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Astrologaster similar games & best alternatives

Astrologaster

PC (Microsoft Windows), iOS, Nintendo Switch, Mac • 2019

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Quick resume

Astrologaster is a comedy game set in Shakespeare’s London. Play as 'Doctor' Simon Forman and treat his patients using astrology. A story-driven adventure based on a truly ridiculous story.

Global score

95/100

Genres

Adventure, Casual, Indie, Visual Novel, Strategy

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    Pros

    • Witty and humorous writing
    • Excellent voice acting and music
    • Unique historical setting and narrative
    • Engaging character-driven story
    • Good value for price and length

    Cons

    • Limited gameplay mechanics
    • Linear story with low replayability
    • Lack of manual save and save slots
    • Some choices have unclear consequences
    • Static visuals and repetitive scenes

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players make meaningful choices affecting story outcomes and character fates, indicating control over decisions rather than following fixed routines."

      Capsule for Lorelai Lorelai

      "Players make choices in astrological readings affecting outcomes, showing some control over decisions despite linear narrative."

    • Competence

      Game with the same Competence vibe

      2

      "The game involves uncovering information and making strategic decisions, requiring some skill and thought, though gameplay is mostly reading and choice selection."

      Capsule for Fatal Twelve Fatal Twelve

      "Players engage in interpreting clues and history to make decisions, requiring some skill and knowledge, though gameplay is simple."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal narrative experience and choices without comparison or competition against others."

      Capsule for Quarantine Circular Quarantine Circular

      "Focus is on personal narrative experience and decision-making without direct comparison or competitive modes."

    • Continuation

      Game with the same Continuation vibe

      1

      "Players show interest in replaying for achievements and exploring, but game is short and linear, limiting habitual play."

      Capsule for The Uncertain: Last Quiet Day The Uncertain: Last Quiet Day

      "Game encourages replay to explore alternate outcomes but length and linearity reduce strong habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience focused on individual decision making with no multiplayer or teamwork elements."

      Capsule for Reigns: Her Majesty Reigns: Her Majesty

      "Single-player experience focused on individual decision-making with no multiplayer or teamwork elements."

    • Creativity

      Game with the same Creativity vibe

      1

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

      Capsule for A YEAR OF SPRINGS A YEAR OF SPRINGS

      "Players creatively interpret astrological charts and historical knowledge but within predefined story structure."

    • Domination

      Game with the same Domination vibe

      -5

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

      Capsule for Cloudpunk Cloudpunk

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

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong escapist appeal through humor, absurdity, and fantasy setting."

      Capsule for Armed and Dangerous® Armed and Dangerous®

      "Strong escapism through immersion in historical setting, humor, and narrative distinct from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic interest in story and history without obligation or pressure."

      Capsule for Ken Follett's The Pillars of the Earth Ken Follett's The Pillars of the Earth

      "Players engage voluntarily for intrinsic interest in story, humor, and history without obligation or pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players explore different story paths and endings, experimenting with choices and outcomes."

      Capsule for [Chilla's Art] Parasocial | パラソーシャル [Chilla's Art] Parasocial | パラソーシャル

      "Players explore different choices and outcomes, experimenting with advice and story branches."

    • Exploration

      Game with the same Exploration vibe

      -2

      "Exploration is limited to narrative choices within known story settings; no physical or open-world exploration."

      Capsule for Eternal Hour: Golden Hour Eternal Hour: Golden Hour

      "Exploration is limited to narrative choices within known historical and story contexts, no physical exploration."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited customization; expression occurs mainly through choice of dialogue rather than avatar or environment personalization."

      Capsule for Purrfect Apawcalypse: Love at Furst Bite Purrfect Apawcalypse: Love at Furst Bite

      "Limited customization; expression mainly through choice of dialogue options rather than avatar or environment."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Game blends historical accuracy with exaggerated and humorous fictional elements creating imaginative fiction."

      Capsule for Yasuke Simulator Yasuke Simulator

      "Engages players in imaginative fiction blending historical fact with comedic and fictionalized elements."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Experience is solitary with no social or community features."

      Capsule for Firework Firework

      "Experience is solitary with no social or community features."

    • Growth

      Game with the same Growth vibe

      2

      "Players develop deductive reasoning and puzzle-solving skills through gameplay."

      Capsule for Mountain Crime: Requital Mountain Crime: Requital

      "Players learn historical context and develop deductive reasoning through gameplay."

    • 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

      -3

      "Requires focused attention on dialogue and choices; not designed for background or idle play."

      Capsule for Mask of the Rose Mask of the Rose

      "Requires focused attention on dialogue and choices; not designed for background or idle play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited to narrative relationships; no social or emotional sharing with other players."

      Capsule for Lost in Random™ Lost in Random™

      "Limited to narrative relationships; no real social interaction or emotional sharing with other players."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles; player acts individually."

      Capsule for A.I.L.A A.I.L.A

      "No leadership or group management roles; player acts individually."

    • Progression

      Game with the same Progression vibe

      2

      "Some progression through story and unlocking journal entries and achievements."

      Capsule for Runo Runo

      "Progression through gaining letters of recommendation and unlocking story outcomes."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "Balanced challenge and humor create a relaxing and enjoyable flow state."

      Capsule for The Book of Unwritten Tales The Book of Unwritten Tales

      "Calm, humorous narrative with balanced challenge provides a relaxing experience."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable voice acting, music, and visual style provide moderate sensory stimulation and emotional fun."

      Capsule for DateBoy DateBoy

      "Enjoyable auditory and visual stimuli through voice acting, music, and art style."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems; focus is on personal narrative."

      Capsule for Left on Read Left on Read

      "No social recognition or status systems; focus is on personal narrative."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with memorable characters, humor, and plot."

      Capsule for The Curse of Monkey Island The Curse of Monkey Island

      "Strong narrative immersion with well-developed characters, humor, and historical plot."

    • Strategy

      Game with the same Strategy vibe

      1

      "Some puzzle solving and clue ordering require basic reasoning, but overall mental challenge is light."

      Capsule for 9 Clues 2: The Ward 9 Clues 2: The Ward

      "Some mental challenge in interpreting clues and choosing advice, but overall simple decision-making."

    • Thrill

      Game with the same Thrill vibe

      0

      "Minimal suspense or risk; some tension from timing but overall low thrill factor."

      Capsule for Shift Shift

      "Minimal suspense or risk; mostly lighthearted and comedic tone."

    • Value

      Game with the same Value vibe

      4

      "Players perceive good value for time and money due to quality storytelling, production, and gameplay length."

      Capsule for The Drifter The Drifter

      "Players perceive good value for time and money due to unique story, humor, and production quality."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay; focus on narrative and interaction."

      Capsule for KinitoPET KinitoPET

      "No combat or destructive gameplay; focus on narrative and dialogue."

    • Survival

      Game with the same Survival vibe

      -4

      "No survival mechanics; low risk environment."

      Capsule for Scrap Garden Scrap Garden

      "No survival mechanics; low risk environment focused on story."

    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 Story. It leans lower than usual among comparable games on Exploration, Creativity.

    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