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CHANGE: A Homeless Survival Experience similar games & best alternatives

CHANGE: A Homeless Survival Experience

PC (Microsoft Windows), iOS, Android • 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

    • 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."

      Capsule for Dokapon Kingdom: Connect 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."

    • Competence

      Game with the same Competence vibe

      3

      "The game challenges players with difficult survival mechanics, requiring skillful resource management and strategic planning."

      Capsule for This War of Mine 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."

      Capsule for rymdkapsel 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."

      Capsule for Deathstate: Abyssal Edition 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."

      Capsule for Fields of Mistria 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."

      Capsule for 1001 Spikes 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."

      Capsule for Talented 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."

      Capsule for If Found... If Found...

      "Players use the game to gain perspective and emotional engagement with homelessness, often as a meaningful escape."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of personal interest and empathy, not obligation or pressure."

      Capsule for My Child Lebensborn Remastered 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."

      Capsule for State of Decay: YOSE 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."

      Capsule for Mini Metro 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."

      Capsule for Smithworks 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."

      Capsule for One Night Stand 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."

      Capsule for Cataclysm: Dark Days Ahead 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."

      Capsule for Star Shelter 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."

      Capsule for NEEDY STREAMER OVERLOAD 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."

      Capsule for Call of Tomsk-7 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."

      Capsule for The Witch of Fern Island 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."

      Capsule for Murder House 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."

      Capsule for Backpack Hero 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."

      Capsule for Unfortunate Spacemen 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."

      Capsule for Sherlock Holmes: The Devil's Daughter 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."

      Capsule for Battle Brothers 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."

      Capsule for Sakuya Izayoi Gives You Advice And Dabs 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."

      Capsule for VEIN 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."

      Capsule for Tcheco in the Castle of Lucio 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."

      Capsule for Shadowgate 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."

      Capsule for Dead In Bermuda 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."

      Capsule for Rem Survival 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