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Fahrenheit: Indigo Prophecy Remastered similar games & best alternatives

Fahrenheit: Indigo Prophecy Remastered

PC (Microsoft Windows), iOS, Mac, Android, Linux • 2015

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Quick resume

Fahrenheit (known as Indigo Prophecy in North America) was a breakthrough in interactive narrative. This newly remastered edition features updated textures in HD, expanded controller support, and is based on the uncut and uncensored international version of the game.

Global score

79/100

Genres

Adventure, Role-playing (RPG)

Similar games

    Pros

    • Engaging and immersive story
    • Multiple playable characters and endings
    • Atmospheric music and presentation
    • Nostalgic value for fans
    • Good price point

    Cons

    • Clunky and frustrating controls
    • Excessive and sometimes tedious qtes
    • Linear gameplay with limited player agency
    • Rushed and confusing ending
    • Technical bugs and crashes reported

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players make choices that affect dialogue and endings, but story paths often converge, limiting full autonomy."

      Capsule for Cooking Companions: Appetizer Edition Cooking Companions: Appetizer Edition

      "Players can make choices that affect story branches and endings, though overall linear progression limits full autonomy."

    • Competence

      Game with the same Competence vibe

      2

      "Combat and QTEs provide skill challenges, but much gameplay involves repetitive or slow-paced tasks."

      Capsule for Shenmue I & II Shenmue I & II

      "Gameplay involves QTEs and some skillful button presses, but controls are clunky and some tasks are repetitive."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal journey and story experience without any competitive or ranked elements."

      Capsule for OneShot OneShot

      "Focus is on personal story experience with no competitive or ranked elements."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report engaging story and atmosphere that encourage extended play sessions and replay for multiple endings."

      Capsule for Amnesia: Rebirth Amnesia: Rebirth

      "Strong narrative and atmosphere encourage extended play sessions and replay for different endings."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience with no cooperative or multiplayer features."

      Capsule for The Henry Stickmin Collection The Henry Stickmin Collection

      "Single-player experience with no cooperative or multiplayer features."

    • Creativity

      Game with the same Creativity vibe

      1

      "Some player choice in paths and endings, but gameplay largely follows predefined structure and puzzles."

      Capsule for Don't Be Afraid Don't Be Afraid

      "Some player choice and branching paths offer limited creativity, but gameplay mostly follows preset sequences."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over other players."

      Capsule for Angry Video Game Nerd I & II Deluxe Angry Video Game Nerd I & II Deluxe

      "No elements of exerting control or superiority over other players."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive story and atmosphere provide strong escape from real life."

      Capsule for Gray Matter Gray Matter

      "Immersive story and atmosphere provide strong escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and nostalgia, not obligation."

      Capsule for Eiyuden Chronicle: Hundred Heroes Eiyuden Chronicle: Hundred Heroes

      "Players engage voluntarily out of interest and nostalgia, not obligation."

    • Experimenting

      Game with the same Experimenting vibe

      1

      "Some exploration of story branches and puzzle solutions, but gameplay routines are consistent."

      Capsule for Forgotton Anne Forgotton Anne

      "Some exploration of story branches and choices, but gameplay routines are largely fixed."

    • Exploration

      Game with the same Exploration vibe

      0

      "Limited exploration of environments, mostly linear progression with some discovery of story elements."

      Capsule for Puzzle Agent Puzzle Agent

      "Limited environmental exploration; mostly linear story progression."

    • Expression

      Game with the same Expression vibe

      -3

      "Minimal character customization or self-expression; mostly fixed presentation."

      Capsule for The Invincible The Invincible

      "Minimal character customization or self-expression; mostly fixed presentation."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "The story involves supernatural and psychological thriller elements, engaging imaginative fiction."

      Capsule for Who Is Mike - A Visual Novel Who Is Mike - A Visual Novel

      "Story includes supernatural elements, mysticism, and improbable events."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Solo experience with minimal social interaction."

      Capsule for Darksiders II Deathinitive Edition Darksiders II Deathinitive Edition

      "Solo experience with minimal social interaction."

    • Growth

      Game with the same Growth vibe

      2

      "Players learn story details and improve QTE skills; limited character development through choices."

      Capsule for The Dark Pictures Anthology: Little Hope The Dark Pictures Anthology: Little Hope

      "Players learn story details and character motivations; some skill development in QTEs."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity."

      Capsule for NEKOPARA Vol. 1 NEKOPARA Vol. 1

      "Sedentary gameplay with no physical activity."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires constant attention during QTEs and decision points."

      Capsule for Press X to Not Die Press X to Not Die

      "Requires focused attention due to QTEs and timed decisions."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Some emotional engagement through character relationships and story, but limited social interaction."

      Capsule for Assassin's Creed® Odyssey Assassin's Creed® Odyssey

      "Emotional engagement with characters and story; limited social connection."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements."

      Capsule for High On Life High On Life

      "No leadership or group management elements."

    • Progression

      Game with the same Progression vibe

      3

      "Story progression and unlocking new scenes and achievements provide a sense of advancement."

      Capsule for NEKOPARA Vol. 3 NEKOPARA Vol. 3

      "Story progression and unlocking new scenes and endings provide sense of advancement."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Fast-paced and timed gameplay creates tension rather than relaxation."

      Capsule for Peace, Death! Peace, Death!

      "QTEs and timed events create tension and occasional frustration."

    • Sensation

      Game with the same Sensation vibe

      3

      "Atmospheric visuals and music provide sensory stimulation and emotional engagement."

      Capsule for Our Darker Purpose Our Darker Purpose

      "Atmospheric music and cinematic presentation provide sensory stimulation."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition systems."

      Capsule for Half-Life: Alyx Half-Life: Alyx

      "No social status or recognition systems."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with branching storylines and multiple endings."

      Capsule for The Forest of Doom (Standalone) The Forest of Doom (Standalone)

      "Strong narrative focus with branching storylines and multiple endings."

    • Strategy

      Game with the same Strategy vibe

      1

      "Some problem solving and decision making involved, but overall straightforward gameplay."

      Capsule for Twin Mirror Twin Mirror

      "Some decision making and timing required, but overall straightforward gameplay."

    • Thrill

      Game with the same Thrill vibe

      3

      "Tense moments and suspenseful storytelling create a sense of thrill and urgency."

      Capsule for Cyber Manhunt Cyber Manhunt

      "Tense moments and suspenseful story create thrill, though some frustration with controls."

    • Value

      Game with the same Value vibe

      4

      "Good value for price, especially for fans of humor and nostalgia."

      Capsule for Armed and Dangerous® Armed and Dangerous®

      "Good value for price, especially for fans of narrative-driven games and nostalgia."

    • Violence

      Game with the same Violence vibe

      2

      "Contains combat QTEs and some violent scenes but focus is on investigation and story."

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      "Includes combat and violent scenes as part of story and QTEs."

    • Survival

      Game with the same Survival vibe

      1

      "Some elements of avoiding failure in QTEs and story consequences, but low-risk overall."

      Capsule for Minds Beneath Us Minds Beneath Us

      "Some elements of avoiding failure via QTEs and managing character mental state."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Intimacy, Value. It leans lower than usual among comparable games on Relaxation.

    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