Eternal Hope similar games & best alternatives

Eternal Hope

PlayStation 4, PC (Microsoft Windows), Xbox One, Nintendo Switch • 2020

Should you play it?

Eternal Hope is a puzzle platformer game that follows the story of Ti’bi – a boy who must embark on a journey of love and hope to find his beloved’s soul.

What works
  • Beautiful and immersive art style
  • Emotional and touching story
  • Unique dual-world puzzle mechanics
  • Calming and fitting soundtrack
  • Generous checkpoints reduce frustration
Things to keep in mind
  • Short game length
  • Sluggish and sometimes unresponsive controls
  • Some puzzles rely on trial-and-error
  • Limited exploration and replay value
  • Minor bugs and lack of keybind customization

What to play next

Top picks

Games that feel the closest overall

  • Wenjia

  • Creepy Tale

  • Soulless: Ray Of Hope

  • Planet of the Eyes

  • Hue

  • Stick it to The Man!

  • Darwin's Paradox!

  • The Great Perhaps

  • Little Nightmares

Hidden Gems

Less popular games with surprisingly high similarity

  • Wenjia

  • Planet of the Eyes

  • Darwin's Paradox!

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    UNBEATABLE

  • Fantasy

    Smoke and Sacrifice

  • Story

    What Never Was

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).

Eternal Hope: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Leadership. Here, the score leans higher than usual among comparable games on Expression. It leans lower than usual among comparable games on Violence, Continuation.

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

    "Players have freedom to explore diverse environments and solve puzzles with multiple mechanics, though the game follows a linear narrative path."

    Capsule for Planet of Lana II Planet of Lana II

    "Players have freedom to explore and solve puzzles with unique abilities like shifting between worlds, though gameplay is linear and story-driven."

  • Competence

    Game with the same Competence vibe

    2

    "Puzzles require skill and trial-and-error, but many are repetitive and sometimes frustrating due to inconsistent physics and bugs."

    Capsule for Zoonomaly Zoonomaly

    "Puzzles require some skill and trial-and-error, but are generally simple and forgiving with generous checkpoints."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; focus is on single-player experience without comparison to others."

    Capsule for MechaNika MechaNika

    "No competitive elements; focus is on single-player experience without comparison to others."

  • Continuation

    Game with the same Continuation vibe

    -3

    "Short game length (~10-20 minutes) and lack of save/checkpoints reduce habitual or long session play."

    Capsule for Operation: Outbreak Operation: Outbreak

    "Short game length (~3-4 hours) and some frustration with controls/checkpoints reduce habitual or long session play."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player with no cooperative or multiplayer features."

    Capsule for DEAD TRASH DEAD TRASH

    "Entirely single-player with no cooperative or multiplayer features."

  • Creativity

    Game with the same Creativity vibe

    3

    "Unique photography mechanic and puzzle design encourage creative problem solving and exploration."

    Capsule for Batography Batography

    "Creative dual-world mechanic and artistic design allow for unique puzzle solving and visual expression."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of dominance or power over others; purely individual experience."

    Capsule for 140 140

    "No elements of dominance or power over others; purely individual experience."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game to experience emotional journeys, distraction, and immersion in a unique artistic world."

    Capsule for UNBEATABLE UNBEATABLE

    "Players engage in an emotional, atmospheric journey that offers distraction and immersion away from real life."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for intrinsic interest in story, atmosphere, and puzzles without external pressure."

    Capsule for The Supper The Supper

    "Players engage voluntarily for intrinsic interest in story, atmosphere, and puzzles without external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    2

    "Some exploration and puzzle solving encourage trying different approaches, though gameplay is mostly linear."

    Capsule for Stray Cat Crossing Stray Cat Crossing

    "Some experimentation with shifting between worlds and puzzle approaches, though gameplay is mostly linear."

  • Exploration

    Game with the same Exploration vibe

    1

    "Limited exploration of new areas; the game focuses more on puzzle solving within designed levels rather than open discovery."

    Capsule for I and Me I and Me

    "Limited exploration within levels; focus is on progressing through chapters and solving puzzles rather than open discovery."

