Home is Where One Starts... Thumbnail

Home is Where One Starts... similar games & best alternatives

Home is Where One Starts...

PC (Microsoft Windows), Mac, Linux • 2015

Related articles

Quick resume

Home is Where One Starts... is a short, first-person exploration game in the same vein as Dear Esther or Gone Home. It’s a story about childhood, hope, and the miracle of memory. You play as a little girl from a broken home somewhere in the American South.

Global score

77/100

Genres

Adventure, Indie

Similar games

    Pros

    • Beautiful and melancholic narrative
    • Relaxing atmosphere and music
    • Free exploration with non-linear storytelling
    • Good voice acting
    • Affordable price especially on sale

    Cons

    • Very short gameplay duration
    • Minimal interactivity and challenge
    • Invisible walls limit exploration
    • Lack of subtitles for non-english speakers
    • Low replay value beyond achievement hunting

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players freely explore an open world with no fixed objectives or pressure, choosing their own pace and goals."

      Capsule for Griptape Backbone Griptape Backbone

      "Players freely explore the environment in any order with no explicit goals or time pressure, embodying personal freedom of action."

    • Competence

      Game with the same Competence vibe

      -3

      "Gameplay involves very basic interactions with minimal skill or challenge."

      Capsule for Plug & Play Plug & Play

      "Gameplay involves simple exploration and interaction with objects, with minimal skill or challenge."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements or comparison to others; focus is on personal experience and narrative."

      Capsule for The First Tree The First Tree

      "No competitive elements or comparison to others; focus is on personal experience and narrative."

    • Continuation

      Game with the same Continuation vibe

      1

      "Short game with limited replay value, but some players replay to explore all endings and achievements."

      Capsule for Martial Law Martial Law

      "Short game with limited replay value, but some players engage in multiple runs to find all achievements."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Lightmatter Lightmatter

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

    • Creativity

      Game with the same Creativity vibe

      2

      "Players can explore and piece together story elements, but no creation or modification mechanics."

      Capsule for Cloud Climber Cloud Climber

      "Players can explore and interpret the story in their own way, but no creation or modification mechanics."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; experience is personal and equal."

      Capsule for Rental Rental

      "No elements of exerting control or superiority over others; experience is personal and equal."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a relaxing, nostalgic, and immersive escape from real life."

      Capsule for Junk Jack Junk Jack

      "Players use the game as a relaxing, nostalgic escape from real life, immersing in memories and atmosphere."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in story and exploration, not obligation."

      Capsule for Tacoma Tacoma

      "Players engage voluntarily out of personal interest in narrative and exploration, not obligation."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Encourages exploration and trying different interactions to uncover story secrets."

      Capsule for Verde Station Verde Station

      "Encourages exploration and discovery of story fragments in non-linear order, inviting curiosity."

    • Exploration

      Game with the same Exploration vibe

      5

      "Core gameplay is about discovering new areas, secret passages, and uncovering story through exploration."

      Capsule for The Norwood Suite The Norwood Suite

      "Core gameplay is free exploration of a detailed environment to uncover memories and narrative pieces."

    • Expression

      Game with the same Expression vibe

      -4

      "No character or environment customization; presentation is fixed by developers."

      Capsule for Dagon: by H. P. Lovecraft Dagon: by H. P. Lovecraft

      "No character customization or environmental modification; presentation is fixed by the developer."

    • Fantasy

      Game with the same Fantasy vibe

      -5

      "The game is grounded in realistic, autobiographical emotional experiences rather than imaginative or fictional fantasy."

      Capsule for Something for Someone Else Something for Someone Else

      "Grounded in realistic, autobiographical themes and settings without fantasy or improbable elements."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Solo experience with minimal social interaction or community involvement."

      Capsule for That Which Gave Chase That Which Gave Chase

      "Solo experience with minimal social interaction or community involvement."

    • Growth

      Game with the same Growth vibe

      2

      "Players gain emotional insight and narrative understanding, though limited skill growth."

      Capsule for To the Moon To the Moon

      "Players gain insight and emotional understanding through narrative exploration, though no skill growth."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for Murder House Murder House

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

    • Idle

      Game with the same Idle vibe

      3

      "Can be played in short sessions as a relaxing break; some players use it as background or casual play."

      Capsule for Sono Sono

      "Can be played in short sessions; some players use it as a relaxing break or background experience."

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Emotional connection to story and characters but limited social or relational interaction."

      Capsule for The Gardens Between The Gardens Between

      "Emotional connection to the narrator's story but limited social or relational interaction."

    • Leadership

      Game with the same Leadership vibe

      -5

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

      Capsule for Tricolour Lovestory Tricolour Lovestory

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

    • Progression

      Game with the same Progression vibe

      2

      "Progression through story and unlocking achievements, but no item or power accumulation."

      Capsule for Pleh! Pleh!

      "Progression through unlocking story fragments and achievements, but no power or item accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      5

      "Strong focus on relaxation, calm exploration, and a cozy atmosphere with soothing music and visuals."

      Capsule for Mail Time Mail Time

      "Strong emphasis on calm, soothing atmosphere, music, and slow-paced exploration for relaxation."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable visual and auditory aesthetics create a pleasant sensory experience."

      Capsule for Star Sky Star Sky

      "Enjoyable visual and auditory aesthetics create pleasant sensory experiences."

    • Status

      Game with the same Status vibe

      -5

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

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

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

    • Story

      Game with the same Story vibe

      5

      "Narrative immersion is central; story unfolds through exploration, voice acting, and environmental clues."

      Capsule for Ether One Ether One

      "Narrative immersion is central, with voiceover storytelling and environmental clues driving the experience."

    • Strategy

      Game with the same Strategy vibe

      -4

      "Minimal strategic or problem-solving elements; gameplay is straightforward exploration."

      Capsule for Off-Peak Off-Peak

      "Minimal strategic or problem-solving elements; gameplay is straightforward exploration."

    • Thrill

      Game with the same Thrill vibe

      -5

      "No suspense, risk, or tension; experience is peaceful and predictable."

      Capsule for Proteus Proteus

      "No suspense, risk, or tension; experience is peaceful and contemplative."

    • Value

      Game with the same Value vibe

      3

      "Generally considered good value for price, especially on sale, given art and story quality."

      Capsule for The Miskatonic The Miskatonic

      "Generally considered good value for its price, especially on sale, given its artistic and narrative quality."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay; focus is on exploration and peaceful tasks."

      Capsule for CAT Interstellar CAT Interstellar

      "No combat or destructive gameplay; focus is on exploration and reflection."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat avoidance mechanics; environment is safe and stable."

      Capsule for Vacation Simulator Vacation Simulator

      "No survival or threat avoidance mechanics; environment is safe and stable."

    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 Exploration, Story. It leans lower than usual among comparable games on Fantasy.

    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