Is Simon There? similar games & best alternatives

Is Simon There?

PC (Microsoft Windows) • 2022

Should you play it?

A few months have passed since the death of my son, Simon. Ever since that tragic day, I find myself falling into the darkest emotions I could ever imagine. I am haunted everyday with what I have done; But sometimes, I am haunted by more than just my emotions...

What works
  • Strong atmosphere and sound design
  • Effective psychological horror without cheap jump scares
  • Multiple endings and replayability
  • Well-paced short experience
  • Good value for price
Things to keep in mind
  • Limited player agency and interactivity
  • Some confusing or unclear progression
  • Short length may disappoint some
  • Monster design feels disconnected from story
  • Repetitive back-and-forth exploration

What to play next

Top picks

Games that feel the closest overall

  • Detective Butler: Maiden Voyage Murder

  • Život Není Krásný: Poslední Exekuce

  • Witch's Doll

  • It Moves

  • Titan Station

  • Vasilisa and Baba Yaga

  • Dracula: Origin

  • Homeless

  • Eclipsium

Hidden Gems

Less popular games with surprisingly high similarity

  • Život Není Krásný: Poslední Exekuce

  • Witch's Doll

  • Titan Station

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    Dark Fracture: Prologue

  • Sensation

    9 Childs Street

  • Story

    Pyromaniac

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).

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

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

    "Players have minimal control; the game runs passively and requires idling without interaction."

    Capsule for Achievement Idler: Black Achievement Idler: Black

    "The game takes control away from the player, limiting interaction mostly to walking and triggering events with minimal player agency."

  • Competence

    Game with the same Competence vibe

    1

    "Gameplay involves simple exploration and light puzzle-solving with minimal challenge or skill required."

    Capsule for Umfend Umfend

    "Some light puzzle solving is present, requiring observation and thought, but overall gameplay is simple and not skill-intensive."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; focus is on solo experience without comparison to others."

    Capsule for Infliction Infliction

    "No competitive elements; focus is on solo experience without comparison to others."

  • Continuation

    Game with the same Continuation vibe

    2

    "Multiple endings and achievements encourage replay and extended engagement, though some frustration noted."

    Capsule for Wolf & Rabbit Wolf & Rabbit

    "Multiple endings and achievements encourage replay, but short length and some frustration with direction may limit long-term engagement."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player with no cooperative or multiplayer features."

    Capsule for The Way The Way

    "Entirely single-player with no cooperative or multiplayer features."

  • Creativity

    Game with the same Creativity vibe

    1

    "Some environmental storytelling and exploration, but gameplay follows established horror walking sim and stealth routines."

    Capsule for Dread Flats Dread Flats

    "Some creative environmental storytelling and puzzle design, but gameplay largely follows a walking simulator template."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of domination or power over others; experience is introspective and personal."

    Capsule for Dissolving Dissolving

    "No elements of domination or control over others; experience is personal and introspective."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong psychological horror atmosphere provides intense escape from reality and immersion in a frightening fictional world."

    Capsule for Dark Fracture: Prologue Dark Fracture: Prologue

    "Strong psychological horror atmosphere offers escape into a tense, unsettling fictional experience."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest in horror and story, not obligation."

    Capsule for Corpse Party Corpse Party

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

  • Experimenting

    Game with the same Experimenting vibe

    -2

    "Exploration is open but climbing paths and objectives are linear and repetitive, limiting experimentation."

    Capsule for Submerged Submerged

    "Exploration is limited and linear with some puzzle experimentation, but mostly follows established routines."

  • Exploration

    Game with the same Exploration vibe

    -3

    "Exploration is confined to a small apartment and repetitive environments with minimal new areas."

    Capsule for You Will (Not) Remain You Will (Not) Remain

    "Exploration confined to a small house with repeated back-and-forth movement; limited discovery."

  • Expression

    Game with the same Expression vibe

    -5

    "No character or environment customization; presentation is fixed."

    Capsule for Escape From Mystwood Mansion Escape From Mystwood Mansion

    "No character or environment customization; presentation is fixed."

