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CBT With Yuuka Kazami

PC (Microsoft Windows) • 2020

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Quick resume

Cognitive Behavioral Therapy, also known as CBT, is the use of evidence based strategies to help manage symptoms of poor mental health problems such as stress, anxiety and depression. Yuuka Kazami from the Touhou Project invites you to some mostly peaceful lessons where you grasp the basics of CBT!

Global score

97/100

Genres

Casual, Visual Novel

Similar games

    Pros

    • Effective mental health support
    • Relaxing atmosphere and music
    • Engaging cbt lessons
    • Low cost and accessible
    • Meaningful character interaction

    Cons

    • Very short gameplay
    • Limited replay variety
    • No multiplayer or social features
    • Minimal customization
    • Not a replacement for professional therapy

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players choose cognitive distortions to focus on and direct therapy sessions, reflecting personal decision-making within a structured narrative."

      Capsule for Vampire Therapist Vampire Therapist

      "Players engage in self-directed cognitive behavioral therapy exercises and make personal decisions during the sessions."

    • Competence

      Game with the same Competence vibe

      3

      "Skill checks, stat building, and decision-making provide a moderate challenge and feedback on player effectiveness."

      Capsule for Cabernet Cabernet

      "The game challenges players to understand and apply CBT techniques, fostering a sense of effectiveness and personal growth."

    • Competition

      Game with the same Competition vibe

      -5

      "The game focuses entirely on personal experience and exploration without any competitive elements or comparison to others."

      Capsule for The Stanley Parable: Ultra Deluxe The Stanley Parable: Ultra Deluxe

      "The game focuses entirely on personal mental health improvement without any social comparison or competitive elements."

    • Continuation

      Game with the same Continuation vibe

      2

      "Some players report returning to the game repeatedly for comfort and advice, though sessions are short and episodic."

      Capsule for Sakuya Izayoi Gives You Advice And Dabs Sakuya Izayoi Gives You Advice And Dabs

      "Players report returning to the game multiple times for mood improvement and reinforcement of CBT skills."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Experience is single-player and focused on individual interaction with environment and characters."

      Capsule for Gnomes & Goblins (preview) Gnomes & Goblins (preview)

      "The experience is a solo interaction between the player and the character Yuuka Kazami, with no multiplayer or teamwork."

    • Creativity

      Game with the same Creativity vibe

      1

      "Players can explore and experiment with different approaches, but game structure and objectives are predefined with limited creative modification."

      Capsule for House of Detention House of Detention

      "While primarily a visual novel, players can experiment with CBT techniques in their own lives, reflecting some creative application."

    • Domination

      Game with the same Domination vibe

      -5

      "Game emphasizes shared survival and cooperation rather than exerting control over others."

      Capsule for Dead In Bermuda Dead In Bermuda

      "The game promotes mutual respect and personal healing rather than exerting control over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Many users describe the game as a relaxing, mood-lifting experience helping them escape real-life stress and emotional difficulties."

      Capsule for Miss Neko Miss Neko

      "Many users describe the game as a helpful escape from real-life stress, anxiety, and depression."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of personal desire for self-improvement and introspection."

      Capsule for The Journey - Episode 1: Whatever This Is The Journey - Episode 1: Whatever This Is

      "Players engage voluntarily out of intrinsic interest in self-improvement and mental health support."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Encourages trying new combos, exploring different modes, and creating puzzles, fostering experimentation."

      Capsule for Petal Crash Petal Crash

      "The game encourages trying new CBT techniques and reflecting on thought patterns."

    • Exploration

      Game with the same Exploration vibe

      1

      "Exploration is limited to narrative branches and character interactions rather than physical or spatial discovery."

      Capsule for Revenge on gold diggers Revenge on gold diggers

      "Exploration is limited to dialogue and mental exercises rather than physical or spatial discovery."

    • Expression

      Game with the same Expression vibe

      -3

      "Minimal character customization or personalization; the game uses a fixed visual style and presentation."

