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Home Behind similar games & best alternatives

Home Behind

PC (Microsoft Windows), iOS, Mac, Linux • 2016

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Quick resume

In Home Behind, you take on the role of a refugee cast out from your homeland by a band of rebels. Your home and the peace you enjoyed has been destroyed, and your family has disappeared. Can you survive the struggle, famine, and sickness to make it to the safety of Europe?

Global score

84/100

Genres

Adventure, Casual, Indie, Role-playing (RPG), Simulator, Strategy

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    Pros

    • Engaging survival and crafting mechanics
    • Strong narrative with emotional depth
    • Multiple professions and progression system
    • High replay value with procedural elements
    • Affordable price with good content

    Cons

    • Combat can be repetitive and rng-dependent
    • Some untranslated text and localization issues
    • Linear movement with no backtracking
    • Randomness can cause frustrating difficulty spikes
    • Limited character customization and social interaction

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have full access to all moves from the start and can explore levels freely without backtracking, indicating high personal control over actions."

      Capsule for Yooka-Replaylee Yooka-Replaylee

      "Players have freedom to allocate skill points, choose professions, craft items, and decide how to interact with NPCs and events, but movement is strictly forward without backtracking."

    • Competence

      Game with the same Competence vibe

      3

      "Game involves skillful resource management, crafting, and combat, though combat is simple and repetitive."

      Capsule for Niffelheim Niffelheim

      "Game involves skillful resource management, crafting, and strategic attribute allocation, though combat is somewhat simplistic and RNG-influenced."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal progression and survival without any competitive or leaderboard elements."

      Capsule for Liquidators Liquidators

      "Focus is on personal survival and progression without direct competition or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      4

      "High replay value with multiple endings and complex puzzles encourages repeated playthroughs."

      Capsule for Titanic: Adventure Out Of Time Titanic: Adventure Out Of Time

      "High replay value with multiple professions and procedural elements encourages repeated playthroughs."

    • Cooperation

      Game with the same Cooperation vibe

      1

      "Some interaction with NPCs through trading and quests, but no multiplayer or direct player cooperation."

      Capsule for Mr. Prepper: Prologue Mr. Prepper: Prologue

      "Some interaction with other refugees and NPCs occurs, including trading and dialogue, but mostly single-player and independent."

    • Creativity

      Game with the same Creativity vibe

      3

      "Crafting system allows combining ingredients into various spells and items, encouraging creative problem solving."

      Capsule for Wytchwood Wytchwood

      "Extensive crafting system with many recipes and item combinations allows creative problem solving."

    • Domination

      Game with the same Domination vibe

      -3

      "No evidence of exerting control over others; interactions are balanced and respectful."

      Capsule for Buriedbornes - Dungeon RPG Buriedbornes - Dungeon RPG

      "No evidence of exerting control over others; interactions are balanced and survival-focused."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players engage in a fictional survival scenario with immersive storytelling and atmosphere, providing distraction and emotional engagement."

      Capsule for Dyscourse Dyscourse

      "Players immerse in a fictional refugee survival story, providing distraction and emotional engagement."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest; no indication of obligation or external pressure."

      Capsule for Terroro Terroro

      "Players engage voluntarily out of interest; no indication of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players explore different professions, crafting recipes, and building styles, though some routines exist."

      Capsule for Starsand Island Starsand Island

      "Players experiment with different professions, crafting recipes, and strategies to overcome challenges."

    • Exploration

      Game with the same Exploration vibe

      2

      "Procedurally generated maps and random elements encourage discovery within each game."

      Capsule for The Battle of Polytopia The Battle of Polytopia

      "Some procedural map elements and random events encourage discovery, though movement is linear."

    • Expression

      Game with the same Expression vibe

      -2

      "Character customization is minimal; some mention of character design but no player-driven expression."

      Capsule for Hitler is my crush Hitler is my crush

      "Character models are uniform with minimal customization; expression mainly through gameplay choices."

    • Fantasy

      Game with the same Fantasy vibe

      -3

      "Game is grounded in realistic fashion and social scenarios; no strong fantasy or imaginative fiction elements."

      Capsule for Bratz™: Flaunt your fashion Bratz™: Flaunt your fashion

      "Game setting is grounded in realistic, contemporary refugee scenarios without fantasy elements."

