Homeless similar games & best alternatives

Homeless

PC (Microsoft Windows) • 2024

Should you play it?

Beneath the dazzling lights of New York, a sinister darkness lurks. In the hour when the whole city is sleeping, a strange and terrifying man emerges from the darkness, intent on shattering your mind and spirit

What works
  • Strong atmospheric and immersive setting
  • Good visual and sound design
  • Short, focused horror experience
  • Subtle psychological horror elements
  • Reasonable price on sale
Things to keep in mind
  • Very linear and repetitive gameplay
  • Minimal interactivity and puzzles
  • Short playtime with low replay value
  • Predictable story and jump scares
  • Some technical bugs and control issues

What to play next

Top picks

Games that feel the closest overall

  • lure

  • Wardwell House

  • Terroro

  • Shhh!

  • Almost Home Now

  • Graveyard Shift

  • Burning Daylight

  • Loan Shark

  • my eyes deceive

Hidden Gems

Less popular games with surprisingly high similarity

  • Shhh!

  • Graveyard Shift

  • my eyes deceive

If you liked…

Recommendations by what you enjoyed most

  • Idle

    ШХД: ЗИМА / IT'S WINTER

  • Escapism

    SCP: Daybreak

  • Sensation

    ARAYA

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).

Homeless: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Survival, Idle. It leans lower than usual among comparable games on Continuation.

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

    -4

    "The game is highly linear with fixed story progression and limited player freedom; players follow a set path with no branching or open exploration."

    Capsule for Holy Knight Luviria Holy Knight Luviria

    "The game is highly linear with fixed progression and limited player choice, following a set narrative path."

  • Competence

    Game with the same Competence vibe

    -3

    "Gameplay involves simple walking and decision making with minimal skill or challenge; no complex mechanics or skill tests."

    Capsule for The Stanley Parable The Stanley Parable

    "Gameplay involves simple walking and minimal puzzles with little challenge or skill variation."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements or player comparison; focus is on solo experience."

    Capsule for Mists of Aiden Mists of Aiden

    "No competitive elements or player comparison; focus is on solo experience."

  • Continuation

    Game with the same Continuation vibe

    -4

    "Short game length (~1 hour) and limited replay value lead to low habitual or long-term engagement."

    Capsule for A Mortician's Tale A Mortician's Tale

    "Short playtime (~1 hour) and limited replay value lead to low habitual or extended play."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single-player experience with no multiplayer or cooperative gameplay."

    Capsule for The Vanishing of Ethan Carter The Vanishing of Ethan Carter

    "Single-player experience with no multiplayer or cooperative gameplay."

  • Creativity

    Game with the same Creativity vibe

    1

    "Some creative elements in story and environment design, but gameplay follows predefined structure."

    Capsule for Blackhaven Blackhaven

    "Some environmental storytelling and atmospheric design show creative effort, but gameplay is mostly predefined."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; purely individual experience."

    Capsule for Paranormal Activity: The Lost Soul Paranormal Activity: The Lost Soul

    "No elements of exerting control or superiority over others; purely individual experience."

  • Escapism

    Game with the same Escapism vibe

    3

    "Players use the game as a tense atmospheric horror experience to escape reality."

    Capsule for SCP: Daybreak SCP: Daybreak

    "Players use the game to immerse in a tense, atmospheric horror setting, escaping real life stress."

  • Expectation

    Game with the same Expectation vibe

    -4

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

    Capsule for Welcome to Kowloon Welcome to Kowloon

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

  • Experimenting

    Game with the same Experimenting vibe

    -3

    "Gameplay is straightforward and repetitive, with little novelty or mechanic experimentation."

    Capsule for Fingerbones Fingerbones

    "Gameplay is straightforward and repetitive with little novelty or mechanic exploration."

  • Exploration

    Game with the same Exploration vibe

    -2

    "Limited exploration due to linear progression and few accessible locations at a time."

    Capsule for Family Mysteries: Poisonous Promises Family Mysteries: Poisonous Promises

    "Limited exploration within linear, repetitive environments; minimal discovery."

  • Expression

    Game with the same Expression vibe

    -5

    "No character customization or player-driven expression; fixed presentation throughout."

