CHANGE: A Homeless Survival Experience similar games & best alternatives
CHANGE: A Homeless Survival Experience
2020
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Quick resume
CHANGE is an award nominated homeless survival experience set in a randomly created city with rogue-like elements. Explore, survive, earn perks, find items & kindness to develop your character & escape to a new life. Over 7 years of development & over 200 updates so far!
Global score
91/100
Genres
Adventure, Casual, Indie, Role-playing (RPG), Simulator, Strategy
Similar games
Pros
- Meaningful and empathetic portrayal of homelessness
- Challenging and engaging survival mechanics
- High replayability with varied characters and perks
- Active developer support and updates
- Portion of proceeds donated to homeless charities
Cons
- Some bugs and occasional clunky controls
- Repetitive gameplay loops after progression
- Limited character customization and expression
- Some players find happiness mechanics harsh
- Lack of multiplayer or deeper social interaction
Motivations
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Autonomy
Game with the same Autonomy vibe
3"Players have significant control over their actions and strategies, including class choices, item use, and sabotage tactics, despite some RNG influence."
Dokapon Kingdom: Connect
"Players make many personal choices about survival strategies, such as begging, busking, stealing, or working jobs, showing control over actions despite some RNG elements."
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Competence
Game with the same Competence vibe
3"The game challenges players with difficult survival mechanics, requiring skillful resource management and strategic planning."
This War of Mine
"Players face challenging survival mechanics requiring skillful resource management and decision-making, though some repetitive elements exist."
-
Competition
Game with the same Competition vibe
-4"Focus is on personal survival and strategy without player-vs-player or leaderboard competition."
rymdkapsel
"Focus is on individual survival without leaderboards or direct player-vs-player competition; players set personal goals."
-
Continuation
Game with the same Continuation vibe
4"Players report habitual play, repeated runs, and long play sessions driven by unlockables and challenge."
Deathstate: Abyssal Edition
"Many players report long sessions and repeated playthroughs motivated by unlocking perks and improving strategies."
-
Cooperation
Game with the same Cooperation vibe
1"Some social interaction with NPCs and group conversations, but gameplay is mostly individual without multiplayer cooperation."
Fields of Mistria
"Some interaction with NPC homeless characters and minor community elements exist, but gameplay is primarily individual."
-
Creativity
Game with the same Creativity vibe
2"Players can experiment with different characters and approaches, but level structure and challenges are predefined."
1001 Spikes
"Players experiment with different survival approaches and character builds, but within a structured game world."
-
Domination
Game with the same Domination vibe
-5"No evidence of exerting control over others; interactions are individual and balanced without social dominance."
Talented
"No evidence of exerting control over others; interactions emphasize empathy and survival rather than dominance."
-
Escapism
Game with the same Escapism vibe
4"Players use the game to emotionally process identity and personal struggles, providing meaningful escape and reflection."
If Found...
"Players use the game to gain perspective and emotional engagement with homelessness, often as a meaningful escape."
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Expectation
Game with the same Expectation vibe
-4"Players engage voluntarily out of personal interest and empathy, not obligation or pressure."
My Child Lebensborn Remastered
"Players engage voluntarily out of interest and empathy, not obligation or external pressure."
-
Experimenting
Game with the same Experimenting vibe
3"Players explore different characters, strategies, and base layouts, trying new approaches to survival."
State of Decay: YOSE
"Players try various strategies, perks, and character scenarios to explore different survival experiences."
-
Exploration
Game with the same Exploration vibe
2"Players explore different city maps and layouts, though within a limited set of environments."
Mini Metro
"Players explore a procedurally generated city with randomized shops and events, though environments are limited."
-
Expression
Game with the same Expression vibe
-2"Limited character customization; some cosmetic options but mostly standardized presentation."
Smithworks
"Limited character customization; some cosmetic elements but mostly standardized presentation."
-
Fantasy
Game with the same Fantasy vibe
-4"The game portrays a realistic, relatable social situation without fantasy or improbable elements."
