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PC (Microsoft Windows) • 2017

Should you play it?

你有没有一段时间,无论如何都提不起精神来,总以为离开这里会变好,换了个环境却没有任何改变。 觉得自己做的事情毫无意义,只想做“自己想做的事情”,却连什么是“自己想做的事情”都不知道。 害怕自己的人生就这么平淡的结束,但却一直没有找到改变的契机……

What works
  • Emotionally resonant and relatable story
  • Realistic urban setting with photographic backgrounds
  • Strong themes of personal growth and change
  • Soothing music and art style
  • Affordable price for narrative experience
Things to keep in mind
  • Short gameplay length
  • Limited interactivity and choice impact
  • Lack of voice acting and dynamic visuals
  • Ui and system usability issues
  • Some narrative pacing and logic flaws

What to play next

Top picks

Games that feel the closest overall

  • Sakura Beach 2

  • Room of Depression

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  • Mixtape

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  • Say No! More

  • Shan Gui II: Sweet Osmanthus II

  • If Found...

Hidden Gems

Less popular games with surprisingly high similarity

If you liked…

Recommendations by what you enjoyed most

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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).

Change: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Strategy, Survival, Violence, Competence. Here, the score leans higher than usual among comparable games on Leadership, Fellowship. It leans lower than usual among comparable games on Fantasy.

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 make choices that affect story outcomes and character development, reflecting personal identity exploration and self-direction."

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    "Players experience a narrative of self-driven change and personal decision-making, emphasizing becoming oneself through choices and actions."

  • Competence

    Game with the same Competence vibe

    1

    "The game involves reading and decision-making with some skill in understanding narrative and language, but lacks complex gameplay challenges."

    Capsule for 夜永 Eternal Love 夜永 Eternal Love

    "The game involves limited player skill beyond reading and minor choices; the challenge is mostly narrative engagement rather than technical skill."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; focus is on personal story progression without comparison to others."

    Capsule for DATE A LIVE: Ren Dystopia DATE A LIVE: Ren Dystopia

    "No competitive elements; focus is on personal story and growth without comparison to others."

  • Continuation

    Game with the same Continuation vibe

    2

    "Players tend to complete the short experience in one session and some express emotional attachment, though the game is brief."

    Capsule for As Long As You're Here As Long As You're Here

    "Players tend to engage in a single, relatively short session but some express emotional attachment and replay interest."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single-player visual novel with no multiplayer or cooperative gameplay."

    Capsule for OZMAFIA!! OZMAFIA!!

    "Single-player visual novel with no multiplayer or cooperative gameplay."

  • Creativity

    Game with the same Creativity vibe

    -3

    "Players follow predefined story branches with limited creative input beyond choice selection."

    Capsule for Trick and Treat - Visual Novel Trick and Treat - Visual Novel

    "Players follow a fixed narrative with minimal interaction or creative input; limited branching choices do not affect outcome."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; focus is on personal narrative."

    Capsule for Pocket Mirror ~ GoldenerTraum Pocket Mirror ~ GoldenerTraum

    "No elements of exerting control or superiority over others; narrative focuses on personal growth and equality."

  • Escapism

    Game with the same Escapism vibe

    4

    "The game offers emotional escape through a heartfelt, romantic, and uplifting story distinct from real-life pressures."

    Capsule for Bagel Love Story Bagel Love Story

    "Strong theme of escaping real-life pressures and finding hope through story; players use the game as emotional relief."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Engagement is voluntary and driven by intrinsic interest in story and themes, not obligation or external pressure."

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    "Engagement is voluntary and motivated by intrinsic interest in story and themes rather than obligation."

  • Experimenting

    Game with the same Experimenting vibe

    -4

    "Gameplay is repetitive and linear with little opportunity for experimentation or novel strategies."

    Capsule for Bottle: Pilgrim Redux Bottle: Pilgrim Redux

    "Gameplay is straightforward with limited exploration or experimentation; narrative is linear with few choices."

  • Exploration

    Game with the same Exploration vibe

    -4

    "Game environments and story are fixed and familiar; no exploration or discovery elements."

    Capsule for Save Me, Sakuya-san! Save Me, Sakuya-san!

