Awkward Dimensions Redux Thumbnail

Awkward Dimensions Redux similar games & best alternatives

Awkward Dimensions Redux

PC (Microsoft Windows), Mac, Linux • 2016

Related articles

Quick resume

They may be awkward dimensions, but they're my dreams...

Global score

81/100

Genres

Adventure, Indie, Free To Play, Music, Puzzle

Similar games

    Pros

    • Unique artistic expression
    • Emotional and introspective experience
    • Gorgeous visuals and soundtrack
    • Free to play
    • Immersive atmosphere

    Cons

    • Clunky controls
    • Short length
    • Some confusing or unclear objectives
    • Lack of polish in some mechanics
    • Not for players seeking traditional gameplay

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have freedom to explore dream environments and solve puzzles with some choice in item use and puzzle approach, though story progression is linear."

      Capsule for The Last Dream: Developer's Edition The Last Dream: Developer's Edition

      "Players explore various dreamlike levels with freedom to interact and interpret, though some puzzles require specific actions."

    • Competence

      Game with the same Competence vibe

      1

      "Gameplay is simple and mostly involves walking and pulling levers; some puzzle elements but minimal skill challenge."

      Capsule for Shattered Lights Shattered Lights

      "Gameplay is simple with basic puzzles and walking mechanics; some challenge in understanding controls and objectives."

    • Competition

      Game with the same Competition vibe

      -5

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

      Capsule for When the Darkness comes When the Darkness comes

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

    • Continuation

      Game with the same Continuation vibe

      2

      "Players often engage in full playthroughs and some replay for emotional impact, but sessions are short."

      Capsule for To the Moon To the Moon

      "Players often replay for emotional impact and developer commentary, though game is short and some skip levels."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Little Inferno Little Inferno

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

    • Creativity

      Game with the same Creativity vibe

      5

      "Highly creative level design with constant surprises, varied mechanics, and upcoming user-generated content."

      Capsule for WHAT THE GOLF? WHAT THE GOLF?

      "Highly creative and experimental with unique level designs, abstract visuals, and artistic expression."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of dominance or power over others; experience is personal and introspective."

      Capsule for Minute of Islands Minute of Islands

      "No elements of dominance or power over others; experience is personal and introspective."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong surreal dreamlike atmosphere and art style provide escapism from reality."

      Capsule for Back to Bed Back to Bed

      "Strong escapism through surreal dreamscapes and emotional journeys away from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and emotional connection, not obligation or external pressure."

      Capsule for Gaokao.Love.100Days Gaokao.Love.100Days

      "Players engage voluntarily out of interest and emotional connection, not obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Game encourages trying new strategies, exploring mechanics, and discovering synergies and events."

      Capsule for Dawnfolk Dawnfolk

      "Encourages exploration of new mechanics, abstract ideas, and interpretive gameplay."

    • Exploration

      Game with the same Exploration vibe

      4

      "Exploration of new, surreal environments and discovery of hidden content is a core part of the experience."

      Capsule for Life Tastes Like Cardboard Life Tastes Like Cardboard

      "Exploring varied, surreal environments and uncovering hidden meanings is a core aspect."

    • Expression

      Game with the same Expression vibe

      5

      "Strong self-expression through hand-drawn art, personal narrative, and direct communication from the developer to the player."

      Capsule for Something for Someone Else Something for Someone Else

      "Strong self-expression through visuals, narrative, and developer commentary revealing personal thoughts."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Dreamlike worlds, surreal elements, and psychological horror create an imaginative fictional experience."

      Capsule for OMORI OMORI

      "Dreamlike, surreal, and abstract scenarios create an imaginative fictional experience."

    • Fellowship

      Game with the same Fellowship vibe

      -5

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

      Capsule for RiME RiME

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

    • Growth

      Game with the same Growth vibe

      3

      "Players develop understanding of the story, puzzles, and characters, gaining emotional and cognitive growth."

      Capsule for Dropsy Dropsy

      "Players gain insight into emotional and artistic growth; some learning through puzzles and interpretation."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention to progress through puzzles and story; not designed for idle play."

      Capsule for Space Pilgrim Episode II: Epsilon Indi Space Pilgrim Episode II: Epsilon Indi

      "Requires focused attention to progress through puzzles and narrative; not designed for idle play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Emotional intimacy through narrative connection with characters and story."

      Capsule for Papo & Yo Papo & Yo

      "Emotional intimacy through connection with developer's personal story and feelings."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; purely individual experience."

      Capsule for NAIAD NAIAD

      "No leadership or group management elements; entirely individual experience."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through levels and puzzle completion, but no item collection or upgrades."

      Capsule for Locked In Mind Locked In Mind

      "Linear progression through levels with some puzzle completion; no item collection or upgrades."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Atmospheric and immersive experience with moments of calm and tension release."

      Capsule for The Dream Machine: Chapter 1 & 2 The Dream Machine: Chapter 1 & 2

      "Atmospheric and immersive with moments of calm and tension release, though some unsettling parts."

    • Sensation

      Game with the same Sensation vibe

      4

      "Strong sensory stimulation through visuals and music, creating emotional impact."

      Capsule for Senza Peso Senza Peso

      "Strong sensory stimulation via visuals, music, and emotional tone creating impactful experiences."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems; focus is on private experience."

      Capsule for THE LONGING THE LONGING

      "No social recognition or status systems; focus is on private experience."

    • Story

      Game with the same Story vibe

      4

      "Narrative is abstract, symbolic, and open to interpretation, but central to the experience."

      Capsule for Eclipsium Eclipsium

      "Narrative is abstract and personal, conveyed through levels and developer commentary."

    • Strategy

      Game with the same Strategy vibe

      -2

      "Minimal strategic challenge; puzzles require some thought but are straightforward."

      Capsule for Rakuen Rakuen

      "Minimal strategic challenge; puzzles are simple and mostly exploratory."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense and unsettling moments, but no intense or continuous thrill elements."

      Capsule for Yume Nikki Yume Nikki

      "Some suspenseful or unsettling moments, but mostly controlled and atmospheric rather than high thrill."

    • Value

      Game with the same Value vibe

      5

      "Highly praised for being a free, short, meaningful experience with strong emotional and social value."

      Capsule for With You With You

      "Highly praised for being free and delivering a meaningful, emotional experience."

    • Violence

      Game with the same Violence vibe

      -3

      "Minimal violence; focus is on exploration and puzzle solving rather than combat or destruction."

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

      "Minimal violence; some abstract or symbolic conflict but mostly non-violent exploration."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat mechanics; stable and safe environments."

      Capsule for Exo One Exo One

      "No survival or threat mechanics; stable and safe environments."

    Analysis

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

    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