it's always monday similar games & best alternatives

it's always monday

PC (Microsoft Windows) • 2016

Should you play it?

it's always monday - is a first person exploration game

What works
  • Thought-provoking existential themes
  • Short and accessible experience
  • Minimalistic art style and atmosphere
  • Free or low cost
  • Emotional and reflective narrative
Things to keep in mind
  • Very short gameplay duration
  • Limited interactivity and exploration
  • Some technical issues and bugs
  • Lack of depth in puzzles or challenge
  • Price increase despite minimal content

What to play next

Top picks

Games that feel the closest overall

  • Beyond Blue

  • Invisible Mind

  • Brno Transit

  • Once in Yaissor

  • 9.03m

  • Leaving Lyndow

  • Open Roads

  • Neyasnoe

  • Disney Winnie the Pooh

Hidden Gems

Less popular games with surprisingly high similarity

  • Invisible Mind

  • Brno Transit

  • Open Roads

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    Sisyphus Reborn

  • Story

    The Way of Life Free Edition

  • Idle

    Paperbark

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).

it's always monday: A very typical example of its motivational profile. Motivations that often define this kind of title include Strategy, Experimenting, Competence, Survival. It leans lower than usual among comparable games on Value, Continuation, Fantasy.

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

    2

    "Players have some freedom in managing characters and tasks but overall follow a structured, linear progression with clear guidance."

    Capsule for The Horror at Highrook The Horror at Highrook

    "Players have some freedom to explore and interact with objects in the office environment, but progression is linear and limited to fixed tasks."

  • Competence

    Game with the same Competence vibe

    -2

    "Gameplay involves simple puzzles and exploration with minimal challenge; puzzle solutions mostly found by interacting with everything."

    Capsule for 3rd eye 3rd eye

    "Gameplay involves simple interactions and minimal puzzle elements; challenges are light and predictable."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements or social comparison; the experience is solitary and introspective."

    Capsule for Narcissu 1st & 2nd Narcissu 1st & 2nd

    "No competitive elements or social comparison; experience is solitary and introspective."

  • Continuation

    Game with the same Continuation vibe

    -4

    "Very short experience (~15-30 minutes) with little replay value; players tend to finish quickly and move on."

    Capsule for Keep in Mind: Remastered Keep in Mind: Remastered

    "Very short experience (~15-20 minutes) with limited replay value; players tend to finish quickly and move on."

  • Cooperation

    Game with the same Cooperation vibe

    -5

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

    Capsule for DEAD TRASH DEAD TRASH

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

  • Creativity

    Game with the same Creativity vibe

    -3

    "No creation or modification mechanics; player interaction is minimal and predefined."

    Capsule for Coconut Simulator Coconut Simulator

    "Interactions are limited to predefined objects and actions; no player-driven creation or modification."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting power over others; gameplay is personal and self-contained."

    Capsule for Protocol Protocol

    "No elements of exerting power over others; the game focuses on personal experience and reflection."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game as a reflective, immersive experience to escape and contemplate existential themes."

    Capsule for Sisyphus Reborn Sisyphus Reborn

    "Players use the game as a means to reflect on and escape from real-life monotony and existential themes."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Engagement is voluntary and driven by personal interest in the themes; no obligation or pressure reported."

    Capsule for The Dearest Person The Dearest Person

    "Engagement is voluntary and driven by personal interest in the themes; no external pressure to play."

  • Experimenting

    Game with the same Experimenting vibe

    -3

    "Limited exploration and experimentation; gameplay mostly follows a fixed sequence."

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

    "Limited exploration and interaction options; players mostly follow a set sequence of actions."

  • Exploration

    Game with the same Exploration vibe

    1

    "Limited environmental exploration; focus on narrative and interacting with objects."

    Capsule for 1979 Revolution: Black Friday 1979 Revolution: Black Friday

    "Some environmental exploration within a small office space to discover triggers and narrative elements."

  • Expression

    Game with the same Expression vibe

    -4

    "No character customization or personalization; presentation is fixed and minimalistic."

    Capsule for KIDS KIDS

    "No character customization or visual personalization; presentation is fixed and minimalistic."

