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Broken Age similar games & best alternatives

Broken Age

PC (Microsoft Windows), Mac, iOS, PlayStation 4, Xbox One, Android, PlayStation Vita, Ouya, Nintendo Switch, Linux • 2014

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Quick resume

A family friendly, hand-animated, puzzle-filled adventure game with an all-star cast, including Elijah Wood, Jack Black and Masasa Moyo. Funded by a record breaking crowdfunding campaign and designed by industry legend Tim Schafer, Broken Age is a timeless coming-of-age story.

Global score

84/100

Genres

Adventure, Casual, Indie, Point-and-click, Puzzle

Similar games

    Pros

    • Beautiful hand-painted art style
    • Strong narrative with memorable characters
    • Excellent voice acting and soundtrack
    • Humorous and clever writing
    • Engaging puzzles with increasing difficulty

    Cons

    • Short game length, especially act 1
    • Episodic release with delayed act 2
    • Linear gameplay with limited replayability
    • Some puzzles can be obscure or frustrating
    • Limited player agency and customization

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can switch between two protagonists at almost any time, making choices that affect story progression and endings, indicating moderate player control."

      Capsule for 1954 Alcatraz 1954 Alcatraz

      "Players can switch between two protagonists and explore different storylines, showing some freedom in directing actions within a linear narrative."

    • Competence

      Game with the same Competence vibe

      2

      "Puzzles require logical thinking and problem solving, with some difficulty and occasional frustration, providing a moderate challenge."

      Capsule for Normality Normality

      "Puzzles require logical thinking and problem solving, with difficulty increasing in Act 2, providing a moderate challenge."

    • Competition

      Game with the same Competition vibe

      -5

      "The game is a single-player narrative-driven adventure with no competitive elements."

      Capsule for The Dark Eye: Memoria The Dark Eye: Memoria

      "The game is a single-player narrative adventure with no competitive elements."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players report being engaged and wanting to continue playing, though the game is relatively short and some find the ending rushed."

      Capsule for Tangle Tower Tangle Tower

      "Players report being engaged and wanting to continue to see story progression despite the short length and cliffhanger."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "The game is designed for solo play with no multiplayer or cooperative features."

      Capsule for Tales of the Neon Sea Tales of the Neon Sea

      "The game is designed for solo play with no multiplayer or cooperative features."

    • Creativity

      Game with the same Creativity vibe

      4

      "Creative puzzles, unique art style, and meta narrative elements encourage experimentation and novel problem solving."

      Capsule for Bad Dream: Fever Bad Dream: Fever

      "Highly creative art style, unique storylines, and inventive puzzles encourage creative problem solving."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; interactions are narrative-driven and cooperative in spirit."

      Capsule for OPUS: Echo of Starsong - Full Bloom Edition OPUS: Echo of Starsong - Full Bloom Edition

      "No elements of exerting control or superiority over others; interactions are narrative-driven and cooperative in spirit."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive fantasy world and engaging story provide strong escapism from real life."

      Capsule for Ys I & II Chronicles+ Ys I & II Chronicles+

      "The immersive fantasy world and engaging story provide strong escapism from real life."

    • Expectation

      Game with the same Expectation vibe

      -3

      "Players engage out of intrinsic interest and enjoyment rather than obligation; some frustration noted but overall voluntary play."

      Capsule for I am not a Monster: First Contact I am not a Monster: First Contact

      "Players engage out of intrinsic interest and enjoyment rather than obligation; some frustration with episodic release but overall voluntary play."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players experiment with item combinations and character interactions to solve puzzles and explore story paths."

      Capsule for Goodbye Deponia Goodbye Deponia

      "Players experiment with item combinations and dialogue options to solve puzzles and explore story reactions."

    • Exploration

      Game with the same Exploration vibe

      2

      "Some exploration of new mechanics and environments, but limited map size and linear progression."

      Capsule for Four Sided Fantasy Four Sided Fantasy

      "Exploration of varied and unique environments occurs, though within a linear progression and limited map size."

