Forgotten Hill Mementoes similar games & best alternatives

Forgotten Hill Mementoes

PC (Microsoft Windows), Mac • 2018

Should you play it?

Get ready for a puzzling journey through the memory of Forgotten Hill, can you survive?

What works
  • Strong atmospheric horror and immersive storytelling
  • Varied and engaging puzzles with hint system
  • Affordable price with good gameplay length
  • Fragmented narrative with intriguing lore
  • Stable and accessible point-and-click mechanics
Things to keep in mind
  • Some puzzles are too easy or tedious
  • Limited animation and basic graphics
  • Occasional bugs and softlocks reported
  • Lack of chapter selection and backtracking frustrations
  • No multiplayer or social features

What to play next

Top picks

Games that feel the closest overall

  • Accounting (Legacy)

  • Dead Take

  • Alpha Polaris : A Horror Adventure Game

  • Kona II: Brume

  • Locked Up

  • The Land of Pain

  • Cursed

  • You Deserve

  • Late Shift

Hidden Gems

Less popular games with surprisingly high similarity

  • Dead Take

  • Kona II: Brume

  • Slender Threads

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    A Place, Forbidden

  • Fantasy

    House

  • Value

    Rusty Lake Hotel

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).

Forgotten Hill Mementoes: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Fellowship, Violence, Cooperation, Survival. It leans lower than usual among comparable games on Survival, Expression, Competition.

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

    3

    "Players have freedom to solve puzzles in their own way but progression is linear and puzzle solutions are mostly fixed."

    Capsule for THE MULLER-POWELL PRINCIPLE THE MULLER-POWELL PRINCIPLE

    "Players explore static scenes and solve puzzles with some freedom in approach, but progression is mostly linear and puzzle solutions are predetermined."

  • Competence

    Game with the same Competence vibe

    2

    "Puzzles are simple and easy, providing some sense of skill and problem solving but not very challenging."

    Capsule for Samorost 1 Samorost 1

    "Puzzles range from easy to moderately challenging, providing a sense of skill and problem-solving, though some are considered too simple or tedious."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; gameplay is single-player and focused on personal puzzle solving without comparison to others."

    Capsule for The Tiny Bang Story The Tiny Bang Story

    "No competitive elements; gameplay is single-player and focused on personal puzzle solving without comparison to others."

  • Continuation

    Game with the same Continuation vibe

    1

    "Players tend to complete the game in one session of moderate length; some replay for achievements but limited long-term engagement."

    Capsule for ITORAH ITORAH

    "Players often complete the game in one or two sessions; some replay for achievements but overall short playtime limits habitual long-term engagement."

  • Cooperation

    Game with the same Cooperation vibe

    -5

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

    Capsule for The Last of Us™ Part I The Last of Us™ Part I

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

  • Creativity

    Game with the same Creativity vibe

    1

    "Players combine items and solve puzzles creatively, but within a fixed narrative and environment."

    Capsule for STASIS STASIS

    "Players can experiment with combining items and multiple puzzle solutions, but within a fixed set of puzzles and story."

  • Domination

    Game with the same Domination vibe

    -5

    "No social or multiplayer interaction, thus no exertion of control or superiority over others."

    Capsule for Lost girl`s [diary] Lost girl`s [diary]

    "No social or multiplayer interactions, thus no exertion of control or superiority over others."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong atmospheric horror and immersive storytelling provide an escape from reality."

    Capsule for A Place, Forbidden A Place, Forbidden

    "Strong atmospheric horror and immersive storytelling provide an escape from reality into a dark, eerie world."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for intrinsic interest in horror and puzzle gameplay, not out of obligation."

    Capsule for Penumbra: Black Plague Gold Edition Penumbra: Black Plague Gold Edition

    "Players engage voluntarily for intrinsic interest in puzzles and horror atmosphere, not out of obligation or pressure."

  • Experimenting

    Game with the same Experimenting vibe

    2

    "Encourages exploration and trying different puzzle approaches, though within a fixed narrative framework."

    Capsule for Nancy Drew®: Ghost Dogs of Moon Lake Nancy Drew®: Ghost Dogs of Moon Lake

    "Encourages exploration and trying different puzzle approaches, though within a structured narrative and puzzle design."

  • Exploration

    Game with the same Exploration vibe

    2

    "Players explore multiple locations and uncover story elements, though environments are limited and reused."

