HOW WE KNOW WE'RE ALIVE similar games & best alternatives

HOW WE KNOW WE'RE ALIVE

Linux, PC (Microsoft Windows), iOS, Mac • 2023

Should you play it?

HOW WE KNOW WE'RE ALIVE is an award winning, hour long melancholy, point-and-click narrative mystery set in the bible belt of Sweden.

What works
  • Beautiful pixel art and lighting effects
  • Emotionally powerful and thought-provoking story
  • Immersive melancholic atmosphere
  • Free to play
  • Well-crafted soundtrack
Things to keep in mind
  • Very short playtime
  • Minimal gameplay mechanics
  • Linear narrative with limited interactivity
  • Lack of character customization
  • Some players wished for longer story or more exploration

What to play next

Top picks

Games that feel the closest overall

  • Journal

  • 9.03m

  • State of Mind

  • Voices from the Sea

  • Tricolour Lovestory

  • Perfect Tides

  • Summerland

  • Sisyphus Reborn

  • one night, hot springs

Hidden Gems

Less popular games with surprisingly high similarity

  • Journal

  • Perfect Tides

  • Adios

If you liked…

Recommendations by what you enjoyed most

  • Story

    To the Moon

  • Escapism

    神明的一天世界(God's One Day World)

  • Value

    GRIS

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).

HOW WE KNOW WE'RE ALIVE: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Strategy, Survival, Violence, Competence. It leans lower than usual among comparable games on Fantasy, Progression, Creativity.

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

    3

    "Players have control over reading pace and choices in dialogue, but the story is linear and predetermined."

    Capsule for NEKOPARA After NEKOPARA After

    "Players control the protagonist's movement and dialogue choices, but the narrative is linear and predetermined."

  • Competence

    Game with the same Competence vibe

    -3

    "Gameplay is simple point-and-click with minimal challenge and easy mini-games."

    Capsule for Little Misfortune Little Misfortune

    "Gameplay is simple point-and-click with minimal challenge or skill required."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; focus is on personal narrative experience."

    Capsule for The Charnel House Trilogy The Charnel House Trilogy

    "No competitive elements; focus is on personal narrative experience."

  • Continuation

    Game with the same Continuation vibe

    1

    "Short game (~30 min) with some players replaying for emotional impact but limited habitual play."

    Capsule for memories memories

    "Short game (~1 hour) with emotional impact encourages some replay for story exploration but limited habitual play."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single player narrative experience with no cooperative or multiplayer features."

    Capsule for South of the Circle South of the Circle

    "Singleplayer narrative experience with no cooperative or multiplayer features."

  • Creativity

    Game with the same Creativity vibe

    -4

    "No creation or modification by player; fixed narrative and environment."

    Capsule for Google Spotlight Stories: Age of Sail Google Spotlight Stories: Age of Sail

    "No player creation or modification; follows a fixed story and environment."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others."

    Capsule for Senren*Banka Senren*Banka

    "No elements of exerting control or superiority over others."

  • Escapism

    Game with the same Escapism vibe

    4

    "Immersive story and atmosphere provide escape from reality; emotional and thematic depth noted."

    Capsule for 神明的一天世界(God's One Day World) 神明的一天世界(God's One Day World)

    "Immersive story and atmosphere provide emotional escape and reflection."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily, motivated by intrinsic interest in story and emotional experience."

    Capsule for The Last Cat in the Universe The Last Cat in the Universe

    "Players engage voluntarily for intrinsic interest in story and emotional experience."

  • Experimenting

    Game with the same Experimenting vibe

    -3

    "Gameplay is linear and narrative-driven with limited exploration or experimentation."

    Capsule for That Dragon, Cancer That Dragon, Cancer

    "Linear narrative with limited exploration or experimentation in gameplay."

  • Exploration

    Game with the same Exploration vibe

    -2

    "Limited environments (two main locations) with minimal exploration; mostly familiar settings."

    Capsule for The Terrible Old Man The Terrible Old Man

    "Some environmental interaction but mostly familiar, constrained settings."

  • Expression

    Game with the same Expression vibe

    -5

    "No character customization or self-expression features."

