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I am not a Monster: First Contact

PC (Microsoft Windows) • 2018

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Quick resume

Retro sci-fi tactical turn-based strategy with an exciting storyline. The Albatross space liner is overrun by lizard-like monsters that can infect humans and turn them into their own kind. Save the passengers and defeat the hostile creatures.

Global score

77/100

Genres

Indie, Role-playing (RPG), Strategy, Adventure, Turn-based strategy (TBS), Tactical

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    Pros

    • Unique blend of turn-based tactics and social deduction
    • Engaging and lengthy single-player campaign
    • Strong retro sci-fi aesthetic and story
    • Deep tactical gameplay with weapon-item combinations
    • Challenging and rewarding difficulty curve

    Cons

    • Small multiplayer playerbase and matchmaking issues
    • Limited maps and game modes
    • Steep learning curve and minimal tutorial support
    • Save system can be frustrating with limited checkpoints
    • Some ui and control clunkiness reported

    Motivations

    • Autonomy

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      "Players have control over unit positioning, upgrades, and tactical decisions in turn-based combat, allowing freedom in strategic planning."

      Capsule for Fantasy Wars Fantasy Wars

      "Players have control over tactical decisions, equipment loadouts, and strategic planning in turn-based combat."

    • Competence

      Game with the same Competence vibe

      4

      "The game offers challenging tactical combat, strategic planning, and a steep learning curve that rewards skillful play and mastery of mechanics."

      Capsule for SpellForce: Conquest of Eo SpellForce: Conquest of Eo

      "The game offers challenging tactical gameplay with a steep learning curve and rewards skillful planning and execution."

    • Competition

      Game with the same Competition vibe

      3

      "Multiplayer is a core feature with player-vs-player battles and strategic mind games, though the player base is small and matches often require coordination."

      Capsule for Fire & Maneuver Fire & Maneuver

      "Multiplayer involves deception and outsmarting others, but playerbase is small and multiplayer is less emphasized than single-player."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report long campaigns, multiple modes, and replayability with friends, supporting habitual and extended play sessions."

      Capsule for Zombie Army Trilogy Zombie Army Trilogy

      "Players report long campaigns and engaging gameplay that encourages repeated attempts and extended play sessions."

    • Cooperation

      Game with the same Cooperation vibe

      2

      "Multiplayer mode allows playing with friends cooperatively, though mostly casual and social rather than goal-driven teamwork."

      Capsule for Finnish Cottage Simulator Finnish Cottage Simulator

      "Multiplayer mode involves teamwork and social deduction, but many players focus on solo campaign or small friend groups."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players create custom weapon loadouts and experiment with combos and tactics."

      Capsule for Blaston Blaston

      "Players combine weapons and items to create unique abilities, encouraging experimentation with loadouts and tactics."

    • Domination

      Game with the same Domination vibe

      -2

      "Multiplayer emphasizes cooperation and shared fun rather than dominance or power over others."

      Capsule for Climbey Climbey

      "Multiplayer emphasizes deception and social deduction rather than outright domination or power over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Dystopian sci-fi setting and immersive story provide escape from reality and stress relief."

      Capsule for City of Chains City of Chains

      "The retro sci-fi setting and immersive story provide a strong escape from reality and stress relief."

    • Expectation

      Game with the same Expectation vibe

      -3

      "Players engage voluntarily out of interest and enjoyment rather than obligation; some mention frustration but mostly intrinsic motivation."

      Capsule for Eternal Return Eternal Return

      "Players engage out of intrinsic interest and enjoyment rather than obligation; some frustration noted but overall voluntary play."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "The game encourages trying new builds, weapon combinations, and tactical approaches to overcome challenges."

      Capsule for Alina of the Arena Alina of the Arena

      "Game encourages trying new tactics, weapon-item combos, and adapting strategies to unique mission challenges."

    • Exploration

      Game with the same Exploration vibe

      1

      "Campaign missions offer some variety and new scenarios, but mostly structured maps with limited discovery."

      Capsule for Warhammer® 40,000: Dawn of War® – Winter Assault Warhammer® 40,000: Dawn of War® – Winter Assault

      "Limited maps and modes but missions introduce new twists and environments within the ship setting."

    • Expression

      Game with the same Expression vibe

      2

      "Players can customize skills, upgrade base and character, and choose play styles, but cosmetic customization is limited."

      Capsule for Crime Simulator Crime Simulator

      "Players can customize characters with skins and unlock cosmetic upgrades, though core gameplay is fixed."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strongly themed around 1950s sci-fi comics with imaginative alien invaders and heroic characters."

      Capsule for Fortified Fortified

      "Strongly themed around imaginative 1950s sci-fi, pulp fiction, and alien invasion fantasy."

