Between Time: Escape Room similar games & best alternatives

Between Time: Escape Room

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

Should you play it?

You are going to steal a time machine. In this escape room, you have to travel through time, explore mysterious places and solve puzzles to get priceless treasures. Will you be able to make it back alive?

What works
  • Varied and challenging puzzles
  • Good audiovisual presentation
  • Intuitive hint system
  • Multiple themed environments
  • Satisfying puzzle-solving experience
Things to keep in mind
  • Some puzzles are obscure or confusing
  • Minimal story and character development
  • Short overall playtime
  • Occasional clunky controls and navigation
  • Hints sometimes too revealing or unhelpful

What to play next

Top picks

Games that feel the closest overall

  • Hidden Folks

  • Ahnayro: The Dream World

  • Polda 7

  • CHUCHEL

  • The Case of the Golden Idol

  • The Spiral Scouts

  • Thimbleweed Park™

  • Hidden Through Time 2: Myths & Magic

  • Lumino City

Hidden Gems

Less popular games with surprisingly high similarity

  • Ahnayro: The Dream World

  • Polda 7

  • Lingo 2

If you liked…

Recommendations by what you enjoyed most

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 for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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).

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

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

    4

    "Players have freedom to explore rooms and solve puzzles at their own pace with optional hints."

    Capsule for Gordian Rooms 1: A curious heritage Gordian Rooms 1: A curious heritage

    "Players freely explore rooms and solve puzzles at their own pace with optional hints and no time limits."

  • Competence

    Game with the same Competence vibe

    4

    "The game offers a range of challenging puzzles requiring skill and logical thinking, with feedback through puzzle completion."

    Capsule for The House of Da Vinci 2 The House of Da Vinci 2

    "The game offers a range of puzzle difficulties requiring logical thinking and problem solving, with feedback through puzzle completion."

  • Competition

    Game with the same Competition vibe

    -4

    "Focus is on individual puzzle solving without player-vs-player or leaderboard competition."

    Capsule for Agent A: A puzzle in disguise Agent A: A puzzle in disguise

    "Focus is on individual puzzle solving without any player-vs-player or leaderboard elements."

  • Continuation

    Game with the same Continuation vibe

    2

    "Players often play for several hours and enjoy repeated sessions, though some find it short and repetitive."

    Capsule for Capybara Spa Capybara Spa

    "Players often spend several hours in one or two sessions, but the game is relatively short and not designed for long habitual play."

  • Cooperation

    Game with the same Cooperation vibe

    1

    "Some players enjoy playing with children or family, solving puzzles together, but game is primarily single-player."

    Capsule for CHUCHEL CHUCHEL

    "While primarily single-player, some players mention playing with friends or family for shared puzzle solving."

  • Creativity

    Game with the same Creativity vibe

    3

    "Players create their own solutions and use pen and paper to solve puzzles, encouraging creative thinking."

    Capsule for The Spiral Scouts The Spiral Scouts

    "Players engage in creative problem solving and note-taking; some puzzles encourage thinking outside the box."

  • Domination

    Game with the same Domination vibe

    -5

    "No evidence of exerting control or superiority over others; cooperative and individual puzzle solving."

    Capsule for Storyteller Storyteller

    "No elements of exerting control or superiority over others; cooperative and individual puzzle focus."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game as a mental challenge and distraction, enjoying immersive puzzle solving and story."

    Capsule for Escape Room - Der kranke Kollege Escape Room - Der kranke Kollege

    "Players use the game as a mental challenge and distraction, enjoying immersive puzzle solving and thematic environments."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of intrinsic interest and enjoyment of puzzles, not due to obligation or external pressure."

    Capsule for Patrick's Parabox Patrick's Parabox

    "Players engage voluntarily out of interest and enjoyment of puzzles, not due to obligation or pressure."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Players try new puzzle mechanics and approaches, exploring different solutions."

    Capsule for We Were Here Forever We Were Here Forever

    "Players explore different puzzle mechanics and try various approaches to find solutions."

  • Exploration

    Game with the same Exploration vibe

    3

    "Players explore multiple themed rooms and search for clues and secrets."

    Capsule for Escape From Mystwood Mansion Escape From Mystwood Mansion

    "The game features multiple distinct themed rooms and eras to discover, encouraging curiosity."

