Finn Dorset's Institute For Livestock Replication Thumbnail

Finn Dorset's Institute For Livestock Replication similar games & best alternatives

Finn Dorset's Institute For Livestock Replication

PC (Microsoft Windows) • 2024

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Quick resume

An animated incremental game about cloning livestock. Make as many moon sheep as you can. Research technology, upgrade your operation and become a clone farm billionaire!

Global score

85/100

Genres

Simulator, Free To Play, Point-and-click, Indie

Similar games

    Pros

    • Free with no microtransactions
    • Unique and charming hand-drawn art style
    • Engaging incremental progression with evolving visuals
    • Humorous and imaginative theme
    • Multiple playthroughs with prestige mechanics

    Cons

    • No offline progression, requires game to be open
    • Slow pacing especially in late game
    • Some bugs requiring restarts
    • Limited strategic depth and repetitive late game
    • Lack of sound or music

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have freedom to choose upgrades, manage resources, and plan progression, though gameplay is mostly incremental and routine."

      Capsule for Swarm Simulator: Evolution Swarm Simulator: Evolution

      "Players can choose upgrades and manage resources but gameplay is mostly incremental and routine."

    • Competence

      Game with the same Competence vibe

      2

      "Players feel some effectiveness through upgrading and progressing, but gameplay is simple and repetitive with limited skill variation."

      Capsule for Vacuum Warrior - Idle Game Vacuum Warrior - Idle Game

      "Players feel effective progressing through upgrades and managing resources, but gameplay is simple and repetitive."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal progression and completion without ranked modes or player comparison."

      Capsule for New Super Lucky's Tale New Super Lucky's Tale

      "Focus is on personal progression without comparison or ranked modes."

    • Continuation

      Game with the same Continuation vibe

      4

      "Long playtime (40-80+ hours), large world, many collectibles and quests encourage extended engagement and habitual play."

      Capsule for Aeterna Noctis Aeterna Noctis

      "Long playtime (~100+ hours), multiple playthroughs, habitual engagement encouraged."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player idle game with no multiplayer or cooperative elements."

      Capsule for Swarm Simulator: Evolution Swarm Simulator: Evolution

      "Single-player idle game with no multiplayer or cooperative elements."

    • Creativity

      Game with the same Creativity vibe

      1

      "Some customization of characters and weapons, but gameplay follows predefined mechanics with limited creative expression."

      Capsule for Fallen Arena Fallen Arena

      "Visual upgrades and evolving art provide some creative expression, but gameplay follows predefined mechanics."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power over others; purely individual experience."

      Capsule for Bendy and the Ink Machine Bendy and the Ink Machine

      "No social dominance or power over others; purely individual experience."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a relaxing distraction and stress relief, often playing it in the background."

      Capsule for Increlution Increlution

      "Players use the game as a relaxing distraction and background activity."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Big Pharma Big Pharma

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

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Some experimentation with upgrades, strategies, and timing, but largely follows established routines."

      Capsule for Prison Escape Simulator: Dig Out Prison Escape Simulator: Dig Out

      "Some exploration of upgrade strategies and mechanics, but mostly established incremental routines."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players discover new storylines, character developments, and hidden endings through multiple playthroughs."

      Capsule for Coffee Talk Episode 2: Hibiscus & Butterfly Coffee Talk Episode 2: Hibiscus & Butterfly

      "Discovering new upgrades and story elements through multiple playthroughs."

    • Expression

      Game with the same Expression vibe

      2

      "Customization of environment and unlocking of visual elements allows some self-expression."

      Capsule for PLAYNE : The Meditation Game PLAYNE : The Meditation Game

      "Visual changes and evolving environment allow some self-expression through progress."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Imaginative fiction with supernatural elements, grappling hooks, and eldritch themes."

      Capsule for Grimhook Grimhook

      "Imaginative fiction with cloning sheep, cosmic themes, and eldritch elements."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; solo play only."

      Capsule for Bright Memory: Infinite Bright Memory: Infinite

      "No social or community features; solo play only."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop skills, knowledge of mechanics, and character progression over time."

      Capsule for RIFT RIFT

      "Players learn to optimize progression and understand mechanics over time."

    • 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

      4

      "Designed as an idle/clicker game allowing short sessions and background play, with progression continuing when not actively playing."

      Capsule for PickCrafter PickCrafter

      "Designed for long sessions with idle progression requiring the game to be open."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional relationship building."

      Capsule for Five Nights at Freddy's 2 Five Nights at Freddy's 2

      "No social or emotional relationship building."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles."

      Capsule for Aviators Aviators

      "No leadership or group management roles."

    • Progression

      Game with the same Progression vibe

      5

      "Strong focus on accumulating upgrades, items, and prestige layers."

      Capsule for Farmer Against Potatoes Idle Farmer Against Potatoes Idle

      "Strong focus on accumulating upgrades, items, and prestige through multiple runs."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "Game provides a relaxing, low-pressure experience suitable for background play."

      Capsule for Berserk B.I.T.S Berserk B.I.T.S

      "Relaxing gameplay with flow and low stress, suitable for background play."

    • Sensation

      Game with the same Sensation vibe

      2

      "Art style and sound design provide sensory enjoyment but not intense stimulation."

      Capsule for Nocturnals Nocturnals

      "Visual charm and evolving art provide sensory stimulation, though no sound or music."

    • 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

      3

      "Narrative and lore are present and appreciated but not the main focus; story elements enhance immersion."

      Capsule for Voyagers of Nera Voyagers of Nera

      "Narrative elements unfold through art and upgrade descriptions, adding immersion."

    • Strategy

      Game with the same Strategy vibe

      2

      "Some strategic decision-making in resource allocation and upgrade timing, though overall mechanics are simple."

      Capsule for Loot Box Quest Loot Box Quest

      "Basic resource management and upgrade timing require light strategic thinking."

    • Thrill

      Game with the same Thrill vibe

      -3

      "Low risk and suspense; gameplay is predictable and calm."

      Capsule for Harvest Moon: Light of Hope Special Edition Harvest Moon: Light of Hope Special Edition

      "Low risk and suspense; gameplay is predictable and calm."

    • Value

      Game with the same Value vibe

      4

      "Free to play with no microtransactions; players feel good value for time invested."

      Capsule for Winds of Valen Winds of Valen

      "High perceived value due to being free with no microtransactions and substantial playtime."

    • Violence

      Game with the same Violence vibe

      -3

      "Minimal combat; focus is on maintenance, delivery, and cooperation."

      Capsule for Starstruck Vagabond Starstruck Vagabond

      "Minimal combat elements; focus is on building and managing sheep cloning."

    • Survival

      Game with the same Survival vibe

      1

      "Some threat avoidance and combat elements, but overall low-risk environment."

      Capsule for Red Matter 2 Red Matter 2

      "Some threat elements (hawks, predators) require defensive upgrades but low overall risk."

    Analysis

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

    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