive or delayed
  • Short length and limited exploration
  • Some puzzles and mechanics lack clarity
  • Frustrating chase sequences and enemy interactions

What to play next

Top picks

Games that feel the closest overall

  • Late Homework | 遅れた宿題

  • Someday You'll Return: Director's Cut

  • Causality

  • Hollow Cocoon

  • Subnautica

  • SCP: Secret Files

  • One-Eyed Likho

  • Love, Sam

  • Abyss School

Search more ->

Hidden Gems

Less popular games with surprisingly high similarity

  • THE MUTE HOUSE

  • OH DEMON! Fix my TV

  • Feed the Deep

If you liked…

Recommendations by what you enjoyed most

  • Story

    PROXIMATE

  • Escapism

    While We Wait Here

  • Fantasy

    Dark PGT

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot to preview that game in the panel on the right; click to keep that comparison.
  • 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 (hidden on purpose).

Asleep: Act 1: A very typical example of its motivational profile. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Leadership. Here, the score leans higher than usual among comparable games on Expression, Story. It leans lower than usual among comparable games on Violence.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    3

    "Players explore multiple locations, solve puzzles, and choose how to approach hidden object scenes or adventure mode, indicating moderate player control."

    Capsule for True Fear: Forsaken Souls Part 1 True Fear: Forsaken Souls Part 1

    "Players explore freely within the environment, solve puzzles, and make decisions in a point-and-click adventure style, indicating moderate player control."

  • Competence

    Game with the same Competence vibe

    2

    "Game involves simple tasks and puzzles with some stealth elements; skill challenge is moderate but not high."

    Capsule for Born Into Fear Born Into Fear

    "The game involves puzzle solving and some stealth mechanics that require skill and timing, but overall the challenges are moderate and sometimes simple."

  • Competition

    Game with the same Competition vibe

    -5

    "No evidence of competitive elements; gameplay is single-player and focused on personal exploration and story progression."

    Capsule for Harvester Harvester

    "No evidence of competitive elements; gameplay is single-player and focused on personal exploration and story."

  • Continuation

    Game with the same Continuation vibe

    2

    "Players report habitual play, replaying arenas and training; some frustration with bugs may reduce continuous engagement."

    Capsule for Gladius | Gladiator VR Sword fighting Gladius | Gladiator VR Sword fighting

    "Players show interest in continuing to next acts and replaying for achievements, but some frustration with bugs and short length may reduce habitual play."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player experience with no cooperative gameplay elements."

    Capsule for POSTAL: Brain Damaged POSTAL: Brain Damaged

    "Entirely single-player experience with no cooperative gameplay elements."

  • Creativity

    Game with the same Creativity vibe

    3

    "Players engage in puzzle solving and exploration but limited creation or modification of game elements."

    Capsule for Penelope Pendrick and the Art of Deceit Penelope Pendrick and the Art of Deceit

    "Players engage in exploration, puzzle solving, and uncovering story elements; some customization of interaction but limited creation/modification."

  • Domination

    Game with the same Domination vibe

    -5

    "No social dominance or power over others; interactions are narrative-driven and individual."

    Capsule for Asbury Pines Asbury Pines

    "No social dominance or power over others; interactions are individual and narrative-focused."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players immerse in a surreal, psychological horror narrative to escape real life, reflecting on deep emotional themes."

    Capsule for While We Wait Here While We Wait Here

    "The psychological horror and surreal narrative provide strong escapism from real life, immersing players in a nightmare world."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest and curiosity; no indication of obligation or pressure to play."

    Capsule for FLATHEAD FLATHEAD

    "Players engage voluntarily out of interest and curiosity; no indication of obligation or external pressure to play."

  • Experimenting

    Game with the same Experimenting vibe

    2

    "Players explore different perspectives and try various puzzle solutions, but overall gameplay follows established adventure game routines."

    Capsule for The Testament of Sherlock Holmes The Testament of Sherlock Holmes

    "Players explore environments and try different puzzle solutions, but gameplay follows established adventure game conventions."

  • Exploration

    Game with the same Exploration vibe

    3

    "Exploration of strange, varied environments with hidden secrets and multiple areas, though some navigation is confusing."

