Far Away similar games & best alternatives

Far Away

PC (Microsoft Windows) • 2021

Should you play it?

Far Away is a visual novel full of dark humor depicting immersive storylines rather than romantic drama. You will play as Krosa, a typical girl who experiences gang conflicts, crimes, conspiracies, and family grudges in the port city of Bedjan.

What works
  • Deep and complex branching narrative
  • Unique cantonese voice acting
  • Rich world-building and character development
  • Multiple distinct story routes and endings
  • High replay value
Things to keep in mind
  • Repetitive events across routes causing fatigue
  • Lack of gameplay variety beyond reading and choices
  • Some routes less developed or engaging
  • No ui features for direct node jumping
  • Story feels incomplete pending sequel

What to play next

Top picks

Games that feel the closest overall

  • The Hungry Lamb: Traveling in the Late Ming Dynasty

  • Vanity Fair: The Pursuit

  • The Crooked Man

  • KOEWOTAYORINI / 声之寄托

  • G-senjou no Maou - The Devil on G-String

  • Breakout 13

  • Sound of Drop - fall into poison -

  • WILL: A Wonderful World / WILL:美好世界

  • Fears to Fathom - Carson House

Hidden Gems

Less popular games with surprisingly high similarity

  • The Monstrous Horror Show

  • Refate: Echoes of Desire

  • The Bad Kids

If you liked…

Recommendations by what you enjoyed most

  • Story

    Cellveillance

  • Autonomy

    The Three Kingdoms: Rebirth

  • Escapism

    The Detail

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).

Far Away: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Leadership. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Fantasy, Expression.

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

    4

    "Players make many impactful choices shaping story branches and endings, with a strong sense of agency in narrative direction."

    Capsule for The Three Kingdoms: Rebirth The Three Kingdoms: Rebirth

    "Players make over 300 unique choices shaping multiple storylines and endings, reflecting strong personal agency and control over narrative direction."

  • Competence

    Game with the same Competence vibe

    2

    "Engagement involves reading and making choices; while skill-based challenges are minimal, navigating branching storylines and unlocking achievements provides some sense of mastery."

    Capsule for Elisa: The Innkeeper - Prequel Elisa: The Innkeeper - Prequel

    "Engagement is primarily through reading and decision-making with some challenge in navigating complex branching paths and uncovering all endings."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; focus is on personal story exploration without comparison to others."

    Capsule for 第七号列车 - Train No. 7 第七号列车 - Train No. 7

    "No competitive elements; focus is on personal story exploration without comparison to others."

  • Continuation

    Game with the same Continuation vibe

    3

    "High replay value with multiple endings and routes encourages habitual play and multiple sessions."

    Capsule for Magical Diary: Horse Hall Magical Diary: Horse Hall

    "High replay value with multiple routes and endings encourages habitual play, though some players report fatigue from repetition."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single-player visual novel experience with no multiplayer or cooperative gameplay."

    Capsule for the 9th day:第九日 the 9th day:第九日

    "Single-player visual novel experience with no multiplayer or cooperative gameplay."

  • Creativity

    Game with the same Creativity vibe

    3

    "Players explore different story paths and endings, experimenting with narrative choices."

    Capsule for Chasing Tails ~A Promise in the Snow~ Chasing Tails ~A Promise in the Snow~

    "Players creatively explore different narrative paths and character roles, though gameplay mechanics are limited to choice selection."

  • Domination

    Game with the same Domination vibe

    -5

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

    Capsule for Life is Strange - Episode 1 Life is Strange - Episode 1

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

  • Escapism

    Game with the same Escapism vibe

    4

    "Dark noir story and immersive atmosphere provide an escape from real life through narrative engagement."

    Capsule for The Detail The Detail

    "Immersive noir setting and complex story provide strong escape from real life through fiction and emotional engagement."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily driven by interest in story and atmosphere, not obligation or external pressure."

    Capsule for Pieces of me Pieces of me

    "Players engage voluntarily driven by interest in story and world, not obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    4

    "Encourages trying different choices and routes to discover all storylines and endings."

    Capsule for Love, Money, Rock'n'Roll Love, Money, Rock'n'Roll

    "Encourages trying different routes and choices to discover new storylines and endings."

  • Exploration

    Game with the same Exploration vibe

    3

    "Exploring new story branches and character developments provides discovery within the narrative."

    Capsule for The Pirate's Fate The Pirate's Fate

    "Exploration of narrative branches and character perspectives offers discovery within the story world."

  • Expression

    Game with the same Expression vibe

    -5

    "No character customization or visual expression; presentation is standardized and minimalistic."