    Capsule for Gemini Rue Gemini Rue

    "Players explore multiple distinct locations and uncover story fragments, though environments are static and limited."

  • Expression

    Game with the same Expression vibe

    -5

    "No character customization or player-driven expression; presentation is fixed and standardized."

    Capsule for Post Trauma Post Trauma

    "No character customization or player-driven expression; presentation is fixed and standardized."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Game features surreal horror elements, supernatural themes, and imaginative fiction beyond realistic scenarios."

    Capsule for House House

    "Game features surreal horror, supernatural elements, and imaginative dark storytelling."

  • Fellowship

    Game with the same Fellowship vibe

    -5

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

    Capsule for Demon Hunter 2: New Chapter Demon Hunter 2: New Chapter

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

  • Growth

    Game with the same Growth vibe

    2

    "Players develop puzzle-solving skills and learn game logic, though challenges are moderate."

    Capsule for Samorost 2 Samorost 2

    "Players develop puzzle-solving skills and understanding of game logic, though learning curve is moderate."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay typical of point-and-click adventure games."

    Capsule for Syberia: The World Before Syberia: The World Before

    "Sedentary gameplay typical of point-and-click adventure games."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention to solve puzzles; not suitable for casual or background play."

    Capsule for Lost Lost

    "Requires focused attention to solve puzzles; not suitable for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social or emotional relationship building; purely individual experience."

    Capsule for GNOG GNOG

    "No social or emotional relationship building; purely individual experience."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements present."

    Capsule for FORM FORM

    "No leadership or group management elements present."

  • Progression

    Game with the same Progression vibe

    3

    "Progression through story advancement and puzzle completion with some item collection and achievement unlocking."

    Capsule for Agatha Knife Agatha Knife

    "Progression through story chapters and puzzle completion with item collection and achievement unlocking."

  • Relaxation

    Game with the same Relaxation vibe

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    "Atmosphere is tense and suspenseful, but pacing allows moments of calm exploration."

    Capsule for White Night White Night

    "Atmosphere is tense and eerie but puzzle pacing allows moments of calm and thoughtful engagement."

  • Sensation

    Game with the same Sensation vibe

    3

    "Visual and auditory design create an evocative and sometimes unsettling sensory experience."

    Capsule for tomorrow won't come for those without ██████ tomorrow won't come for those without ██████

    "Visual and auditory design create a creepy, unsettling sensory experience."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems."

    Capsule for Demolition Company Gold Edition Demolition Company Gold Edition

    "No social recognition or status systems."

  • Story

    Game with the same Story vibe

    3

    "Narrative is fragmented and atmospheric, with lore and story elements that engage players seeking immersion."

    Capsule for Trench Face Trench Face

    "Narrative is fragmented and atmospheric, with multiple interconnected stories enhancing immersion."

  • Strategy

    Game with the same Strategy vibe

    2

    "Puzzles require logical thinking and problem solving, though not deeply strategic."

    Capsule for Iris.Fall Iris.Fall

    "Puzzles require logical thinking and problem solving, though not deeply strategic."

  • Thrill

    Game with the same Thrill vibe

    2

    "Atmospheric suspense and moments of tension provide mild thrill without jump scares or combat."

    Capsule for CONCLUSE CONCLUSE

    "Mild jump scares and suspenseful atmosphere provide occasional thrills without overwhelming tension."

  • Value

    Game with the same Value vibe

    4

    "Affordable price with engaging gameplay and replay value for puzzle and story fans."

    Capsule for Rusty Lake Hotel Rusty Lake Hotel

    "Affordable price with several hours of gameplay and achievements offers good value for puzzle and horror fans."

  • Violence

    Game with the same Violence vibe

    3

    "Contains violent and grotesque imagery consistent with horror genre."

    Capsule for Doorways: Holy Mountains of Flesh Doorways: Holy Mountains of Flesh

    "Contains disturbing imagery, gore, and violent themes consistent with horror genre."

  • Survival

    Game with the same Survival vibe

    -3

    "No traditional survival mechanics; player cannot die and there is no threat of failure."

    Capsule for Layers of Fear (2016) Layers of Fear (2016)

    "No survival mechanics; player is not under threat of failure or death that impacts progression."

Last update: 09/07/2026