    "No exploration of game world; story unfolds in fixed settings with no discovery elements."

  • Expression

    Game with the same Expression vibe

    1

    "Some character visual changes and story-driven customization, but limited player-driven expression or avatar personalization."

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    "Some character customization via outfit changes and visual novel style expression, but limited player-driven personalization."

  • Fantasy

    Game with the same Fantasy vibe

    -4

    "Grounded in realistic, mundane tasks and human struggles; no fantasy or fictional elements."

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    "Grounded in realistic, contemporary urban life and personal struggles; no fantasy or supernatural elements."

  • Fellowship

    Game with the same Fellowship vibe

    1

    "Some emphasis on community and support in narrative, but gameplay is solitary."

    Capsule for Room of Depression Room of Depression

    "Narrative includes relationships and social connections but gameplay is solitary and lacks community features."

  • Growth

    Game with the same Growth vibe

    5

    "Central themes involve personal development, self-actualization, and emotional growth of characters and player."

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    "Core theme is personal development, self-discovery, and overcoming life challenges."

  • Health

    Game with the same Health vibe

    -5

    "No physical activity or health-related gameplay elements; sedentary visual novel experience."

    Capsule for BUSTAFELLOWS BUSTAFELLOWS

    "No physical activity or health-related gameplay elements; sedentary visual novel experience."

  • Idle

    Game with the same Idle vibe

    3

    "Suitable for casual, intermittent play sessions; players can pause and resume at will."

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    "Suitable for short, casual play sessions; players can pause and resume easily."

  • Intimacy

    Game with the same Intimacy vibe

    2

    "Emotional connection to story and characters creates a sense of closeness."

    Capsule for Allumette Allumette

    "Emotional connections and personal relationships are central to story, fostering a sense of closeness."

  • Leadership

    Game with the same Leadership vibe

    0

    "Not enough data on leadership or management roles in gameplay or community."

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    "Not enough data; narrative includes a producer character but no player leadership mechanics."

  • Progression

    Game with the same Progression vibe

    3

    "Narrative progression through story chapters and unlocking achievements, though no item collection or upgrades."

    Capsule for Florence Florence

    "Narrative progression through story milestones and character development, though no in-game item or upgrade collection."

  • Relaxation

    Game with the same Relaxation vibe

    3

    "The game provides a soothing, emotionally warm experience with calm music and gentle pacing."

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    "The game offers a calm, reflective experience with soothing music and gentle pacing."

  • Sensation

    Game with the same Sensation vibe

    2

    "Visual and auditory elements like music and art provide moderate sensory enjoyment."

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    "Visual and auditory elements provide moderate sensory enjoyment, including music and art style."

  • Status

    Game with the same Status vibe

    -3

    "No social status or recognition systems; achievements are personal and not socially ranked."

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    "No social status or ranking systems; achievements exist but are minor and not socially emphasized."

  • Story

    Game with the same Story vibe

    5

    "Strong narrative focus with character-driven plot, dialogue choices, and immersive storytelling."

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    "Strong narrative focus with immersive storytelling and character-driven plot."

  • Strategy

    Game with the same Strategy vibe

    -4

    "Minimal strategic or problem-solving gameplay; mostly linear story progression."

    Capsule for To the Moon To the Moon

    "Minimal strategic or problem-solving gameplay; story unfolds linearly with limited player input."

  • Thrill

    Game with the same Thrill vibe

    -3

    "Low suspense or risk; emotional tone is gentle and comforting rather than thrilling."

    Capsule for Save Me, Sakuya-san! Save Me, Sakuya-san!

    "Low suspense or risk; emotional engagement is gentle rather than thrilling."

  • Value

    Game with the same Value vibe

    3

    "Players perceive strong emotional and narrative value despite relatively short length."

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    "Players perceive good emotional and narrative value for the price, especially given short length."

  • Violence

    Game with the same Violence vibe

    -5

    "No violence or combat; focus on constructive emotional and personal development."

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    "No violence or combat; focus on constructive personal growth and relationships."

  • Survival

    Game with the same Survival vibe

    -5

    "No survival mechanics or threat avoidance; stable narrative environment."

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    "No survival mechanics or threat avoidance; stable narrative environment."

Last update: 09/07/2026