I Was a Teenage Exocolonist Thumbnail

I Was a Teenage Exocolonist similar games & best alternatives

I Was a Teenage Exocolonist

PC (Microsoft Windows), Mac, PlayStation 4, Nintendo Switch, PlayStation 5 • 2022

Related articles

Quick resume

Spend your teenage years on an alien planet in this narrative RPG with card-based battles. Explore, grow up, and fall in love. The choices you make and skills you master over ten years will determine the course of your life and the survival of your colony.

Global score

96/100

Genres

Indie, Role-playing (RPG), Simulator, Adventure, Turn-based strategy (TBS), Visual Novel, Strategy, Card & Board Game

Similar games

    Pros

    • Deep, meaningful narrative with branching choices
    • High replayability with multiple endings
    • Inclusive character customization and representation
    • Engaging card-based gameplay integrated with story
    • Beautiful art and immersive soundtrack

    Cons

    • Some find romance options shallow or limited
    • Repetitive elements in later playthroughs
    • Story pacing can feel rushed near the end
    • Card game mechanics may feel simplistic or luck-based
    • Requires significant reading and attention

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have significant control over their actions, choices, and moral decisions, shaping the story and gameplay outcomes."

      Capsule for BLACK SOULS II BLACK SOULS II

      "Players have significant control over their character's actions, decisions, and development, with meaningful choices that affect story and gameplay."

    • Competence

      Game with the same Competence vibe

      3

      "The game offers a challenging AI with varied decks and mechanics, providing skill tests especially in single-player campaigns."

      Capsule for Yu-Gi-Oh! Legacy of the Duelist : Link Evolution Yu-Gi-Oh! Legacy of the Duelist : Link Evolution

      "The card-based challenges and skill-building provide tests of skill and feedback, though some find the card game easy or skippable."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on single-player experience without competitive or ranked modes; play is personal and story-driven."

      Capsule for Septerra Core Septerra Core

      "Focus is on personal story and development without competitive or ranked modes; play is individual and self-paced."

    • Continuation

      Game with the same Continuation vibe

      5

      "High replayability with multiple endings and story branches encourages long-term engagement and repeated playthroughs."

      Capsule for Angels with Scaly Wings™ / 鱗羽の天使 Angels with Scaly Wings™ / 鱗羽の天使

      "High replayability with multiple endings and new content unlocked on subsequent playthroughs encourages long-term engagement."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Gameplay centers on individual decision-making and personal relationships rather than teamwork or multiplayer cooperation."

      Capsule for Cooking Companions Cooking Companions

      "Gameplay centers on individual character growth and personal relationships rather than teamwork or multiplayer cooperation."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players customize their character's pronouns, personality traits, and make choices affecting story outcomes, expressing creativity within narrative constraints."

      Capsule for Arcade Spirits Arcade Spirits

      "Players customize character gender, pronouns, and make diverse narrative choices shaping their unique story experience."

    • Domination

      Game with the same Domination vibe

      -5

      "Interactions emphasize mutual respect and complex relationships rather than exerting control or superiority over others."

      Capsule for Scarlet Hollow Scarlet Hollow

      "Interactions emphasize mutual respect and complex relationships rather than exerting power or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong narrative and immersive sci-fi setting provide an escape from real life, with emotional engagement."

      Capsule for Deliver Us Mars Deliver Us Mars

      "Immersive sci-fi setting and emotional storytelling provide a strong escape from real life stresses."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily driven by intrinsic interest and emotional investment rather than obligation or external pressure."

      Capsule for Muv-Luv Alternative Muv-Luv Alternative

      "Players engage voluntarily driven by intrinsic interest and emotional investment rather than obligation or pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "The game encourages trying different choices and exploring alternate story paths across multiple playthroughs."

      Capsule for Headliner: NoviNews Headliner: NoviNews

      "Multiple playthroughs encourage trying new choices, exploring different story branches, and experimenting with skills."

    • Exploration

      Game with the same Exploration vibe

      3

      "Exploration of alien worlds and discovery of secrets is a core gameplay element."

      Capsule for The Dig® The Dig®

      "Exploring the alien world and uncovering story secrets is a key gameplay element, though within a defined environment."

    • Expression

      Game with the same Expression vibe

      3

      "Character customization and roleplay choices allow personal expression within the narrative."

      Capsule for Vampire: The Masquerade — Night Road Vampire: The Masquerade — Night Road

      "Character customization of gender, pronouns, and appearance allows personal expression within narrative constraints."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Set in a sci-fi alien world with imaginative elements and a fictional narrative."