    Capsule for Getting Over It with Bennett Foddy Getting Over It with Bennett Foddy

    "No character customization or self-expression features."

  • Fantasy

    Game with the same Fantasy vibe

    -4

    "Grounded, realistic narrative about grief and family; no fantasy or improbable events."

    Capsule for Undusted: Letters from the Past Undusted: Letters from the Past

    "Realistic, grounded story about human relationships and grief."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "Solo experience without social or community interaction."

    Capsule for Don't Be Afraid Don't Be Afraid

    "Solo experience without social or community interaction."

  • Growth

    Game with the same Growth vibe

    2

    "Players experience emotional growth and reflection through narrative, though gameplay skill development is limited."

    Capsule for My Little Puppy My Little Puppy

    "Emotional and reflective growth through story, though limited gameplay skill development."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay with no physical activity elements."

    Capsule for Lingo 2 Lingo 2

    "Sedentary gameplay with no physical activity elements."

  • Idle

    Game with the same Idle vibe

    -4

    "Requires focused attention to narrative and choices; not suitable for background or idle play."

    Capsule for Masochisia Masochisia

    "Requires focused attention to narrative; not suitable for background play."

  • Intimacy

    Game with the same Intimacy vibe

    3

    "Emotional connections with characters and story foster a sense of intimacy."

    Capsule for Hello Charlotte EP2: Requiem Aeternam Deo Hello Charlotte EP2: Requiem Aeternam Deo

    "Emotional connection to characters and story fosters intimate feelings."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management mechanics."

    Capsule for Camp Sunshine Camp Sunshine

    "No leadership or group management mechanics."

  • Progression

    Game with the same Progression vibe

    -4

    "No item collection or upgrades; static narrative progression."

    Capsule for Plug & Play Plug & Play

    "No item collection or upgrades; static narrative progression."

  • Relaxation

    Game with the same Relaxation vibe

    3

    "Calm, melancholic atmosphere with slow pacing offers a relaxing, contemplative experience."

    Capsule for The Last Train The Last Train

    "Calm pacing and melancholic atmosphere provide a reflective, relaxing experience."

  • Sensation

    Game with the same Sensation vibe

    2

    "Visual and auditory aesthetics provide pleasant sensory experience without intense stimulation."

    Capsule for Never Alone (Kisima Ingitchuna) Never Alone (Kisima Ingitchuna)

    "Visual and auditory aesthetics create emotional stimulation but not intense sensory thrills."

  • Status

    Game with the same Status vibe

    -5

    "No social status or recognition systems."

    Capsule for Half-Life: Alyx Half-Life: Alyx

    "No social status or recognition systems."

  • Story

    Game with the same Story vibe

    5

    "Core focus on narrative immersion with strong emotional storytelling."

    Capsule for To the Moon To the Moon

    "Core focus on narrative immersion with a strong, emotional story."

  • Strategy

    Game with the same Strategy vibe

    -5

    "No strategic or problem-solving gameplay elements."

    Capsule for NEKOPARA Vol. 3 NEKOPARA Vol. 3

    "No strategic or problem-solving gameplay elements."

  • Thrill

    Game with the same Thrill vibe

    -4

    "Low risk, calm emotional tone with no suspense or tension-driven thrills."

    Capsule for A Bird Story A Bird Story

    "Low risk, controlled emotional tone without suspense or tension."

  • Value

    Game with the same Value vibe

    4

    "Highly praised for artistic and emotional value relative to its short length and price."

    Capsule for GRIS GRIS

    "Highly praised for emotional and artistic value, especially given it is free."

  • Violence

    Game with the same Violence vibe

    -5

    "No violence or combat; focus on constructive emotional and relational experiences."

    Capsule for A Summer's End - Hong Kong 1986 A Summer's End - Hong Kong 1986

    "No violence or combat; constructive and contemplative experience."

  • Survival

    Game with the same Survival vibe

    -5

    "No survival or threat avoidance mechanics."

    Capsule for To the Moon To the Moon

    "No survival or threat avoidance mechanics."

Last update: 09/07/2026