FAR: Changing Tides Thumbnail

FAR: Changing Tides similar games & best alternatives

FAR: Changing Tides

PC (Microsoft Windows), Xbox One, PlayStation 4, Xbox Series X|S, Nintendo Switch, PlayStation 5 • 2022

Related articles

Quick resume

An atmospheric vehicle adventure that follows the emotional journey of a boy and his ship as he embarks on a voyage to find a new home.

Global score

92/100

Genres

Action, Adventure, Indie, Platform, Puzzle

Similar games

    Pros

    • Beautiful art direction and atmospheric soundtrack
    • Engaging ship management and puzzle mechanics
    • Immersive post-apocalyptic world and narrative
    • Longer and more varied than predecessor
    • Relaxing and meditative gameplay experience

    Cons

    • Some find ship controls and mechanics tedious or frustrating
    • Exploration can feel empty or limited
    • Story is vague and less impactful than first game
    • Game length feels padded in places
    • Lack of replay value and social features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players control ship turning and speed but forward movement and firing are automatic, allowing some freedom within constraints."

      Capsule for Bit Blaster XL Bit Blaster XL

      "Players have control over ship management, sail adjustment, engine operation, and puzzle solving, allowing freedom in how to operate the vessel."

    • Competence

      Game with the same Competence vibe

      2

      "Gameplay involves skillful management of multiple tasks and decision making, but some find it easy and repetitive."

      Capsule for Static Dread: The Lighthouse Static Dread: The Lighthouse

      "Gameplay involves managing multiple ship systems and solving puzzles, providing moderate skill challenges, though some find it simple or repetitive."

    • Competition

      Game with the same Competition vibe

      -5

      "No evidence of competitive elements; focus is on solo exploration and personal experience."

      Capsule for Invisible Mind Invisible Mind

      "No evidence of competitive elements; focus is on solo exploration and personal progress."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players often complete the game in a few hours and some replay it seasonally, indicating moderate attachment but limited long-term habitual play."

      Capsule for Costume Quest Costume Quest

      "Players often complete the game in one or two sessions; some mention wanting to replay or continue, but overall moderate attachment."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely single-player experience with no cooperative gameplay."

      Capsule for Disney's Hercules Disney's Hercules

      "Entirely single-player experience with no cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players can customize and upgrade ships and fleets, but within predefined classes and upgrade paths."

      Capsule for Final Theory Final Theory

      "Players engage in upgrading and customizing the ship with new modules, though within predefined structures."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; purely individual experience."

      Capsule for The Henry Stickmin Collection The Henry Stickmin Collection

      "No elements of exerting control or superiority over others; purely individual experience."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive post-apocalyptic setting and exploration provide strong real-world escape and atmospheric engagement."

      Capsule for Atomfall Atomfall

      "Strongly immersive post-apocalyptic setting and atmospheric journey provide escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic interest and enjoyment; no obligation or external pressure reported."

      Capsule for Factory Town Factory Town

      "Players engage voluntarily for intrinsic interest and enjoyment; no obligation or external pressure reported."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players try different ship configurations, tactics, and strategies, exploring mechanics and customizing fleets."

      Capsule for Battle Fleet 2 Battle Fleet 2

      "Players try new ship mechanics and puzzle solutions, exploring different ways to manage the vessel."

    • Exploration

      Game with the same Exploration vibe

      3

      "Game encourages discovery of new areas, secrets, and story elements through exploration."

      Capsule for Left Alone Left Alone

      "Game encourages discovering new environments, underwater areas, and ruins, though some find exploration limited or empty."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited customization mainly cosmetic ship skins; no deep avatar or environment personalization."

      Capsule for Gun Rocket Gun Rocket

      "Limited customization mostly focused on ship upgrades; no character or environment personalization."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Set in a fictional post-apocalyptic steampunk world with lore and imaginative elements."

      Capsule for Bulwark: Falconeer Chronicles Bulwark: Falconeer Chronicles

      "Set in a post-apocalyptic, steampunk-inspired world with imaginative elements and narrative conveyed through environment."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; experience is solitary."

      Capsule for [Chilla's Art] The Ghost Train | 幽霊列車 [Chilla's Art] The Ghost Train | 幽霊列車

      "No social or community features; experience is solitary."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn ship systems, improve skills, and develop relationships over time."

      Capsule for Starstruck Vagabond Starstruck Vagabond

      "Players learn to manage complex ship systems and solve puzzles, gaining new skills over time."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity or health-related gameplay elements."

      Capsule for 80 Days 80 Days

      "No physical activity or health-related gameplay elements."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention on tasks and ship management rather than background or idle play."

      Capsule for Starstruck Vagabond Starstruck Vagabond

      "Requires active attention to ship management and puzzles; not a background or idle experience."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No evidence of forming close relationships or emotional social interactions."

      Capsule for Star of Providence Star of Providence

      "No evidence of forming close relationships or emotional social interactions."

    • Leadership

      Game with the same Leadership vibe

      -5

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

      Capsule for Marvel’s Spider-Man Remastered Marvel’s Spider-Man Remastered

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

    • Progression

      Game with the same Progression vibe

      4

      "Players accumulate upgrades, new ships, and resources to strengthen their fleets and advance."

      Capsule for Final Theory Final Theory

      "Players collect fuel, repair kits, and ship upgrades to advance and improve their vessel."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Generally described as a chill, cute, and relaxing experience despite some minor frustrations."

      Capsule for Doggone Hungry Doggone Hungry

      "Generally described as a chill, atmospheric, and meditative experience, though some find certain mechanics tedious."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable art style, music, and environmental effects provide sensory pleasure."

      Capsule for Shelter 2 Shelter 2

      "Enjoyable art style, music, and environmental effects provide sensory pleasure and emotional engagement."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems present."

      Capsule for Crying Suns Crying Suns

      "No social recognition or status systems present."

    • Story

      Game with the same Story vibe

      3

      "Narrative is abstract and atmospheric with lore and implied context; some players find it intriguing."

      Capsule for Worldless Worldless

      "Narrative is environmental and indirect, with some players appreciating the lore and emotional impact despite minimal explicit story."

    • Strategy

      Game with the same Strategy vibe

      2

      "Requires some problem solving and planning in puzzle solutions, but puzzles are generally straightforward."

      Capsule for The Gardens Between The Gardens Between

      "Requires planning and problem solving for ship management and puzzle completion, though puzzles are generally not very difficult."

    • Thrill

      Game with the same Thrill vibe

      -2

      "Low risk and tension; experience is more contemplative than suspenseful."

      Capsule for Manifold Garden Manifold Garden

      "Some moments of tension exist but overall the experience is calm and lacks sustained suspense or risk."

    • Value

      Game with the same Value vibe

      1

      "Mixed opinions on value; some feel price is high for content, others find it worth it especially on sale."

      Capsule for Cooking Simulator VR Cooking Simulator VR

      "Mixed opinions on price versus content; some find it worth full price, others suggest waiting for discounts."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay; focus is on constructive sailing and trading."

      Capsule for Sailwind Sailwind

      "No combat or destructive gameplay; focus is on constructive ship management and exploration."

    • Survival

      Game with the same Survival vibe

      1

      "Some resource management and avoiding failure elements, but no high-risk survival mechanics."

      Capsule for Ravenous Devils Ravenous Devils

      "Some resource management and repair elements exist, but no real threat or fail states; low survival pressure."

    Analysis

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

    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.

    Where to buy

    Last update: 30/04/2026