    • Expression

      Game with the same Expression vibe

      -2

      "Limited evidence of character customization or self-expression; focus is on narrative and puzzle interaction."

      Capsule for The Fall Part 2: Unbound The Fall Part 2: Unbound

      "Limited character customization or environmental modification; focus is on narrative and puzzle solving."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strong fantasy elements with imaginative worlds, lore, and narrative beyond realistic scenarios."

      Capsule for Myst III: Exile Myst III: Exile

      "Strong fantasy elements with imaginative worlds, characters, and scenarios far from realistic experiences."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Primarily a solo experience with minimal social interaction or community involvement."

      Capsule for Little Misfortune Little Misfortune

      "Primarily a solo experience with minimal social interaction or community involvement."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop problem-solving skills and follow character growth through story progression."

      Capsule for Anna's Quest Anna's Quest

      "Players develop problem-solving skills and engage with story-driven character growth."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay typical of point-and-click adventures with no physical activity."

      Capsule for The Dark Eye: Chains of Satinav The Dark Eye: Chains of Satinav

      "Sedentary gameplay typical of point-and-click adventures with no physical activity."

    • Idle

      Game with the same Idle vibe

      -3

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

      Capsule for Fran Bow Fran Bow

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

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited social or emotional connection beyond narrative; no real player-to-player intimacy."

      Capsule for Zero Escape: Zero Time Dilemma Zero Escape: Zero Time Dilemma

      "Limited social or emotional connection beyond narrative empathy; no player-to-player intimacy."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles; gameplay is individual and narrative-focused."

      Capsule for At Dead Of Night At Dead Of Night

      "No leadership or management roles; gameplay is individual and narrative-focused."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through story chapters and puzzle completion with item collection."

      Capsule for Between Me and The Night Between Me and The Night

      "Progression through story and puzzle completion with some item collection and usage."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Generally relaxing gameplay with balanced challenge, though some puzzles can cause frustration."

      Capsule for Murder by Numbers Murder by Numbers

      "Generally relaxing gameplay with balanced challenge and engaging story, though some puzzles may cause frustration."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable visual and auditory experience with charming art style and music, though not intense sensory stimulation."

      Capsule for Passpartout 2: The Lost Artist Passpartout 2: The Lost Artist

      "Enjoyable visual and auditory experience with charming art and music providing sensory pleasure."

    • Status

      Game with the same Status vibe

      -5

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

      Capsule for Life is Strange: Before the Storm Life is Strange: Before the Storm

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

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with well-written story, character development, and voice acting."

      Capsule for The Expanse: A Telltale Series The Expanse: A Telltale Series

      "Strong narrative immersion with well-written characters, voice acting, and intertwining storylines."

    • Strategy

      Game with the same Strategy vibe

      2

      "Some puzzles require logical thinking and planning, but overall gameplay is straightforward."

      Capsule for The Tiny Bang Story The Tiny Bang Story

      "Puzzles require some logical thinking and planning, but overall gameplay is straightforward."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense in story twists, but overall low risk and tension gameplay."

      Capsule for Dominique Pamplemousse Dominique Pamplemousse

      "Some suspense and surprise in story twists, but low risk and minimal tension in gameplay."

    • Value

      Game with the same Value vibe

      0

      "Mixed player opinions on value due to short content but good quality and potential."

      Capsule for Backrooms Rec. Backrooms Rec.

      "Mixed player opinions on value due to short length and episodic release; quality praised but price questioned."

    • Violence

      Game with the same Violence vibe

      -5

      "No violent gameplay; focus on constructive puzzle solving and story."

      Capsule for NAIRI: Tower of Shirin NAIRI: Tower of Shirin

      "No violent gameplay; focus on puzzle solving and narrative."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat mechanics; stable, low-risk gameplay environment."

      Capsule for Syberia: The World Before Syberia: The World Before

      "No survival or threat mechanics; stable, low-risk gameplay environment."

    Analysis

    Less representative of its motivational profile, with noticeable differences. 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, Fantasy. It leans lower than usual among comparable games on 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.

    Last update: 30/04/2026