    Capsule for GOHOME GOHOME

    "Exploration of a surreal, changing environment with secrets and multiple paths, though some areas are locked or inaccessible."

  • Expression

    Game with the same Expression vibe

    2

    "Limited character customization but players can 'express' themselves by interacting with environment and items in various ways."

    Capsule for Edna & Harvey: The Breakout Edna & Harvey: The Breakout

    "Players can interact with diary and some environment elements, but limited character or environment customization."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Strong surreal and psychological horror themes create an imaginative, fictional experience."

    Capsule for Dark PGT Dark PGT

    "Strong psychological horror and surreal nightmare themes create an imaginative, fictional experience."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; experience is solitary."

    Capsule for SCP: Ground Zero SCP: Ground Zero

    "No social or community features; experience is solitary."

  • Growth

    Game with the same Growth vibe

    2

    "Players learn puzzle solutions and story details, gaining knowledge and skills to progress."

    Capsule for Corpse Party (2021) Corpse Party (2021)

    "Players learn puzzle mechanics and story progression, gaining knowledge and skills within the game."

  • Health

    Game with the same Health vibe

    -5

    "No physical activity or health-related gameplay; sedentary play."

    Capsule for The Horror Of Salazar House The Horror Of Salazar House

    "No physical activity or health-related gameplay; sedentary play."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention and interaction; not designed for background or idle play."

    Capsule for The Unfinished Swan The Unfinished Swan

    "Requires focused attention and deliberate interaction; not designed for idle or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No evidence of close social relationships or emotional sharing; single-player narrative focus."

    Capsule for FINAL FANTASY II FINAL FANTASY II

    "No evidence of close social relationships or emotional sharing; single-player narrative."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; solo play only."

    Capsule for Soulstone Survivors Soulstone Survivors

    "No leadership or group management roles; solo play only."

  • Progression

    Game with the same Progression vibe

    3

    "Players collect items and unlock new areas and story content, showing clear progression."

    Capsule for Beyond The Edge Of Owlsgard Beyond The Edge Of Owlsgard

    "Players collect items, unlock new areas, and advance the story, showing clear progression."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "Tense and anxiety-inducing atmosphere with moments of suspense; not primarily relaxing."

    Capsule for Voyager-19 Voyager-19

    "Tense atmosphere with moments of suspense and anxiety; not primarily relaxing or flow-inducing."

  • Sensation

    Game with the same Sensation vibe

    3

    "Strong atmospheric audio-visual design creates sensory engagement and emotional tension."

    Capsule for The Last Case of John Morley The Last Case of John Morley

    "Strong atmospheric audio-visual design creates emotional tension and sensory engagement."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems present."

    Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

    "No social recognition or status systems present."

  • Story

    Game with the same Story vibe

    5

    "Narrative immersion is central, with rich character development, emotional storytelling, and environmental lore."

    Capsule for PROXIMATE PROXIMATE

    "Narrative immersion is central, with environmental storytelling, character development, and mystery."

  • Strategy

    Game with the same Strategy vibe

    2

    "Puzzle solving and stealth require some planning and problem solving, though not highly complex."

    Capsule for Fear the Spotlight Fear the Spotlight

    "Puzzle solving and stealth require some planning and problem solving, though not highly complex."

  • Thrill

    Game with the same Thrill vibe

    3

    "Psychological horror and chase sequences provide suspense and tension."

    Capsule for Layers of Fear Layers of Fear

    "Psychological horror and chase sequences provide suspense and tension."

  • Value

    Game with the same Value vibe

    4

    "Players perceive good value for price given the unique experience and quality despite short length."

    Capsule for Platform 8 Platform 8

    "Players perceive good value for price due to quality, atmosphere, and cultural uniqueness despite short length."

  • Violence

    Game with the same Violence vibe

    -3

    "No combat or destruction; gameplay focuses on evasion and puzzle solving rather than violence."

    Capsule for Causality Causality

    "No combat or destruction; gameplay focuses on avoidance and puzzle solving rather than violence."

  • Survival

    Game with the same Survival vibe

    3

    "Players must avoid monster attacks and manage limited resources like light bulbs to survive and progress."

    Capsule for Zoonomaly Zoonomaly

    "Players must avoid monsters and manage light and sanity to survive, adding survival elements."

Last update: 19/07/2026