  • Expression

    Game with the same Expression vibe

    1

    "Minimal character customization; expression mainly through narrative and music rather than avatar personalization."

    Capsule for The Forest Quartet The Forest Quartet

    "Minimal character customization; artistic style allows some expression through visuals but no player-driven personalization."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Strong fantasy elements with dark, mystical world and supernatural creatures."

    Capsule for Smoke and Sacrifice Smoke and Sacrifice

    "Strong fantasy elements with spirit world, soul collecting, and supernatural story."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community aspects; purely solo experience."

    Capsule for The Alien Cube The Alien Cube

    "No social or community aspects; entirely solo experience."

  • Growth

    Game with the same Growth vibe

    2

    "Players develop puzzle-solving skills and learn game mechanics, though challenges are moderate."

    Capsule for Abyss: The Wraiths of Eden Abyss: The Wraiths of Eden

    "Players develop puzzle-solving skills and understanding of mechanics, though challenges are moderate."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay with no physical activity involved."

    Capsule for Car Manufacture Car Manufacture

    "Sedentary gameplay with no physical activity involved."

  • Idle

    Game with the same Idle vibe

    -4

    "Requires focused attention and precise timing; not suited for casual or background play."

    Capsule for A Story About My Uncle A Story About My Uncle

    "Requires focused attention and precise timing; not suited for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -4

    "Emotional connection to story and characters but no social or close interpersonal interactions."

    Capsule for LOST EMBER LOST EMBER

    "Emotional story evokes feelings but no social or close interpersonal interactions."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; single-player narrative."

    Capsule for Max Payne Max Payne

    "No leadership or group management roles; single-player narrative."

  • Progression

    Game with the same Progression vibe

    3

    "Progression through collecting soul fragments and completing levels with additional side quests and collectibles."

    Capsule for Whisker Wanderlust: The Mosaic of Souls Whisker Wanderlust: The Mosaic of Souls

    "Progression through chapters and collecting soul fragments drives advancement."

  • Relaxation

    Game with the same Relaxation vibe

    2

    "Atmospheric and calming music and visuals balance survival tension for a relaxing experience."

    Capsule for The Flame in the Flood The Flame in the Flood

    "Atmospheric and calming music and visuals provide some relaxation, though trial-and-error deaths add tension."

  • Sensation

    Game with the same Sensation vibe

    3

    "Visually striking hand-drawn art and ambient sound design provide sensory enjoyment."

    Capsule for Universe For Sale Universe For Sale

    "Visually striking art style and immersive sound design provide sensory enjoyment."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems present."

    Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

    "No social recognition or status systems present."

  • Story

    Game with the same Story vibe

    4

    "Strong narrative focus with voice acting and emotional storytelling driving player engagement."

    Capsule for What Never Was What Never Was

    "Emotional narrative is a core focus, with story driving player engagement."

  • Strategy

    Game with the same Strategy vibe

    2

    "Puzzles require some problem solving and planning but are generally straightforward."

    Capsule for A Fisherman's Tale A Fisherman's Tale

    "Puzzles require some problem solving and planning, but are generally straightforward."

  • Thrill

    Game with the same Thrill vibe

    1

    "Some suspenseful moments and timed challenges but overall controlled and moderate tension."

    Capsule for Deliver Us The Moon Deliver Us The Moon

    "Some suspense from trial-and-error deaths and timing challenges, but overall moderate tension."

  • Value

    Game with the same Value vibe

    1

    "Generally considered good value when purchased on sale; short length limits full price justification."

    Capsule for Scrap Garden Scrap Garden

    "Mixed opinions on value; generally seen as worth it on sale but short length limits perceived return."

  • Violence

    Game with the same Violence vibe

    -4

    "No combat or destruction; gameplay focuses on puzzle solving and platforming."

    Capsule for Schein Schein

    "No combat or destruction; gameplay focuses on puzzle solving and platforming."

  • Survival

    Game with the same Survival vibe

    1

    "Some avoidance of hazards and timing challenges, but no strong survival mechanics."

    Capsule for Cats are Liquid - A Better Place Cats are Liquid - A Better Place

    "Some avoidance of hazards and timing challenges, but no complex survival mechanics."

Last update: 13/07/2026