One Night Stand
"Game focuses on realistic, grounded scenarios of homelessness rather than imaginative or fantastical elements."
-
Fellowship
Game with the same Fellowship vibe
1"Some community involvement and NPC interaction, but primarily a solitary experience."
Cataclysm: Dark Days Ahead
"Some sense of community with NPC homeless characters, but mostly a solitary experience."
-
Growth
Game with the same Growth vibe
4"Players develop skills, learn mechanics, and improve survival capabilities over time."
Star Shelter
"Players learn survival skills, manage mental health, and develop strategies to improve outcomes over time."
-
Health
Game with the same Health vibe
-4"Game depicts unhealthy behaviors such as drug use, self-harm, and mental deterioration."
NEEDY STREAMER OVERLOAD
"Game depicts unhealthy habits like addiction and poor hygiene as survival challenges rather than promoting health."
-
Idle
Game with the same Idle vibe
-3"Requires focused attention due to survival challenge and resource management."
Call of Tomsk-7
"Requires active attention to manage multiple survival meters and time-sensitive tasks."
-
Intimacy
Game with the same Intimacy vibe
-3"Limited social interactions with NPCs; no romance or deep relationship mechanics."
The Witch of Fern Island
"Limited social interaction mostly surface-level with NPCs; no deep relationship building."
-
Leadership
Game with the same Leadership vibe
-5"No leadership or group management roles; single-player survival."
Murder House
"No leadership roles; players focus on individual survival without managing or guiding others."
-
Progression
Game with the same Progression vibe
4"Players accumulate items, upgrades, and unlock characters/buildings through runs and town-building."
Backpack Hero
"Players accumulate items, perks, and unlock new buildings and characters as they progress."
-
Relaxation
Game with the same Relaxation vibe
-2"Gameplay is tense and suspenseful, creating emotional strain rather than relaxation."
Unfortunate Spacemen
"Gameplay is tense and challenging with emotional strain, though some find it oddly relaxing."
-
Sensation
Game with the same Sensation vibe
1"Visuals and sound create atmospheric immersion but sensory stimulation is moderate and subtle."
Sherlock Holmes: The Devil's Daughter
"Simple graphics and sound create an immersive atmosphere but sensory stimulation is moderate."
-
Status
Game with the same Status vibe
-3"Achievements and progress are personal; no social recognition or popularity mechanisms."
Battle Brothers
"Achievements and progression are personal; no social recognition or visibility elements."
-
Story
Game with the same Story vibe
3"Narrative elements and character interaction provide emotional immersion and context."
Sakuya Izayoi Gives You Advice And Dabs
"Narrative elements and character backstories provide emotional immersion and meaningful context."
-
Strategy
Game with the same Strategy vibe
4"Players engage in complex problem solving, resource management, and tactical planning for survival."
VEIN
"Players engage in complex resource management, planning, and problem solving to survive."
-
Thrill
Game with the same Thrill vibe
3"Challenge and risk of failure create suspense and tension during gameplay."
Tcheco in the Castle of Lucio
"Random events and risk of failure create suspense and tension during gameplay."
-
Value
Game with the same Value vibe
4"Players perceive good value due to challenging gameplay, replayability, and nostalgic appeal."
Shadowgate
"Players perceive good value due to meaningful gameplay, replayability, and charitable contributions."
-
Violence
Game with the same Violence vibe
-4"Game focuses on survival and cooperation rather than combat or destruction."
Dead In Bermuda
"Game focuses on survival and resource management rather than combat or destruction."
-
Survival
Game with the same Survival vibe
5"Core gameplay centers on overcoming threats, managing resources, and staying alive in a harsh environment."
Rem Survival
"Core gameplay centers on overcoming threats, managing resources, and staying alive in harsh conditions."
Analysis
Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Relaxation, Survival, Violence, Fellowship. Here, the score leans higher than usual among comparable games on Cooperation. It leans lower than usual among comparable games on Fantasy, Violence.
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