      Capsule for The Gunk The Gunk

      "Set in a sci-fi alien colony with imaginative elements and speculative fiction themes."

    • Fellowship

      Game with the same Fellowship vibe

      3

      "Strong emphasis on forming bonds and relationships with other characters, fostering a sense of community."

      Capsule for A Little Lily Princess A Little Lily Princess

      "Strong emphasis on forming meaningful relationships and community bonds with other characters."

    • Growth

      Game with the same Growth vibe

      5

      "Focus on learning, skill development, and character growth over time"

      Capsule for 侠客风云传(Tale of Wuxia) 侠客风云传(Tale of Wuxia)

      "Focus on personal development, learning skills, and evolving relationships over time."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for DARK SOULS™ III DARK SOULS™ III

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention on story and choices; not designed for background or casual play."

      Capsule for Cabernet Cabernet

      "Requires focused attention on story choices and card challenges; not designed for background or casual play."

    • Intimacy

      Game with the same Intimacy vibe

      4

      "Deep emotional connections and relationships are central to the narrative experience."

      Capsule for Perfect Tides Perfect Tides

      "Deep emotional connections and romantic relationships are important aspects of the narrative experience."

    • Leadership

      Game with the same Leadership vibe

      2

      "Players guide their own ship and influence factions but do not directly lead groups of players."

      Capsule for Drox Operative Drox Operative

      "Players influence their own character's path and some colony outcomes but do not lead groups or manage others directly."

    • Progression

      Game with the same Progression vibe

      4

      "Character leveling, skill trees, equipment acquisition, and story advancement provide clear progression."

      Capsule for The NOexistenceN of Morphean Paradox : The Forest of Silver Shallots The NOexistenceN of Morphean Paradox : The Forest of Silver Shallots

      "Skill development, unlocking new story content, and collecting cards represent clear progression systems."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "The game balances emotional intensity with contemplative pacing, allowing moments of reflection."

      Capsule for The Hungry Lamb: Traveling in the Late Ming Dynasty The Hungry Lamb: Traveling in the Late Ming Dynasty

      "While emotionally intense at times, the pacing and gameplay allow for moments of flow and reflection."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable art style, music, and narration provide sensory stimulation and emotional engagement."

      Capsule for Tavern Keeper 🍻 Tavern Keeper 🍻

      "Enjoyable art, music, and narrative evoke emotional and sensory engagement."

    • Status

      Game with the same Status vibe

      -4

      "Achievements and endings exist but social recognition or popularity is minimal and not a focus."

      Capsule for Why Am I Dead At Sea Why Am I Dead At Sea

      "Achievements and endings are personal; social recognition or popularity is not a focus."

    • Story

      Game with the same Story vibe

      5

      "Narrative immersion is central, with rich character development and multiple branching plots."

      Capsule for Gaokao.Love.100Days Gaokao.Love.100Days

      "Narrative immersion is central, with rich character development and branching plots."

    • Strategy

      Game with the same Strategy vibe

      3

      "Players plan resource management, crafting sequences, and skill development to optimize progress."

      Capsule for My Time at Portia My Time at Portia

      "Players plan skill development, resource management, and card play to influence outcomes."

    • Thrill

      Game with the same Thrill vibe

      2

      "Emotional tension and suspense arise from story events, but gameplay risk is minimal."

      Capsule for STEINS;GATE 0 STEINS;GATE 0

      "Emotional tension and suspense arise from story events and consequences, though gameplay risk is moderate."

    • Value

      Game with the same Value vibe

      4

      "Players report high perceived value for time and money due to emotional impact and replayability."

      Capsule for Refind Self: The Personality Test Game Refind Self: The Personality Test Game

      "High replay value and emotional impact provide strong perceived return on time and money invested."

    • Violence

      Game with the same Violence vibe

      -4

      "Focus is on emotional interaction and negotiation rather than combat or destruction."

      Capsule for Don't Make Love Don't Make Love

      "Focus is on relationships, survival, and exploration rather than combat or destruction."

    • Survival

      Game with the same Survival vibe

      3

      "Survival elements present in story and gameplay, including resource gathering and overcoming threats."

      Capsule for Tomb Raider Game of the Year Tomb Raider Game of the Year

      "Survival themes and resource management are present in the story and gameplay, though not highly intense."

    Analysis

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

    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