    Capsule for Psalm 5:9-13 Psalm 5:9-13

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

  • Fantasy

    Game with the same Fantasy vibe

    2

    "The game features supernatural anomalies and eerie elements creating a mild fantasy/horror atmosphere, though grounded in a realistic subway setting."

    Capsule for The Exit 8 The Exit 8

    "While grounded in a realistic subway setting, the horror elements introduce some supernatural or psychological fantasy."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; solitary play."

    Capsule for Monument Valley Monument Valley

    "No social or community features; solitary play."

  • Growth

    Game with the same Growth vibe

    -3

    "Minimal learning or skill development; gameplay is simple and repetitive."

    Capsule for 100 Cats Lost In Japan Find & Color 100 Cats Lost In Japan Find & Color

    "Minimal learning or skill development; gameplay is simple and predictable."

  • Health

    Game with the same Health vibe

    -5

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

    Capsule for Source of Madness Source of Madness

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

  • Idle

    Game with the same Idle vibe

    4

    "Designed for relaxed, low-attention engagement with slow pacing and minimal demands."

    Capsule for ШХД: ЗИМА / IT'S WINTER ШХД: ЗИМА / IT'S WINTER

    "Short sessions and slow pacing allow for casual, low-attention engagement."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social interaction or relationship building; isolated experience."

    Capsule for No one lives under the lighthouse Director's cut No one lives under the lighthouse Director's cut

    "No social interaction or relationship building; isolated experience."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; single player."

    Capsule for The Warlock of Firetop Mountain The Warlock of Firetop Mountain

    "No leadership or group management roles; single player."

  • Progression

    Game with the same Progression vibe

    1

    "Some minor progression through story and achievements, but no item collection or upgrades."

    Capsule for Fears to Fathom - Home Alone Fears to Fathom - Home Alone

    "Some minor item collection and achievement progression, but overall static gameplay state."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "Tense and unsettling atmosphere with psychological horror elements; not designed for relaxation."

    Capsule for Tokyo Dark Tokyo Dark

    "Tense atmosphere and horror elements create sustained unease rather than relaxation."

  • Sensation

    Game with the same Sensation vibe

    3

    "Strong sensory stimulation through sound design and atmospheric visuals to induce fear and tension."

    Capsule for ARAYA ARAYA

    "Strong sensory stimulation through visuals and sound design to evoke fear and tension."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems present."

    Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

    "No social recognition or status systems present."

  • Story

    Game with the same Story vibe

    3

    "Narrative is a key element with an intriguing though sometimes confusing plot and character development."

    Capsule for The Emerald Maiden: Symphony of Dreams The Emerald Maiden: Symphony of Dreams

    "Narrative is a key element, with atmospheric storytelling and psychological themes, though somewhat predictable."

  • Strategy

    Game with the same Strategy vibe

    -4

    "Gameplay lacks strategic depth; tasks are straightforward and require minimal planning."

    Capsule for OMON Simulator OMON Simulator

    "Gameplay lacks strategic depth; mostly linear tasks and simple puzzles."

  • Thrill

    Game with the same Thrill vibe

    3

    "Horror elements and suspense create moments of thrill and tension, though not overly reliant on jump scares."

    Capsule for The Scourge | Tai Ương The Scourge | Tai Ương

    "Horror and suspense create moments of tension and jump scares, though not consistently intense."

  • Value

    Game with the same Value vibe

    2

    "Generally considered good value especially on sale; short length noted but praised for quality and atmosphere."

    Capsule for The Shore The Shore

    "Generally considered good value at sale price given short length and quality of atmosphere."

  • Violence

    Game with the same Violence vibe

    -2

    "Light combat with a slingshot against few enemies; violence is minimal and not a core focus."

    Capsule for Pinstripe Pinstripe

    "Limited combat with a weak shotgun segment; violence is minimal and not a core focus."

  • Survival

    Game with the same Survival vibe

    2

    "Some survival horror elements like avoiding enemies and managing limited resources."

    Capsule for Burnhouse Lane Burnhouse Lane

    "Some survival horror elements in final confrontation, but mostly low-risk exploration."

Last update: 09/07/2026