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Finding Paradise similar games & best alternatives

Finding Paradise

PC (Microsoft Windows), Mac, iOS, Android, Xbox Series X|S, Nintendo Switch, PlayStation 5, Linux • 2017

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Quick resume

A story-driven experience about two doctors traversing backwards through a dying man's memories to fulfill his last wish.

Global score

98/100

Genres

Adventure, Indie, Role-playing (RPG), Point-and-click, Arcade, Puzzle

Similar games

    Pros

    • Emotional and touching story
    • Beautiful soundtrack
    • Well-written characters
    • Thought-provoking themes
    • Humor blended with drama

    Cons

    • Simple and limited gameplay
    • Low-resolution pixel graphics
    • Lack of replayability
    • No social or multiplayer features
    • Some pacing issues near the end

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players experience a narrative-driven game with some puzzle solving and light interaction, allowing personal interpretation and choice in understanding the story."

      Capsule for Hello Charlotte EP3: Childhood's End Hello Charlotte EP3: Childhood's End

      "Players follow a narrative with some minor interactive choices and puzzle solving, but mostly experience a directed story with limited player control."

    • Competence

      Game with the same Competence vibe

      -3

      "Gameplay is minimal and simple, with few challenges or skill tests; focus is on narrative experience rather than technical mastery."

      Capsule for That Dragon, Cancer That Dragon, Cancer

      "Gameplay involves simple exploration and easy puzzles with minimal skill challenge, focusing on story rather than technical mastery."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements; the game is a personal, narrative-driven experience without leaderboards or player comparison."

      Capsule for A Story Beside A Story Beside

      "No competitive elements; the game is a single-player narrative experience without comparison or ranking."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players often play in one sitting and express strong emotional attachment, though some mention short playtime and less replay desire."

      Capsule for Impostor Factory Impostor Factory

      "Players tend to engage in long sessions to complete the emotional story; some mention playing in one sitting."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Resonance of the Ocean Resonance of the Ocean

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

    • Creativity

      Game with the same Creativity vibe

      1

      "Some player choices and minor gameplay variations, but mostly following a predefined narrative and structure."

      Capsule for Re:ZERO -Starting Life in Another World- The Prophecy of the Throne Re:ZERO -Starting Life in Another World- The Prophecy of the Throne

      "Some minor player choices and customization (e.g. character appearance) but mostly predefined narrative and puzzles."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power dynamics; interactions are narrative and cooperative in tone."

      Capsule for Space Pilgrim Episode I: Alpha Centauri Space Pilgrim Episode I: Alpha Centauri

      "No social dominance or power dynamics; interactions are narrative and cooperative in tone."

    • Escapism

      Game with the same Escapism vibe

      5

      "Strong escapism as players immerse in a fantasy world, emotionally connecting with characters and story, often as a stress relief."

      Capsule for Crystalline Crystalline

      "Strong escapism as players immerse in a touching fictional story to reflect on life, loneliness, and regrets."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily driven by personal interest in emotional storytelling and art."

      Capsule for When The Past Was Around When The Past Was Around

      "Players engage voluntarily driven by personal desire for emotional storytelling and reflection."

    • Experimenting

      Game with the same Experimenting vibe

      -3

      "Gameplay is linear and narrative-driven with limited exploration or experimentation."

      Capsule for That Dragon, Cancer That Dragon, Cancer

      "Gameplay is mostly linear and narrative-driven with limited experimentation or novel mechanics."

    • Exploration

      Game with the same Exploration vibe

      2

      "Exploration of different characters' environments and memories to uncover story details."

      Capsule for Last Day of June Last Day of June

      "Exploration of memories and environments occurs but within a familiar, story-driven context."

    • Expression

      Game with the same Expression vibe

      1

      "Some character customization and downloadable skins allow modest self-expression."

      Capsule for Rivalry Rivalry

      "Limited character customization and some playful visual elements allow modest self-expression."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "The story involves supernatural and mysterious elements, creating an imaginative and fictional experience."

