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Homesick similar games & best alternatives

Homesick

PC (Microsoft Windows), Mac • 2015

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Quick resume

Explore an abandoned building, encountering puzzles and clues to discover what happened, as you try to escape in both your nightmares and the waking world. Be immersed in the hauntingly beautiful 3D atmosphere in this puzzle exploration mystery game.

Global score

78/100

Genres

Adventure, Indie, Puzzle

Similar games

    Pros

    • Beautiful graphics and lighting
    • Haunting and calming music
    • Immersive atmosphere
    • Thought-provoking narrative
    • Moderate puzzle challenge

    Cons

    • Short gameplay length
    • Slow walking speed
    • Limited replay value
    • Some unintuitive puzzles
    • Lack of customization and social features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players explore and solve puzzles with some freedom, but progression is sometimes slow and guided."

      Capsule for Lurk in the Dark : Prologue Lurk in the Dark : Prologue

      "Players explore freely and solve puzzles at their own pace with minimal guidance"

    • Competence

      Game with the same Competence vibe

      2

      "Puzzles require logical thinking and provide moderate challenge, with mostly straightforward solutions."

      Capsule for Kathy Rain Kathy Rain

      "Puzzles provide moderate challenge requiring logical thinking and deciphering codes"

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements or comparison to others; single player experience focused on personal exploration."

      Capsule for Wardwell House Wardwell House

      "Singleplayer experience focused on personal exploration without comparison to others"

    • Continuation

      Game with the same Continuation vibe

      1

      "Short game length (~2-3 hours) and some players mention limited replay value, but engaging story and gameplay encourage completion and some replay."

      Capsule for Sniper Killer Sniper Killer

      "Short game length but some players desire replay for story and atmosphere"

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely single-player with no cooperative multiplayer elements"

      Capsule for Fictorum Fictorum

      "Entirely singleplayer with no cooperative or multiplayer elements"

    • Creativity

      Game with the same Creativity vibe

      3

      "Players experiment with different puzzle solutions and choices affecting story, encouraging creative problem solving."

      Capsule for King's Quest King's Quest

      "Players experiment with puzzles and decoding to uncover story, some creative problem solving"

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of dominance or control over others; solitary experience."

      Capsule for Lifeless Planet Premier Edition Lifeless Planet Premier Edition

      "No elements of control or superiority over others; solitary experience"

    • Escapism

      Game with the same Escapism vibe

      4

      "Atmospheric, immersive world provides a strong escape from reality."

      Capsule for CARIMARA: Beneath the forlorn limbs CARIMARA: Beneath the forlorn limbs

      "Atmospheric, melancholic world offers immersive escape from reality"

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily driven by intrinsic interest in atmosphere, puzzles, and story interpretation."

      Capsule for LIMBO LIMBO

      "Players engage voluntarily driven by interest in story, atmosphere, and puzzles"

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Encourages trying different puzzle approaches and exploration of environments."

      Capsule for Myst Myst

      "Encourages exploration and trying different puzzle solutions and decoding methods"

    • Exploration

      Game with the same Exploration vibe

      4

      "Core gameplay involves discovering new clips and piecing together story elements through exploration."

      Capsule for IMMORTALITY IMMORTALITY

      "Core gameplay involves discovering new areas and piecing together story through exploration"

    • Expression

      Game with the same Expression vibe

      -3

      "Limited character customization; focus is on experiencing preset narrative and environment."

      Capsule for Tacoma Tacoma

      "Limited customization; focus is on experiencing preset environments and narrative"

    • Fantasy

      Game with the same Fantasy vibe

      2

      "Game presents surreal, dreamlike liminal spaces with subtle horror elements, blending reality and fiction."

      Capsule for Anemoiapolis: Chapter 1 Anemoiapolis: Chapter 1

      "Includes dreamlike and nightmarish sequences blending reality with surreal elements"

    • Fellowship

      Game with the same Fellowship vibe

      -5

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

      Capsule for Lucah: Born of a Dream Lucah: Born of a Dream

      "Solo experience with minimal social interaction or community focus"

    • Growth

      Game with the same Growth vibe

      3

      "Players learn and improve puzzle-solving skills over time."

      Capsule for Hatsune Miku Logic Paint S Hatsune Miku Logic Paint S

      "Players learn to decode language and solve puzzles, gaining understanding over time"

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for Space Run Space Run

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and deliberate exploration; not suited for background or casual play."

      Capsule for Dead Secret Dead Secret

      "Requires focused attention and deliberate exploration, not casual or background play"

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Minimal social interaction; emotional engagement is through story rather than interpersonal connections."

      Capsule for TSIOQUE TSIOQUE

      "Minimal social connection; emotional engagement is with story and atmosphere, not others"

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; purely individual experience."

      Capsule for A Game About A Game About

      "No leadership or group management elements; purely individual experience"

    • Progression

      Game with the same Progression vibe

      2

      "Progression through levels and unlocking new puzzle mechanics; limited item accumulation."

      Capsule for DUSK '82: ULTIMATE EDITION DUSK '82: ULTIMATE EDITION

      "Progression through unlocking new areas and solving puzzles, some item use involved"

    • Relaxation

      Game with the same Relaxation vibe

      4

      "Calm music, slow pace, and atmospheric world promote relaxation and flow."

      Capsule for Atma Atma

      "Slow pace, calming music, and immersive atmosphere promote relaxation and flow"

    • Sensation

      Game with the same Sensation vibe

      3

      "Strong visual and auditory atmosphere with haunting music and unique art style provides sensory stimulation."

      Capsule for Bleak Faith: Forsaken Bleak Faith: Forsaken

      "Beautiful visuals and haunting music provide strong sensory and emotional stimulation"

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems; individual, private experience."

      Capsule for Tiny Echo Tiny Echo

      "No social recognition or status systems; private personal experience"

    • Story

      Game with the same Story vibe

      4

      "Narrative unfolds through exploration, notes, and character interactions."

      Capsule for Die Young Die Young

      "Narrative unfolds through exploration, deciphering codes, and reading notes"

    • Strategy

      Game with the same Strategy vibe

      2

      "Puzzles require logical thinking and planning but are not deeply complex."

      Capsule for The Book of Unwritten Tales The Book of Unwritten Tales

      "Puzzles require logical thinking and planning, but are not highly complex"

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense and psychological horror elements create mild tension but overall controlled experience."

      Capsule for While We Wait Here While We Wait Here

      "Some tension in nightmare sequences but overall controlled and calm experience"

    • Value

      Game with the same Value vibe

      -2

      "Some players feel the price is high for the short length and limited replayability."

      Capsule for The Thing: Remastered The Thing: Remastered

      "Short length and limited replayability make some players feel price is high"

    • Violence

      Game with the same Violence vibe

      -4

      "Limited combat elements; some use of axe and flamethrower but no focus on violence or destruction."

      Capsule for Don't Knock Twice Don't Knock Twice

      "Minimal violence; axe used only to break obstacles, no combat or destruction focus"

    • Survival

      Game with the same Survival vibe

      1

      "Some avoidance of threats and tense moments, but no complex survival mechanics."

      Capsule for Subway Midnight Subway Midnight

      "Nightmare sequences involve avoiding threats but no complex survival mechanics"

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Survival, Violence, Fellowship, Expression. Here, the score leans higher than usual among comparable games on Survival, Thrill. It leans lower than usual among comparable games on Value.

    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