      Capsule for Hiiro Hiiro

      "The game uses fixed character visuals and dialogue with minimal customization or personalization."

    • Fantasy

      Game with the same Fantasy vibe

      2

      "Set in a fictional Touhou universe with fantasy characters, blending imaginative fiction with real-life advice."

      Capsule for Sakuya Izayoi Gives You Advice And Dabs Sakuya Izayoi Gives You Advice And Dabs

      "The game features a fictional character from Touhou Project providing therapy, blending fantasy with real CBT concepts."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "The experience is solitary with limited social interaction or community involvement."

      Capsule for Many Nights a Whisper Many Nights a Whisper

      "The experience is solitary with limited social interaction or community features."

    • Growth

      Game with the same Growth vibe

      5

      "Skill progression, learning complex systems, and personal development are core to gameplay."

      Capsule for Project Zomboid Project Zomboid

      "The core of the game is personal development through learning and applying CBT techniques."

    • Health

      Game with the same Health vibe

      3

      "Promotes mental health benefits through meditation; no physical activity involved."

      Capsule for PLAYNE : The Meditation Game PLAYNE : The Meditation Game

      "Focuses on mental health improvement and emotional well-being."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention and continuous engagement."

      Capsule for Half-Life 2 Half-Life 2

      "Requires focused attention and active engagement with the therapy content."

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Emotional connection to characters and story is reported, but no social relationship building."

      Capsule for 永冻之壳 The Shell of Permafrost 永冻之壳 The Shell of Permafrost

      "Some emotional connection to the character is reported, but no deep interpersonal relationships."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; player supports individual relationships."

      Capsule for Emily is Away Too Emily is Away Too

      "No leadership or group management elements; player follows guidance from Yuuka."

    • Progression

      Game with the same Progression vibe

      3

      "Players accumulate items, upgrades, and develop careers and relationships over time."

      Capsule for inZOI inZOI

      "Players progress through CBT lessons and personal mental growth rather than collecting items."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "Game is described as relaxing, with soothing music and calming gameplay."

      Capsule for Mythic Wonders: The Philosopher's Stone Mythic Wonders: The Philosopher's Stone

      "The game is described as calming and mood-lifting with relaxing music and atmosphere."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable visuals and music provide moderate sensory stimulation."

      Capsule for Dreamscapes: The Sandman - Premium Edition Dreamscapes: The Sandman - Premium Edition

      "Enjoyable visuals and music provide moderate sensory stimulation."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition systems present."

      Capsule for The Rewinder The Rewinder

      "No social status or recognition systems are present."

    • Story

      Game with the same Story vibe

      3

      "Contains a simple but thoughtful narrative with character interactions and meaningful themes."

      Capsule for Tall Trails Tall Trails

      "Contains a narrative of therapy sessions with character interactions and a meaningful arc."

    • Strategy

      Game with the same Strategy vibe

      3

      "Players engage in logical puzzle solving and planning to progress, requiring mental challenge."

      Capsule for The Samaritan Paradox The Samaritan Paradox

      "Players apply logical CBT strategies to challenge and change thought patterns."

    • Thrill

      Game with the same Thrill vibe

      -3

      "Game avoids suspense or risk; focuses on emotional experience rather than thrill."

      Capsule for Just, Bearly Just, Bearly

      "The game avoids suspense or risk, focusing on steady emotional support."

    • Value

      Game with the same Value vibe

      4

      "Players find meaningful personal value and mental health benefits from the experience."

      Capsule for The Journey - Episode 1: Whatever This Is The Journey - Episode 1: Whatever This Is

      "Players report high perceived value for mental health benefits relative to low cost."

    • Violence

      Game with the same Violence vibe

      -5

      "No violence; gameplay is constructive mental exercise."

      Capsule for Two Digits Two Digits

      "No violent gameplay; focus is on constructive mental health practices."

    • Survival

      Game with the same Survival vibe

      -4

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

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

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Health, Story, Competition, Status. It leans lower than usual among comparable games on Thrill, Violence, Competition.

    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