Dear Devere similar games & best alternatives

Dear Devere

Linux, PC (Microsoft Windows), Mac • 2020

Should you play it?

A romance/mystery visual novel set in 1930s Scotland, told through a letter correspondence.

What works
  • Beautiful and unique letter art
  • Excellent voice acting
  • Emotional and intimate storytelling
  • Relaxing music and atmosphere
  • Free to play with polished presentation
Things to keep in mind
  • Very short length
  • Minimal interactivity and player agency
  • Some pacing issues with rushed romance
  • Limited replay value beyond endings
  • Lack of character visuals and dramatic action

What to play next

Top picks

Games that feel the closest overall

  • Highway Blossoms

  • Mhakna Gramura and Fairy Bell

  • KARAKARA

  • Shan Gui (山桂)

  • My Furry Protogen 🐾

  • Shan Gui II: Sweet Osmanthus II

  • Sleeping With Sakuya Izayoi

  • Wolf Tails

  • The Sad Story of Emmeline Burns

Hidden Gems

Less popular games with surprisingly high similarity

  • Mhakna Gramura and Fairy Bell

  • Shan Gui II: Sweet Osmanthus II

  • Sleeping With Sakuya Izayoi

If you liked…

Recommendations by what you enjoyed most

  • Intimacy

    Love Is All Around

  • Relaxation

    Runo

  • Story

    Moss II VR

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).

Dear Devere: A very typical example of its motivational profile. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Intimacy, Expression, Exploration.

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

    -3

    "The game is mostly linear with a fixed narrative and limited player choices; players follow a preset story path with little freedom."

    Capsule for The Price of Freedom The Price of Freedom

    "The game is mostly linear with minimal player choices limited to a few decisions near the end, reflecting following a preset narrative rather than directing one's own actions."

  • Competence

    Game with the same Competence vibe

    -4

    "Gameplay involves reading and experiencing story without skill challenges or tests; predictable and routine engagement."

    Capsule for 克莉丝的炎之信仰 Cryste: the Faith of Fire Vol.1 克莉丝的炎之信仰 Cryste: the Faith of Fire Vol.1

    "Gameplay involves reading and listening with no skill-based challenges or tests; tasks are predictable and passive."

  • Competition

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    "No competitive elements or comparison to others; experience is solitary and personal."

    Capsule for Genesis Noir Genesis Noir

    "No competitive elements or comparison to others; experience is solitary and personal."

  • Continuation

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    "Some players report replaying to explore different endings, but overall short playtime and linearity limit habitual long sessions."

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    "Some players express desire to replay to see alternate endings, but overall the short length and linearity limit habitual or long sessions."

  • Cooperation

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    "Single-player experience focused on individual engagement with story and characters, no multiplayer or teamwork."

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  • Creativity

    Game with the same Creativity vibe

    3

    "Unique art style, narrative structure, and atmospheric design encourage creative interpretation."

    Capsule for Downfall Downfall

    "Creative presentation through unique letter art and atmospheric design encourages imagination, though player creation or modification is minimal."

  • Domination

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    "No elements of exerting control or superiority over others; interactions are narrative and equal."

    Capsule for Cloudpunk Cloudpunk

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  • Escapism

    Game with the same Escapism vibe

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    "Players use the game as a relaxing, immersive escape with atmospheric exploration and story."

    Capsule for AETHUS AETHUS

    "Players use the game as a relaxing, emotional escape into a romantic, mysterious story with atmospheric immersion."

  • Expectation

    Game with the same Expectation vibe

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    "Players engage voluntarily out of personal interest and intrinsic motivation; no obligation or external pressure noted."

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    "Players engage voluntarily out of personal interest and intrinsic motivation; no obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

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    "Gameplay is mostly linear and guided with limited novelty or exploration of mechanics."

    Capsule for Titan Station Titan Station

    "The experience is mostly linear and routine with limited exploration of new mechanics or strategies."

  • Exploration

    Game with the same Exploration vibe

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    "Exploration of narrative mysteries and character secrets, but no physical world exploration"

    Capsule for Higurashi When They Cry Hou - Ch.1 Onikakushi Higurashi When They Cry Hou - Ch.1 Onikakushi

    "Some discovery through narrative mystery and uncovering story details, but no physical or open-world exploration."

  • Expression

    Game with the same Expression vibe

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    "Distinctive art style and character designs allow some expression, but no player customization."

    Capsule for MAHOUTEQ! MAHOUTEQ!

    "Artistic letter designs provide a form of expression and aesthetic appreciation, though player customization is absent."

  • Fantasy

    Game with the same Fantasy vibe

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    "The story includes supernatural elements (ghosts) and Victorian-era romantic fiction, providing imaginative experience."

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    "The story includes supernatural and magical elements layered into a historical romantic narrative."

  • Fellowship

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    "The game is a solitary experience with minimal social interaction or community involvement."

    Capsule for The Hungry Lamb: Traveling in the Late Ming Dynasty The Hungry Lamb: Traveling in the Late Ming Dynasty

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  • Growth

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    "Some emotional and narrative growth possible through story engagement, but no skill learning."

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  • Health

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    "Sedentary gameplay with no physical activity or health-related features."

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  • Idle

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    "Can be played casually in short sessions or as a relaxing background activity."

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    "The game can be played casually in short sessions and serves as a pleasant distraction or background experience."

  • Intimacy

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    "Strong emotional connections and parasocial relationships with characters are central to experience."

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  • Leadership

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    "No leadership or management roles; player is a passive observer."

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  • Progression

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    "Narrative progression through chapters and story development, but no in-game item or upgrade accumulation."

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    "Narrative progression through letters and story development, but no item collection or upgrades."

  • Relaxation

    Game with the same Relaxation vibe

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    "Calming atmosphere, music, and pacing promote relaxation and flow."

    Capsule for Runo Runo

    "The atmosphere, music, and pacing promote relaxation and emotional flow."

  • Sensation

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    "Enjoyable visuals, voice acting, and music provide sensory and emotional pleasure."

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    "Enjoyment from artistic visuals, voice acting, and music provide sensory and emotional pleasure."

  • Status

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    "No social recognition or status mechanics; experience is private and personal."

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  • Story

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    "Narrative immersion is a core aspect, with engaging story, characters, voice acting, and emotional moments."

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  • Strategy

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    "Minimal strategic or problem-solving elements; choices are straightforward with limited impact."

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  • Thrill

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    "Game provides moderate suspense and mystery but lacks strong thrill or high tension moments."

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    "The game has some mystery and supernatural intrigue but overall maintains a calm, gentle tone without strong suspense."

  • Value

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    "Highly praised for being a free, polished, and artistic experience with good return on time invested."

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  • Violence

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    "No violence or combat; focus is on emotional and narrative content."

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  • Survival

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

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Last update: 09/07/2026