      Capsule for Higurashi When They Cry Hou - Ch.4 Himatsubushi Higurashi When They Cry Hou - Ch.4 Himatsubushi

      "The story involves imaginative fiction elements such as memory alteration and imagined friends, blending reality and fantasy."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Primarily a solitary experience with minimal social interaction or community engagement."

      Capsule for Synergia Synergia

      "Primarily a solitary experience with minimal social interaction or community engagement."

    • Growth

      Game with the same Growth vibe

      4

      "Players report personal development, emotional growth, and philosophical reflection inspired by the narrative."

      Capsule for Z.A.T.O. // I Love the World and Everything In It Z.A.T.O. // I Love the World and Everything In It

      "Players reflect on personal growth, regrets, and life lessons through the narrative experience."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity or health-related mechanics."

      Capsule for Terror At Oakheart Terror At Oakheart

      "Sedentary gameplay with no physical activity or health-related mechanics."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention to solve puzzles and follow story; not suited for casual or background play."

      Capsule for Deponia: The Complete Journey Deponia: The Complete Journey

      "Requires focused attention to follow story and puzzles; not suited for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      4

      "Emotional connections with characters and deep narrative relationships foster intimacy."

      Capsule for Summer Pockets Summer Pockets

      "Emotional intimacy is fostered through deep narrative connections and character relationships."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or management roles; player follows a set narrative."

      Capsule for Introvert: A Teenager Simulator Introvert: A Teenager Simulator

      "No leadership or management roles; players follow a set narrative."

    • Progression

      Game with the same Progression vibe

      2

      "Progression occurs through narrative advancement and unlocking endings rather than item or power accumulation."

      Capsule for The Hungry Lamb: Traveling in the Late Ming Dynasty The Hungry Lamb: Traveling in the Late Ming Dynasty

      "Progression occurs through story advancement and unlocking memories rather than item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "The game provides a soothing, cozy atmosphere with calming music and gentle pacing."

      Capsule for First Snow First Snow

      "The game provides a calming, emotional flow with gentle pacing and soothing music."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable music and pixel art provide moderate sensory stimulation."

      Capsule for Starstruck Vagabond Starstruck Vagabond

      "Sensory stimulation is moderate, focusing on music and pixel art visuals rather than intense sensory input."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition mechanics; experience is private and personal."

      Capsule for Higurashi When They Cry Hou - Ch.4 Himatsubushi Higurashi When They Cry Hou - Ch.4 Himatsubushi

      "No social status or recognition mechanics; experience is private and personal."

    • Story

      Game with the same Story vibe

      5

      "Narrative immersion is the core of the game, with strong emotional storytelling and character development."

      Capsule for Aliya: Timelink Aliya: Timelink

      "Narrative immersion is the core of the game, with strong emotional storytelling and character development."

    • Strategy

      Game with the same Strategy vibe

      -4

      "Minimal strategic or problem-solving demands; puzzles are simple and narrative-driven."

      Capsule for Florence Florence

      "Minimal strategic or problem-solving demands; puzzles are simple and narrative-focused."

    • Thrill

      Game with the same Thrill vibe

      -3

      "Emotional tension rather than suspense or risk-based thrill."

      Capsule for To the Moon To the Moon

      "Emotional tension exists but is gentle and reflective rather than suspenseful or thrilling."

    • Value

      Game with the same Value vibe

      4

      "Players perceive strong value in emotional impact, story depth, and replayability for the price."

      Capsule for Lost Records: Bloom & Rage Lost Records: Bloom & Rage

      "Players perceive high value in the emotional and narrative experience relative to game length and price."

    • Violence

      Game with the same Violence vibe

      -5

      "No violence or combat; gameplay focuses on exploration and interaction."

      Capsule for A Short Hike A Short Hike

      "No violence or combat; gameplay centers on exploration and story."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat elements; stable, low-risk narrative environment."

      Capsule for Creature Romances: Kokonoe Kokoro Creature Romances: Kokonoe Kokoro

      "No survival or threat elements; stable, low-risk narrative environment."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. Here, the score leans higher than usual among comparable games on Intimacy, Story. 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