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fault - milestone two side:above similar games & best alternatives

fault - milestone two side:above

PC (Microsoft Windows) • 2015

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Quick resume

fault - milestone two side:above is a Cinematic Visual Novel that takes place right after the events of milestone one. Please note that this novel is a direct sequel to fault - milestone one and contains massive spoilers of the first story. Play through of the first title is highly advised.

Global score

96/100

Genres

Indie

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    Pros

    • Engaging and emotional story
    • High quality art and visuals
    • Excellent soundtrack
    • Immersive cinematic presentation
    • Deep worldbuilding and themes

    Cons

    • No voice acting
    • Short playtime
    • No player choices or interactivity
    • Story incomplete, awaiting sequels
    • Some pixelation on close-ups

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      -4

      "The game is a kinetic visual novel with no player choices or branching paths, so players follow a fixed narrative without control over actions."

      Capsule for The Leisure of Grisaia The Leisure of Grisaia

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    • Competence

      Game with the same Competence vibe

      -3

      "Gameplay involves reading a linear story with no skill challenges or variation in tasks."

      Capsule for Love at First Sight Love at First Sight

      "Gameplay involves reading and experiencing a story with no skill-based challenges or variation in tasks."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements or comparison with others present."

      Capsule for Surge Surge

      "No competitive elements, multiplayer, or ranking systems present."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players express strong attachment to the story and characters, often playing through multiple times and eagerly awaiting sequels."

      Capsule for Syberia II Syberia II

      "Players are highly engaged with the story and world, often playing for multiple hours and eagerly awaiting sequels."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience focused on individual reading without multiplayer or cooperative features."

      Capsule for A Kiss For The Petals - Remembering How We Met A Kiss For The Petals - Remembering How We Met

      "Single-player experience focused on individual reading without multiplayer or cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players can explore and interpret story elements, but limited creative input or modification of game world."

      Capsule for The Town of Light The Town of Light

      "While players do not create content, the game features creative storytelling, worldbuilding, and visual presentation."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power dynamics over other players; interactions are narrative only."

      Capsule for Trap Shrine Trap Shrine

      "No social dominance or power dynamics over other players; purely narrative experience."

    • Escapism

      Game with the same Escapism vibe

      5

      "Strong escapism through immersive storytelling, fantasy and sci-fi worlds, and emotional narrative."

      Capsule for Dreamfall: The Longest Journey Dreamfall: The Longest Journey

      "Strong escapism through immersive fantasy and sci-fi story, emotional engagement, and exploration of complex themes."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic interest in story and experience, not out of obligation."

      Capsule for Heavy Rain Heavy Rain

      "Players engage voluntarily out of intrinsic interest and desire to experience the story, not obligation."

    • Experimenting

      Game with the same Experimenting vibe

      -4

      "Linear story with no gameplay experimentation or mechanic exploration."

      Capsule for KARAKARA KARAKARA

      "Linear story with no gameplay experimentation or mechanic exploration."

    • Exploration

      Game with the same Exploration vibe

      3

      "Exploration of new map areas and discovery of resources and story elements is a notable part of gameplay."

      Capsule for Desynced Desynced

      "Exploration of new locations and unfolding story elements within the game world, though no physical exploration mechanics."

    • Expression

      Game with the same Expression vibe

      -4

      "No player customization or avatar personalization; presentation is standardized."

      Capsule for NEKOPARA Extra NEKOPARA Extra

      "No player customization or avatar personalization; presentation is fixed by developers."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strong sci-fi fantasy setting with imaginative worlds, characters, and abilities, distinct from realistic scenarios."

      Capsule for Trinity Fusion Trinity Fusion

      "Strong fantasy and sci-fi setting with imaginative fiction and worldbuilding."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Minimal social interaction; focus is on solitary play and personal narrative experience."

      Capsule for Prey Prey

      "Minimal social interaction; experience is solitary and narrative focused."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop understanding of complex story and characters, with emotional and intellectual growth."

      Capsule for Komorebi Komorebi

      "Players develop understanding of story, characters, and world; some intellectual and emotional growth."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay without physical activity."

      Capsule for Alan Wake Alan Wake

      "Sedentary gameplay without physical activity."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention to follow story and narration; not designed for passive or background play."

      Capsule for South Scrimshaw, Part One South Scrimshaw, Part One

      "Requires focused attention to read and follow story; not suitable for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited to emotional connection with characters; no social or interpersonal relationship building."

      Capsule for Heavy Rain Heavy Rain

      "Limited to emotional connection with characters through narrative; no social or interpersonal interaction."

    • 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

      2

      "Progression through story chapters and unlocking achievements, but no item or power accumulation."

      Capsule for Perfect Gold - Yuri Visual Novel Perfect Gold - Yuri Visual Novel

      "Progression through story chapters and unlocking achievements, but no item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Provides emotional catharsis and flow through story immersion and music."

      Capsule for Summer Pockets Summer Pockets

      "Engaging story and music provide emotional catharsis and flow, though some tension and drama are present."

    • Sensation

      Game with the same Sensation vibe

      3

      "High-quality visuals, sound design, and emotional music provide strong sensory stimulation."

      Capsule for A Plague Tale: Innocence A Plague Tale: Innocence

      "High quality visuals and music provide sensory stimulation and emotional impact."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems."

      Capsule for Alan Wake Alan Wake

      "No social recognition or status systems."

    • Story

      Game with the same Story vibe

      5

      "Narrative immersion is a major focus with deep story, character development, and emotional engagement."

      Capsule for FINAL FANTASY XVI FINAL FANTASY XVI

      "Narrative immersion is the core of the experience, with deep plot, character development, and emotional engagement."

    • Strategy

      Game with the same Strategy vibe

      -5

      "No strategic or problem-solving gameplay elements."

      Capsule for NEKOPARA Vol. 3 NEKOPARA Vol. 3

      "No strategic or problem-solving gameplay elements."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense and emotional tension in story, but no gameplay risk or challenge."

      Capsule for The Fruit of Grisaia The Fruit of Grisaia

      "Some suspense and emotional tension in story, but no gameplay risk or challenge."

    • Value

      Game with the same Value vibe

      3

      "Players perceive good value from the long playtime, quality art, music, and story depth despite some flaws."

      Capsule for Flowers -Le volume sur printemps- Flowers -Le volume sur printemps-

      "Players perceive good value in story quality, art, and music despite relatively short playtime."

    • Violence

      Game with the same Violence vibe

      -3

      "Violence is depicted in story but not enjoyed as gameplay; focus is on narrative."

      Capsule for Half-Life: A Place in the West Half-Life: A Place in the West

      "Violence is depicted narratively but not as gameplay enjoyment; focus is on story and characters."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or resource management elements; stable and low-risk gameplay."

      Capsule for Space Bear Space Bear

      "No survival or resource management gameplay."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Exploration, Continuation. It leans lower than usual among comparable games on Idle.

    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