    • Fellowship

      Game with the same Fellowship vibe

      2

      "Community interaction occurs mainly outside the game via Discord and forums; some social support but limited in-game social features."

      Capsule for BlazBlue Centralfiction BlazBlue Centralfiction

      "Community interaction occurs mainly in multiplayer with friends; some social features but limited by playerbase."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop tactical skills and learn mission mechanics through challenging gameplay."

      Capsule for Commandos: Origins Commandos: Origins

      "Players develop tactical skills and knowledge of game mechanics through challenging missions and trial-and-error."

    • Health

      Game with the same Health vibe

      -4

      "Primarily a sedentary, screen-based game with no physical activity elements."

      Capsule for The Red Solstice The Red Solstice

      "Primarily a sedentary, screen-based game with no physical activity elements."

    • Idle

      Game with the same Idle vibe

      -3

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

      Capsule for Door Kickers 2: Task Force North Door Kickers 2: Task Force North

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

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Some social interaction in multiplayer, but limited emotional sharing or close relationships."

      Capsule for Toukiden 2 Toukiden 2

      "Some social interaction and teamwork in multiplayer, but limited emotional sharing or close relationships."

    • Leadership

      Game with the same Leadership vibe

      1

      "Some multiplayer modes may involve leading or coordinating, but no strong leadership emphasis."

      Capsule for Serious Sam Classic: The Second Encounter Serious Sam Classic: The Second Encounter

      "Some multiplayer roles may involve guiding or influencing others, but no strong emphasis on leadership."

    • Progression

      Game with the same Progression vibe

      3

      "Players unlock cosmetics, complete challenges, and collect items; some progression in campaigns and customization."

      Capsule for Superfighters Deluxe Superfighters Deluxe

      "Players accumulate weapons, items, and unlock cosmetic upgrades; campaign progression unlocks new challenges."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "While tactical, the game can be tense and challenging, with some moments of flow."

      Capsule for Kriegsfront Tactics - Prologue Kriegsfront Tactics - Prologue

      "Game can be tense and challenging, but also provides flow and immersion for players who enjoy tactical puzzles."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable retro visuals and music provide sensory pleasure, though not highly stimulating or intense."

      Capsule for Memories of a Vagabond Memories of a Vagabond

      "Enjoyable retro visuals, music, and sound design provide sensory pleasure and thematic immersion."

    • Status

      Game with the same Status vibe

      0

      "Leaderboards and cosmetic unlocks provide some recognition, but social status is not a major focus."

      Capsule for Arcadegeddon Arcadegeddon

      "No strong emphasis on social recognition or leaderboards; cosmetic unlocks provide some visibility."

    • Story

      Game with the same Story vibe

      4

      "Narrative-driven gameplay with sci-fi story, character interactions, and branching choices."

      Capsule for Halcyon 6: Starbase Commander (LIGHTSPEED EDITION) Halcyon 6: Starbase Commander (LIGHTSPEED EDITION)

      "Narrative-driven single-player campaign with engaging characters, plot twists, and retro sci-fi storytelling."

    • Strategy

      Game with the same Strategy vibe

      5

      "Core gameplay involves deep tactical planning, problem solving, and optimizing turn-based combat."

      Capsule for Tactical Breach Wizards Tactical Breach Wizards

      "Core gameplay revolves around deep tactical planning, problem solving, and simultaneous turn execution."

    • Thrill

      Game with the same Thrill vibe

      3

      "Tense combat and permanent consequences create suspense and excitement."

      Capsule for Broken Lines Broken Lines

      "Tense social deduction and combat moments create suspense and excitement."

    • Value

      Game with the same Value vibe

      3

      "Players find good value in nostalgic gameplay and campaign length for price, especially on sale."

      Capsule for Z Z

      "Players find good value in the long campaign and unique gameplay for the price, especially on sale."

    • Violence

      Game with the same Violence vibe

      3

      "Combat and damage dealing are central mechanics, involving defeating enemies with various attacks and abilities."

      Capsule for The Last Flame The Last Flame

      "Combat and defeating monsters are central mechanics, with tactical shooting and melee attacks."

    • Survival

      Game with the same Survival vibe

      4

      "Gameplay involves avoiding failure, protecting teammates, managing resources, and overcoming threats."

      Capsule for Seed of the Dead: Sweet Home Seed of the Dead: Sweet Home

      "Gameplay focuses on avoiding failure, managing resources, and protecting team members from infection."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Competition, Fellowship, Domination, Status. Here, the score leans higher than usual among comparable games on Story, Fantasy. It leans lower than usual among comparable games on Domination.

    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