    • Fellowship

      Game with the same Fellowship vibe

      -3

      "Primarily a solo experience with limited social or community features."

      Capsule for Monster Hunter Stories Monster Hunter Stories

      "Primarily a solo experience with limited social or community features."

    • Growth

      Game with the same Growth vibe

      4

      "Character progression and skill development provide learning and personal growth opportunities."

      Capsule for The Council The Council

      "Character progression, skill point allocation, and unlocking new professions provide learning and development."

    • Health

      Game with the same Health vibe

      -4

      "Sedentary gameplay with no physical activity; focus on virtual survival rather than physical health."

      Capsule for NEO Scavenger NEO Scavenger

      "Sedentary gameplay with no physical activity; focus on virtual survival rather than physical health."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires active attention for crafting, combat, and survival; not a background or idle game."

      Capsule for Forsaken Isle Forsaken Isle

      "Requires active attention for resource management, combat, and crafting; not a background or idle game."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Minimal social or emotional connections; interactions are limited to scripted NPC dialogues."

      Capsule for Alan Wake's American Nightmare Alan Wake's American Nightmare

      "Limited emotional or close social interactions; NPC dialogues are mostly functional or narrative."

    • Leadership

      Game with the same Leadership vibe

      -4

      "No leadership roles; player controls only a single character without managing groups."

      Capsule for Dark Bestiary Dark Bestiary

      "No leadership roles; player controls only a single character without managing others."

    • Progression

      Game with the same Progression vibe

      4

      "Strong emphasis on collecting resources, crafting upgrades, and unlocking new technologies."

      Capsule for Subnautica: Below Zero Subnautica: Below Zero

      "Strong emphasis on collecting resources, crafting upgrades, and unlocking new professions."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Game can be tense and challenging but pacing allows moments of flow; not purely relaxing."

      Capsule for Warhammer 40,000: Gladius - Relics of War Warhammer 40,000: Gladius - Relics of War

      "Game has moments of tension and challenge but overall pacing allows for some flow and relaxation."

    • Sensation

      Game with the same Sensation vibe

      1

      "Visuals and sound are pleasant but not highly stimulating; some players find music repetitive."

      Capsule for Life Goes On: Done to Death Life Goes On: Done to Death

      "Visual and audio design is pleasant but not highly stimulating; some players find music repetitive."

    • Status

      Game with the same Status vibe

      -4

      "No social status or recognition systems; achievements exist but are personal."

      Capsule for The Magical Mixture Mill The Magical Mixture Mill

      "No social status or recognition systems; achievements exist but are personal."

    • Story

      Game with the same Story vibe

      4

      "Narrative immersion with emotional father-daughter story, multiple endings, and rich lore exploration."

      Capsule for BioShock® 2 BioShock® 2

      "Narrative about a refugee father searching for his family is central and emotionally engaging."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires strategic planning in combat, movement, and resource management."

      Capsule for Dokapon Kingdom: Connect Dokapon Kingdom: Connect

      "Requires strategic planning in resource use, crafting, combat tactics, and progression."

    • Thrill

      Game with the same Thrill vibe

      2

      "Combat and survival situations create suspense and tension, though not extreme or constant."

      Capsule for All Quiet in the Trenches All Quiet in the Trenches

      "Tension from survival challenges and pursuing enemies adds suspense, though not extreme."

    • Value

      Game with the same Value vibe

      4

      "Players report good value for price with many hours of gameplay and replayability."

      Capsule for Pathway Pathway

      "Players report good value for price with many hours of gameplay and replayability."

    • Violence

      Game with the same Violence vibe

      2

      "Combat involves fighting enemies with spells and weapons; violence is present but not gratuitous."

      Capsule for Eon Altar Eon Altar

      "Combat involves fighting enemies with crafted weapons; violence is present but not gratuitous."

    • Survival

      Game with the same Survival vibe

      5

      "Core gameplay centers on managing hunger, thirst, health, and avoiding death in a hostile environment."

      Capsule for Terminus: Zombie Survivors Terminus: Zombie Survivors

      "Core gameplay revolves around managing hunger, thirst, mood, and health to survive a hostile environment."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. It leans lower than usual among comparable games on Leadership, Fantasy, Expression.

    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