  • Fantasy

    Game with the same Fantasy vibe

    -2

    "Game is grounded in realistic office and life simulation with plausible scenarios and contemporary social issues."

    Capsule for Office Life Office Life

    "The game depicts a surreal but grounded office environment reflecting real-world existential issues."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; experience is solitary and personal."

    Capsule for KIDS KIDS

    "No social or community features; experience is solitary and personal."

  • Growth

    Game with the same Growth vibe

    2

    "Players reflect on philosophical themes and personal development through narrative, though gameplay learning is minimal."

    Capsule for Generic Untrademarked Ice Resurfacing Vehicle & Depression Simulator 2019. Generic Untrademarked Ice Resurfacing Vehicle & Depression Simulator 2019.

    "Players engage in reflective learning about existential themes and personal meaning, though gameplay skill growth is minimal."

  • Health

    Game with the same Health vibe

    -5

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

    Capsule for Source of Madness Source of Madness

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

  • Idle

    Game with the same Idle vibe

    3

    "Short sessions with relaxed pacing; suitable for casual play and filling time."

    Capsule for Paperbark Paperbark

    "Short, low-intensity sessions suitable for filling small time gaps; pacing is slow and contemplative."

  • Intimacy

    Game with the same Intimacy vibe

    -4

    "Limited to minimal social interactions with NPCs; no deep relationship mechanics."

    Capsule for Mount & Blade Mount & Blade

    "Minimal social interaction limited to symbolic NPCs; no meaningful relationship building."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or management roles; player follows a linear narrative without directing others."

    Capsule for CAT & ONION CAT & ONION

    "No leadership or management roles; player follows a linear narrative without directing others."

  • Progression

    Game with the same Progression vibe

    1

    "Progression is narrative-based through choices and story advancement; no item collection or upgrades."

    Capsule for Greyfox RPG Greyfox RPG

    "Progression is narrative-based through completing fixed tasks; no item collection or upgrades."

  • Relaxation

    Game with the same Relaxation vibe

    2

    "Atmosphere creates tension but pacing allows moments of calm and reflection."

    Capsule for Wire Lips Wire Lips

    "Atmosphere is calm but tinged with melancholy; pacing encourages reflection rather than tension."

  • Sensation

    Game with the same Sensation vibe

    1

    "Minimal sensory stimulation with simple visuals and ambient audio; subtle rather than intense."

    Capsule for qop 3 qop 3

    "Simple visuals and ambient audio create a subdued sensory experience without strong stimulation."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; achievements are personal and private."

    Capsule for Visage Visage

    "No social recognition or status systems; achievements are personal and private."

  • Story

    Game with the same Story vibe

    4

    "Strong narrative focus on life stages and philosophical themes; story drives the experience."

    Capsule for The Way of Life Free Edition The Way of Life Free Edition

    "Strong narrative focus on existential themes and psychological reflection; story drives the experience."

  • Strategy

    Game with the same Strategy vibe

    -3

    "Limited problem solving; most tasks are straightforward and linear with minimal strategic depth."

    Capsule for Rue Valley Rue Valley

    "Minimal problem solving; tasks are straightforward with little strategic depth."

  • Thrill

    Game with the same Thrill vibe

    -4

    "No suspense or risk; experience is contemplative and emotionally steady."

    Capsule for What Comes After What Comes After

    "No suspense or risk; experience is contemplative and low-arousal."

  • Value

    Game with the same Value vibe

    -3

    "Mixed opinions on value; short length and limited gameplay lead some to feel price is high for content."

    Capsule for hololive ERROR hololive ERROR

    "Mixed opinions on value due to short length and minimal gameplay; some feel price is too high for content."

  • Violence

    Game with the same Violence vibe

    -4

    "No combat or destruction; interactions are symbolic and non-violent."

    Capsule for The Cat and the Coup The Cat and the Coup

    "No combat or destructive gameplay; interactions are non-violent and symbolic."

  • Survival

    Game with the same Survival vibe

    -5

    "No survival mechanics or threats; environment is stable and safe."

    Capsule for Everything Everything

    "No survival mechanics or threats; environment is stable and safe."

Last update: 13/07/2026