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Blackwood Crossing similar games & best alternatives

Blackwood Crossing

PC (Microsoft Windows), Xbox One, PlayStation 4 • 2017

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Quick resume

Blackwood Crossing is a story-driven first-person adventure game. An intriguing and emotive tale exploring the fragile relationship between orphaned siblings, Scarlett and Finn. When their paths cross with a mysterious figure, an ordinary train ride evolves into a magical story of life, love and loss.

Global score

83/100

Genres

Adventure, Indie

Similar games

    Pros

    • Emotional and touching story
    • Beautiful art style and soundtrack
    • Well-done voice acting
    • Creative and symbolic narrative
    • Short and focused experience

    Cons

    • Slow character movement
    • Short gameplay length
    • Some technical issues and clunky controls
    • Limited puzzle complexity
    • Price considered high by some for content

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have control over exploration, dialogue choices, and puzzle solving, though within a structured narrative."

      Capsule for The 25th Ward: The Silver Case The 25th Ward: The Silver Case

      "Players control Scarlett and make decisions about puzzle solving and dialogue order, with some freedom in exploration within a linear narrative."

    • Competence

      Game with the same Competence vibe

      1

      "Gameplay is mostly simple point-and-click with some puzzles and a few challenging minigames, but overall low difficulty."

      Capsule for Cats and the Other Lives Cats and the Other Lives

      "Gameplay consists mostly of simple puzzles and walking; some challenge in puzzle order and item use but overall low difficulty."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements; focus is on personal emotional experience and story."

      Capsule for Last Day of June Last Day of June

      "No competitive elements; focus is on personal emotional experience and story."

    • Continuation

      Game with the same Continuation vibe

      -3

      "Short game length (~2-3 hours) with low replay value; players tend to finish once and move on."

      Capsule for Gone Home Gone Home

      "Short game (~2-3 hours) with limited replay value; some players found slow pace discouraging for extended play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience focused on individual story; no multiplayer or cooperative gameplay."

      Capsule for Perfect Tides Perfect Tides

      "Single-player experience focused on individual story; no multiplayer or cooperative play."

    • Creativity

      Game with the same Creativity vibe

      3

      "Creative use of narrative integrated with gameplay mechanics and puzzle design."

      Capsule for Pretentious Game Pretentious Game

      "Creative narrative and puzzle design with symbolic environments and imaginative storytelling."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; story-driven and empathetic."

      Capsule for 1979 Revolution: Black Friday 1979 Revolution: Black Friday

      "No elements of dominance or control over others; story-driven and empathetic experience."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong escapism through immersive fantasy storytelling and character-driven narrative providing distraction and emotional engagement."

      Capsule for Tavern Talk - A Cozy Visual Novel Tavern Talk - A Cozy Visual Novel

      "Strong emotional immersion and escapism through surreal narrative and fantasy elements."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for emotional and narrative experience without obligation or pressure."

      Capsule for Paws - A Shelter 2 Game Paws - A Shelter 2 Game

      "Players engage voluntarily for emotional and narrative experience without external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Some experimentation with puzzle solutions and interaction mechanics, but within a guided linear progression."

      Capsule for Red Matter Red Matter

      "Some experimentation with puzzle solutions and dialogue order, but mostly linear progression."

    • Exploration

      Game with the same Exploration vibe

      1

      "Limited exploration in a small, detailed world; some curiosity-driven activities but mostly linear."

      Capsule for Atma Atma

      "Limited exploration within linear environments; some repeated locations with minor changes."

    • Expression

      Game with the same Expression vibe

      2

      "Dialogue choices allow some self-expression; limited character customization."

      Capsule for Firewatch Firewatch

      "Some character expression through dialogue choices and interaction with environment, but limited customization."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong surreal and psychological fantasy themes with symbolic and dreamlike settings."

      Capsule for Mind Snares: Alice's Journey Mind Snares: Alice's Journey

      "Surreal and symbolic narrative with fantasy elements like magical butterflies and dreamlike settings."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Focus on individual experience; minimal social or community interaction."

      Capsule for Wolf Tails Wolf Tails

      "Focus on individual experience; minimal social interaction or community involvement."

    • Growth

      Game with the same Growth vibe

      3

      "Players experience emotional growth and personal reflection through story themes of relationships and independence."

      Capsule for First Snow First Snow

      "Emotional and personal growth themes; players reflect on relationships and forgiveness."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity elements."

      Capsule for Sticky Business Sticky Business

      "Sedentary gameplay with no physical activity elements."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires player attention and focus; some slow walking but not idle or background play."

      Capsule for Atma Atma

      "Requires focused attention during play; slow walking pace but not designed for background play."

    • Intimacy

      Game with the same Intimacy vibe

      4

      "Strong emotional connection and sharing of intimate family experiences conveyed through narrative."

      Capsule for That Dragon, Cancer That Dragon, Cancer

      "Strong emotional connection and intimate storytelling about sibling relationships and loss."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management; single-player narrative focus."

      Capsule for Alpha Polaris : A Horror Adventure Game Alpha Polaris : A Horror Adventure Game

      "No leadership or group management; single-player narrative focus."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through story and puzzle completion with collectible items, but no character upgrades or power accumulation."

      Capsule for KARMA: The Dark World KARMA: The Dark World

      "Progression through story and puzzle completion; some collectible achievements but no power growth."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Calm, thoughtful pacing with emotional depth provides a relaxing and contemplative experience."

      Capsule for Speed Dating for Ghosts Speed Dating for Ghosts

      "Calm, reflective pacing with emotional flow; some tension from story but overall soothing atmosphere."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable visual and auditory presentation with satisfying animations and music."

      Capsule for Pyrene Pyrene

      "Enjoyable visual and auditory presentation with emotional music and expressive animation."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition mechanics; private personal experience."

      Capsule for Harmonia Harmonia

      "No social status or recognition mechanics; private personal experience."

    • Story

      Game with the same Story vibe

      5

      "Central narrative experience with deep emotional and metaphorical storytelling."

      Capsule for Papo & Yo Papo & Yo

      "Central narrative focus with emotional, symbolic, and immersive storytelling."

    • Strategy

      Game with the same Strategy vibe

      -2

      "Simple puzzles require some thought but no deep strategic planning."

      Capsule for The Good Time Garden The Good Time Garden

      "Simple puzzles requiring some thought but no complex strategy or planning."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense and emotional tension in story, but no high-risk or adrenaline gameplay."

      Capsule for Memory Oblivion Box Memory Oblivion Box

      "Some suspense and emotional tension in story but no high-risk or adrenaline gameplay."

    • Value

      Game with the same Value vibe

      0

      "Mixed user opinions on value due to short length; generally recommended on sale for emotional experience."

      Capsule for Shelter Shelter

      "Mixed user opinions on price vs. content; some find value in emotional experience, others find price high for short length."

    • Violence

      Game with the same Violence vibe

      -5

      "No violence or combat; focus on emotional narrative and relationships."

      Capsule for memories memories

      "No violence or combat; focus on emotional and narrative experience."

    • 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

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Intimacy, Survival, Violence, Competition. It leans lower than usual among comparable games on Continuation, Fellowship, Value.

    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.

    Where to buy

    Last update: 30/04/2026