    Capsule for Fork Road Fork Road

    "No character customization or visual expression; presentation is standardized typical visual novel style."

  • Fantasy

    Game with the same Fantasy vibe

    -3

    "Setting is grounded in a gritty, realistic crime world with noir elements rather than high fantasy or science fiction."

    Capsule for Vigilantes Vigilantes

    "Set in a fictional but realistic urban noir world with grounded crime and political themes rather than high fantasy."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "Experience is solitary with minimal social or community interaction."

    Capsule for Sucker for Love: First Date Sucker for Love: First Date

    "Experience is solitary with minimal social or community interaction."

  • Growth

    Game with the same Growth vibe

    3

    "Players learn about complex characters, story mysteries, and develop understanding through multiple playthroughs."

    Capsule for Psychedelica of the Ashen Hawk Psychedelica of the Ashen Hawk

    "Players learn about the complex world and characters through multiple playthroughs, gaining deeper understanding."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay typical of visual novels with no physical activity involved."

    Capsule for STEINS;GATE STEINS;GATE

    "Sedentary gameplay typical of visual novels with no physical activity involved."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused reading and decision-making; not designed for casual or background play."

    Capsule for Hakuoki: Kyoto Winds Hakuoki: Kyoto Winds

    "Requires focused reading and decision-making; not designed for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    1

    "Some emotional connection to characters and story, but limited to narrative rather than social bonding."

    Capsule for Yakuza 0 Yakuza 0

    "Some emotional connection to characters and story, but limited to narrative engagement without social bonding."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; player controls only their own narrative choices."

    Capsule for Love in Summer Love in Summer

    "No leadership or group management elements; player controls only their own narrative choices."

  • Progression

    Game with the same Progression vibe

    3

    "Progression through unlocking story routes, endings, and achievements, reflecting narrative advancement."

    Capsule for AIR AIR

    "Progression through unlocking new story routes, endings, and small narrative achievements."

  • Relaxation

    Game with the same Relaxation vibe

    2

    "Pacing allows for narrative immersion and emotional flow, though some tension arises from difficult choices."

    Capsule for Vanity Fair: The Pursuit Vanity Fair: The Pursuit

    "Narrative pacing is smooth and can be relaxing, though some players find repetition tiring."

  • Sensation

    Game with the same Sensation vibe

    1

    "Visual and auditory feedback present but not intense; voice acting is mixed in quality."

    Capsule for Learn Japanese To Survive! Katakana War Learn Japanese To Survive! Katakana War

    "Visual and auditory elements are understated; Cantonese voice acting adds unique sensory appeal."

  • Status

    Game with the same Status vibe

    -5

    "No social status or recognition systems; achievements are personal and private."

    Capsule for SpaceEngine SpaceEngine

    "No social status or recognition systems; achievements are personal and private."

  • Story

    Game with the same Story vibe

    5

    "Strong narrative focus with complex branching storylines, character development, and multiple endings."

    Capsule for Cellveillance Cellveillance

    "Strong narrative focus with complex branching storylines, character development, and multiple endings."

  • Strategy

    Game with the same Strategy vibe

    1

    "Requires some planning in choice selection and managing branching paths, but limited complex problem solving."

    Capsule for Game of Fate: Chasing Through Time Game of Fate: Chasing Through Time

    "Requires some planning and decision-making to navigate branching paths, but no complex problem solving."

  • Thrill

    Game with the same Thrill vibe

    2

    "Tense noir atmosphere and suspenseful moments create emotional thrill and engagement."

    Capsule for Man I Just Wanna Go Home Man I Just Wanna Go Home

    "Tense noir atmosphere and moral dilemmas create moderate suspense and emotional engagement."

  • Value

    Game with the same Value vibe

    4

    "Large amount of content and replayability provide good value for time and money."

    Capsule for Super Robot Wars 30 Super Robot Wars 30

    "Large amount of content and replayability provide good value for time and money, especially at discounted price."

  • Violence

    Game with the same Violence vibe

    2

    "Contains some violent themes and actions consistent with crime story, but not focused on combat gameplay."

    Capsule for 1954 Alcatraz 1954 Alcatraz

    "Themes include crime and gang violence, but gameplay is narrative without direct violent interaction."

  • Survival

    Game with the same Survival vibe

    3

    "Story involves survival against threats and overcoming dangers in a dystopian setting."

    Capsule for 彷徨之街 The Street of Adrift 彷徨之街 The Street of Adrift

    "Story involves characters navigating threats and survival in a dangerous city environment."

Last update: 11/07/2026