  • Fantasy

    Game with the same Fantasy vibe

    3

    "Psychological horror with supernatural elements and fictional narrative, though grounded in a realistic house setting."

    Capsule for The Survey The Survey

    "Psychological horror with supernatural and symbolic elements, though grounded in a domestic setting."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "Solo experience with minimal social interaction."

    Capsule for Darksiders II Deathinitive Edition Darksiders II Deathinitive Edition

    "Solo experience with minimal social interaction."

  • Growth

    Game with the same Growth vibe

    1

    "Some learning involved in puzzle solving and uncovering story, but limited depth or skill development."

    Capsule for [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル

    "Some learning involved in puzzle solving and uncovering story layers, but limited skill development."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay with no physical activity."

    Capsule for What Remains of Edith Finch What Remains of Edith Finch

    "Sedentary gameplay with no physical activity."

  • Idle

    Game with the same Idle vibe

    3

    "Gameplay involves waiting and slow pacing, including repetitive tasks and waiting for events."

    Capsule for my eyes deceive my eyes deceive

    "Gameplay involves waiting and pacing through events, with some downtime between scares."

  • Intimacy

    Game with the same Intimacy vibe

    -4

    "Minimal social connection; emotional engagement is with narrative rather than other players."

    Capsule for Layers of Fear Layers of Fear

    "Minimal social connection; emotional engagement is with the narrative rather than other players."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles."

    Capsule for Supermarket Chaos Supermarket Chaos

    "No leadership or group management roles."

  • Progression

    Game with the same Progression vibe

    2

    "Progression through story and unlocking multiple endings and achievements."

    Capsule for An Octave Higher An Octave Higher

    "Progression through story and unlocking multiple endings and achievements."

  • Relaxation

    Game with the same Relaxation vibe

    -3

    "Sustained tension and anxiety dominate the experience rather than relaxation or flow."

    Capsule for Lone Survivor: The Director's Cut Lone Survivor: The Director's Cut

    "Sustained tension and anxiety dominate the experience rather than relaxation."

  • Sensation

    Game with the same Sensation vibe

    4

    "Strong sensory stimulation through sound design, lighting, and jump scares."

    Capsule for 9 Childs Street 9 Childs Street

    "Strong sensory stimulation through sound design, lighting, and jump scares."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems."

    Capsule for Lake Haven - Chrysalis Lake Haven - Chrysalis

    "No social recognition or status systems."

  • Story

    Game with the same Story vibe

    4

    "Narrative-driven with psychological themes and multiple endings; story is a core motivation."

    Capsule for Pyromaniac Pyromaniac

    "Narrative-driven with multiple endings and psychological themes; story is a core focus."

  • Strategy

    Game with the same Strategy vibe

    0

    "Minimal strategic or complex problem solving; puzzles are simple and straightforward."

    Capsule for All You Can Eat All You Can Eat

    "Minimal strategic or complex problem-solving; puzzles require observation but are straightforward."

  • Thrill

    Game with the same Thrill vibe

    4

    "High suspense and jump scares create thrilling and tense experiences."

    Capsule for Boo Men Boo Men

    "Effective use of suspense and jump scares creates a thrilling, tense atmosphere."

  • Value

    Game with the same Value vibe

    3

    "Generally considered good value for a short, intense horror experience at a low price."

    Capsule for Psalm 2 Psalm 2

    "Generally considered good value for a short, well-made indie horror game at a low price."

  • Violence

    Game with the same Violence vibe

    -3

    "Limited direct violence; horror is psychological and symbolic rather than physical combat or destruction."

    Capsule for 3rd eye 3rd eye

    "No active combat or destruction; horror is psychological and atmospheric."

  • Survival

    Game with the same Survival vibe

    -4

    "No survival mechanics or threats; player cannot die or fail."

    Capsule for The Invincible The Invincible

    "No survival mechanics or threat of failure; player cannot be harmed or die."

Last update: 12/07/2026