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Heaven Will Be Mine similar games & best alternatives

Heaven Will Be Mine

PC (Microsoft Windows), iOS, Mac, Linux • 2018

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Quick resume

HEAVEN WILL BE MINE is a visual novel about making terrible life decisions in the midst of a hot-blooded battle between giant robots. Select one of three terribly behaved girls to fight and/or make out with each other in their struggle for the fate of space.

Global score

92/100

Genres

Indie, Adventure, Visual Novel, Role-playing (RPG)

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    Pros

    • Deep, poetic queer narrative
    • Complex characters and relationships
    • Immersive art and music
    • Multiple routes and endings for replayability
    • Thought-provoking themes of identity and otherness

    Cons

    • Dense and abstract writing can be confusing
    • Lack of gameplay variety beyond reading and choices
    • No skip function makes replaying tedious
    • Niche appeal may limit audience
    • Some grammatical and punctuation issues

    Motivations

    • Autonomy

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      "Players make meaningful choices about which characters to pair, influencing story outcomes and endings, reflecting personal agency rather than fixed routines."

      Capsule for We Know the Devil We Know the Devil

      "Players make meaningful choices affecting narrative and character relationships, exploring different routes and endings with personal agency."

    • Competence

      Game with the same Competence vibe

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      "Gameplay is minimal and narrative-driven with few skill challenges; focus is on reading and interpretation rather than technical mastery."

      Capsule for We Know the Devil We Know the Devil

      "Gameplay is primarily reading and choice selection with minimal skill challenge; focus is on narrative rather than technical mastery."

    • Competition

      Game with the same Competition vibe

      -5

      "No evidence of competitive elements; focus is on personal experience without comparison to others."

      Capsule for Death Come True Death Come True

      "No evidence of competitive elements; experience is personal and introspective without comparison to others."

    • Continuation

      Game with the same Continuation vibe

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      "Players report engaging story and multiple endings encourage replaying, with some playing multiple sessions to explore different outcomes."

      Capsule for The Shapeshifting Detective The Shapeshifting Detective

      "Players report replaying multiple routes and endings, indicating engagement and desire to continue exploring the story."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player visual novel experience focused on individual narrative without multiplayer or teamwork."

      Capsule for I Wani Hug that Gator! I Wani Hug that Gator!

      "Single-player visual novel experience focused on individual narrative paths without multiplayer or teamwork."

    • Creativity

      Game with the same Creativity vibe

      4

      "Strong creative expression in art style, narrative, and dark humor; players engage with unique story elements."

      Capsule for Bucket Detective Bucket Detective

      "Strong creative expression through narrative, art, music, and metaphorical storytelling; players interpret and theorize about story elements."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over others; interactions are personal and equal."

      Capsule for The Lab The Lab

      "No indications of exerting control over others; interactions emphasize complex relationships rather than superiority."

    • Escapism

      Game with the same Escapism vibe

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      "Players use the game to emotionally process identity and personal struggles, providing meaningful escape and reflection."

      Capsule for If Found... If Found...

      "Players use the game to explore identity, queer themes, and abstract concepts, providing emotional refuge and reflection."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of personal interest and intrinsic motivation, especially for queer representation and story."

      Capsule for Get In The Car, Loser! Get In The Car, Loser!

      "Players engage voluntarily out of personal interest in queer narratives and sci-fi themes, not out of obligation."

    • Experimenting

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      "Multiple story routes and endings encourage players to explore different choices and narrative possibilities."

      Capsule for The Coffin of Andy and Leyley The Coffin of Andy and Leyley

      "Multiple routes and endings encourage players to explore different perspectives and narrative outcomes."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players uncover the story gradually through gameplay and visual cues, piecing together narrative elements."

      Capsule for and Roger and Roger

      "Players uncover lore and story gradually through multiple playthroughs, piecing together abstract worldbuilding."

    • Expression

      Game with the same Expression vibe

      3

      "Players express themselves by shaping dialogue and character traits, personalizing the story experience."

