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At Home Alone similar games & best alternatives

At Home Alone

PC (Microsoft Windows) • 2018

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Quick resume

This is a recreational healing Mini-plot game explored at home. Players will play and wander around the house from the perspective of a little girl. What will she do when she is alone? What strange stories will happen in the process, and in the process of exploration, you may find some strange secrets....

Global score

85/100

Genres

Adventure, Casual, Indie, Role-playing (RPG), Simulator, Strategy, Free To Play

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    Pros

    • Intriguing psychological horror story
    • Short and free to play
    • Multiple endings and secrets
    • Simple and charming art style
    • Encourages exploration and replay

    Cons

    • Poor english translation
    • Repetitive gameplay due to multiple playthroughs
    • Confusing progression and obscure secrets
    • Lack of in-game guidance
    • Some crashes and bugs reported

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players make choices affecting multiple endings and decide how to explore the mansion, though gameplay is mostly linear walking and puzzle solving."

      Capsule for Bucket Detective Bucket Detective

      "Players can explore the house and make choices affecting different endings, but progression requires following certain obscure steps and repeated playthroughs."

    • Competence

      Game with the same Competence vibe

      1

      "Gameplay involves simple puzzles and exploration with some stealth elements; not highly challenging but requires some problem solving."

      Capsule for Dreamfall Chapters Dreamfall Chapters

      "Gameplay is simple and intuitive with minimal challenge, but requires some puzzle solving and exploration to uncover secrets."

    • Competition

      Game with the same Competition vibe

      -5

      "Single-player experience with no competitive elements or comparison to others."

      Capsule for The Survey The Survey

      "Single-player experience with no competitive elements or comparison to others."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players often replay to unlock multiple endings and achievements, though some find replaying entire chapters tedious."

      Capsule for Children of Silentown Children of Silentown

      "Players are encouraged to replay multiple times to unlock all endings and achievements, though some find repetition tedious."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Just Ignore Them Just Ignore Them

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

    • Creativity

      Game with the same Creativity vibe

      2

      "Players experiment with different dialogue choices and paths, but within predefined story structures."

      Capsule for TELEFORUM TELEFORUM

      "Players experiment with different dialogue choices and exploration paths to reveal story branches, but within a fixed structure."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power dynamics; interactions are solitary and narrative-driven."

      Capsule for Eternal Threads Eternal Threads

      "No social or power dynamics; interactions are solitary and narrative-driven."

    • Escapism

      Game with the same Escapism vibe

      3

      "Provides immersive horror atmosphere and distraction from real life through exploration and suspense."

      Capsule for Perception Perception

      "Provides a psychological horror experience that distracts from real life, with an unsettling atmosphere and story."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily driven by curiosity and interest in the story and experience, not obligation or pressure."

      Capsule for Buddy Simulator 1984 Buddy Simulator 1984

      "Players engage voluntarily out of curiosity and interest in the story; no obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Encourages trying different dialogue options and replaying to explore alternate endings and story branches."

      Capsule for Quarantine Circular Quarantine Circular

      "Encourages trying different dialogue options and replaying to discover new story elements and endings."

    • Exploration

      Game with the same Exploration vibe

      3

      "Exploring the house and uncovering secrets and story elements is a core part of gameplay."

      Capsule for At Home Alone Final At Home Alone Final

      "Exploring the house and interacting with objects is key to uncovering secrets and progressing the story."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or player expression; fixed environment and presentation."

      Capsule for The Survey The Survey

      "No character customization or player expression; fixed character and environment presentation."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Psychological horror with surreal and supernatural elements, blending fiction with realistic themes."

      Capsule for DEAD LETTER DEPT. DEAD LETTER DEPT.

      "Features a surreal, psychological horror narrative with supernatural and mysterious elements beyond realistic experience."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; purely individual play."

      Capsule for SPACEPLAN SPACEPLAN

      "No social or community features; purely individual play."

    • Growth

      Game with the same Growth vibe

      2

      "Players learn puzzle solutions and story progression through repeated attempts and exploration."

      Capsule for Disturbed Disturbed

      "Players learn story details and puzzle solutions through repeated play and exploration."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for Moral Dilemma: The Interview Moral Dilemma: The Interview

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention to solve puzzles and progress; not designed for casual or background play."

      Capsule for Sam & Max: Beyond Time and Space Sam & Max: Beyond Time and Space

      "Requires focused attention to progress and solve puzzles; not designed for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social interactions or relationship building; solitary experience."

      Capsule for Spirit of the North Spirit of the North

      "No social interactions or relationship building; solitary experience."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements."

      Capsule for High On Life High On Life

      "No leadership or group management elements."

    • Progression

      Game with the same Progression vibe

      2

      "Progression is narrative-based through unlocking endings and achievements rather than item or power accumulation."

      Capsule for The Stanley Parable The Stanley Parable

      "Progression is narrative-based through unlocking endings and achievements rather than item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Atmosphere creates tension and suspense but also moments of calm exploration; moderate relaxation."

      Capsule for The Last NightMary - A Lenda do Cabeça de Cuia The Last NightMary - A Lenda do Cabeça de Cuia

      "Atmosphere mixes calm exploration with unsettling tension; not fully relaxing but not highly stressful."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visuals and sound design create an eerie and immersive mood, though not highly stimulating or intense."

      Capsule for The Almost Gone The Almost Gone

      "Simple visuals and sound create an eerie mood; some players find the audio and atmosphere stimulating."

    • 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-driven with psychological horror elements and multiple endings."

      Capsule for [Chilla's Art] Night Delivery | 例外配達 [Chilla's Art] Night Delivery | 例外配達

      "Strong narrative focus with multiple endings and a mysterious, psychological horror plot."

    • Strategy

      Game with the same Strategy vibe

      1

      "Requires some problem solving and puzzle strategy but overall straightforward gameplay."

      Capsule for REVEIL REVEIL

      "Requires some puzzle solving and decision-making but overall straightforward gameplay."

    • Thrill

      Game with the same Thrill vibe

      2

      "Creates suspense and unease through atmosphere and narrative, but lacks traditional jump scares or high-risk gameplay."

      Capsule for Paratopic Paratopic

      "Creates suspense and unease through atmosphere and story twists rather than jump scares."

    • Value

      Game with the same Value vibe

      5

      "Free to play with creative gameplay; many players feel good value for time invested."

      Capsule for Color Symphony Color Symphony

      "Free to play with a short but intriguing experience; players feel good value for time invested."

    • Violence

      Game with the same Violence vibe

      1

      "Contains narrative elements of violence but gameplay is non-violent and focused on story."

      Capsule for The Terrible Old Man The Terrible Old Man

      "Contains mild violent themes and some implied violence, but gameplay is non-combative."

    • Survival

      Game with the same Survival vibe

      -3

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

      Capsule for Kidnapped Girl Kidnapped Girl

      "No survival mechanics or threat management; stable environment with narrative tension."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Value. It leans lower than usual among comparable games on Survival, 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