  • Expression

    Game with the same Expression vibe

    -3

    "Limited customization or self-expression; players interact with preset environments and puzzles."

    Capsule for The House of Tesla: Definitive Edition The House of Tesla: Definitive Edition

    "Limited customization or self-expression; players interact with preset puzzles and environments."

  • Fantasy

    Game with the same Fantasy vibe

    2

    "Story involves a fictional time loop and mystery with some surreal elements, though grounded in a realistic setting."

    Capsule for Twelve Minutes Twelve Minutes

    "The time travel and treasure hunting story adds a light fictional layer, though story is minimal."

  • Fellowship

    Game with the same Fellowship vibe

    1

    "Some social enjoyment reported in playing with friends or family, but primarily a solo experience."

    Capsule for Frog Detective 1: The Haunted Island Frog Detective 1: The Haunted Island

    "Some players mention enjoying the game socially with others, but primarily a solo experience."

  • Growth

    Game with the same Growth vibe

    4

    "Players develop problem-solving skills and learn puzzle logic throughout gameplay."

    Capsule for Myst III: Exile Myst III: Exile

    "Players develop problem-solving skills and learn puzzle logic throughout gameplay."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay typical of puzzle games."

    Capsule for Monument Valley Monument Valley

    "Sedentary gameplay typical of puzzle and escape room games."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention and active problem solving rather than casual or background play."

    Capsule for Superliminal Superliminal

    "Requires focused attention and active problem solving rather than casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -4

    "Minimal social or emotional connection; mostly solitary puzzle solving."

    Capsule for The Case of the Golden Idol The Case of the Golden Idol

    "Minimal social interaction or emotional connection; mostly solitary puzzle solving."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements present."

    Capsule for FORM FORM

    "No leadership or group management elements present."

  • Progression

    Game with the same Progression vibe

    3

    "Players progress by unlocking new rooms and acquiring puzzle pieces, advancing through the story and environment."

    Capsule for The Room 4: Old Sins The Room 4: Old Sins

    "Players progress by unlocking new rooms and puzzles, gaining achievements and story advancement."

  • Relaxation

    Game with the same Relaxation vibe

    3

    "Game offers a calm, thoughtful puzzle experience with no time pressure, promoting relaxation and flow."

    Capsule for Cartapli : Fold Quest Cartapli : Fold Quest

    "The game offers a calm, thoughtful puzzle experience with no time pressure, promoting flow."

  • Sensation

    Game with the same Sensation vibe

    2

    "Enjoyable audiovisual presentation with soothing music and unique visuals, though not intense sensory stimulation."

    Capsule for Everything Everything

    "Good audiovisual presentation with varied environments and soundtracks, but not intense sensory stimulation."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems involved."

    Capsule for Toby: The Secret Mine Toby: The Secret Mine

    "No social recognition or status systems involved."

  • Story

    Game with the same Story vibe

    1

    "Minimal story with light narrative elements mainly serving as context; not deeply immersive."

    Capsule for Ubinota Ubinota

    "Minimal story present as a light framing device; not a strong narrative focus."

  • Strategy

    Game with the same Strategy vibe

    3

    "Puzzles require logical thinking, pattern recognition, and planning to solve."

    Capsule for Aurora Hills: Chapter 1 Aurora Hills: Chapter 1

    "Puzzles require logical reasoning, pattern recognition, and planning to solve."

  • Thrill

    Game with the same Thrill vibe

    -2

    "Low suspense or risk; puzzles are challenging but not tense or thrilling."

    Capsule for CrossCells CrossCells

    "Low suspense or risk; puzzles are challenging but not designed to create tension or excitement."

  • Value

    Game with the same Value vibe

    2

    "Generally considered good value for a short, polished puzzle game, especially on sale."

    Capsule for Path of Giants Path of Giants

    "Generally considered good value for price, especially on sale, for puzzle enthusiasts."

  • Violence

    Game with the same Violence vibe

    -5

    "No violence or destructive gameplay elements."

    Capsule for Gorogoa Gorogoa

    "No violence or destructive gameplay elements."

  • Survival

    Game with the same Survival vibe

    -5

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

    Capsule for The Room VR: A Dark Matter The Room VR: A Dark Matter

    "No survival or threat avoidance mechanics; stable, safe puzzle environments."

Last update: 10/07/2026