      Capsule for Kentucky Route Zero: PC Edition Kentucky Route Zero: PC Edition

      "Players express themselves through choice of character routes and interpretation of metaphorical narrative; some customization of experience."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strongly fantasy-oriented with mecha, alien threats, and imaginative sci-fi narrative and visuals."

      Capsule for ZeroRanger ZeroRanger

      "Strongly rooted in imaginative sci-fi and surreal metaphorical fiction with mecha and queer speculative themes."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Experience is solitary with minimal social connection; community discussion is external to gameplay."

      Capsule for The Beginner's Guide The Beginner's Guide

      "Experience is solitary and introspective; social connection is limited to external discussion rather than in-game community."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop understanding of the story, characters, and themes through multiple playthroughs and reflection."

      Capsule for Slay the Princess — The Pristine Cut Slay the Princess — The Pristine Cut

      "Players develop understanding of complex themes and characters through repeated play and reflection."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity or health-related gameplay elements; sedentary visual novel experience."

      Capsule for BUSTAFELLOWS BUSTAFELLOWS

      "No physical activity or health-related gameplay elements; sedentary visual novel experience."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires sustained attention to narrative and choices; not suited for casual or background play."

      Capsule for CHAOS;HEAD NOAH CHAOS;HEAD NOAH

      "Requires focused attention to narrative and choices; not designed for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      4

      "Strong emotional connections with characters and themes of love and relationships foster intimacy."

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

      "Deep emotional connections with characters and themes of queer intimacy and relationships are central."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or management roles; player follows narrative without directing others."

      Capsule for Fears to Fathom - Ironbark Lookout Fears to Fathom - Ironbark Lookout

      "No leadership or management roles; player follows narrative paths without directing others."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through story routes and endings; no item or power accumulation."

      Capsule for Tokyo School Life Tokyo School Life

      "Narrative progression through story routes and endings, but no item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Some players find emotional catharsis and flow in the story, though others note pacing issues and tension."

      Capsule for Major\Minor Major\Minor

      "Some players find emotional catharsis and flow in the poetic storytelling, though the narrative can be intense."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable art, music, and humorous writing provide sensory and emotional stimulation."

      Capsule for Hooked on You: A Dead by Daylight Dating Sim™ Hooked on You: A Dead by Daylight Dating Sim™

      "Art, music, and writing provide rich sensory and emotional stimulation."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition mechanics within the game; focus is on personal narrative."

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      "No social status or recognition mechanics within the game; focus is on personal experience."

    • Story

      Game with the same Story vibe

      5

      "Narrative immersion is the core of the game, with complex plots and character development."

      Capsule for CLANNAD CLANNAD

      "Narrative immersion is the core of the game, with complex plots, character development, and thematic depth."

    • Strategy

      Game with the same Strategy vibe

      -3

      "Limited strategic decision-making; choices affect story but lack complex planning."

      Capsule for Milky Way Prince – The Vampire Star Milky Way Prince – The Vampire Star

      "Limited strategic decision-making; choices affect narrative but do not require complex planning."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some emotional tension and suspense in story, but no high-risk or adrenaline gameplay."

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      "Some emotional tension and suspense in story, but no high-risk or adrenaline gameplay elements."

    • Value

      Game with the same Value vibe

      4

      "Players perceive strong value from extensive content, replayability, and narrative depth."

      Capsule for Sultan's Game Sultan's Game

      "Players perceive high value in narrative depth, emotional impact, and replayability."

    • Violence

      Game with the same Violence vibe

      -3

      "Combat is spiritual and symbolic rather than destructive or violent."

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      "Combat is metaphorical and abstract rather than explicit violence; emphasis on relationships and emotional conflict."

    • Survival

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      -2

      "Some narrative elements involve danger, but gameplay does not emphasize survival mechanics or resource management."

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      "No survival mechanics; narrative involves conflict but not resource or life management."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Intimacy, Survival, Violence, Competition. It leans lower than usual among comparable games on Strategy, Fellowship, Cooperation.

    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