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Journal similar games & best alternatives

Journal

PC (Microsoft Windows), Mac, Linux • 2014

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Quick resume

Enter the pages of the hand painted world of Journal. A journey through the life of a young and troubled girl as she tries to face up to the choices and responsibilities that come with childhood. An experience that questions the reliability of how we choose to remember events and explores the truths hidden within our dreams.

Global score

78/100

Genres

Adventure, Indie

Similar games

    Pros

    • Emotional and personal narrative
    • Unique hand-drawn art style
    • Soothing music and atmosphere
    • Thought-provoking themes
    • Simple, accessible gameplay

    Cons

    • Short playtime (~2 hours)
    • Limited gameplay depth
    • Fixed story outcome despite choices
    • Some control and interface clunkiness
    • Price considered high for content

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players make meaningful dialogue choices affecting story outcomes and character fates, indicating personal control over decisions."

      Capsule for While We Wait Here While We Wait Here

      "Players make dialogue choices influencing character responses, but the overall story outcome is fixed, reflecting limited player control yet some personal decision-making."

    • Competence

      Game with the same Competence vibe

      -3

      "Gameplay is simple and predictable, mostly walking and selecting dialogue; minimal skill or challenge."

      Capsule for welcome to heaven welcome to heaven

      "Gameplay is simple and predictable, involving walking and dialogue choices without skill challenges or puzzles."

    • Competition

      Game with the same Competition vibe

      -5

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

      Capsule for Gone Home Gone Home

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

    • Continuation

      Game with the same Continuation vibe

      1

      "Short game length (~4-6 hours) but some players replay to explore different endings and choices."

      Capsule for Silence Silence

      "Short game (~2 hours) with limited replayability; some players engaged in multiple playthroughs to unlock secret endings."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience focused on individual exploration and interaction with NPCs, no multiplayer or cooperative gameplay."

      Capsule for Hypnagogia 無限の夢 Boundless Dreams Hypnagogia 無限の夢 Boundless Dreams

      "Single-player experience focused on individual exploration and interaction with NPCs, no multiplayer or teamwork."

    • Creativity

      Game with the same Creativity vibe

      2

      "Artistic hand-drawn visuals and some animation provide creative expression, though gameplay follows a fixed story."

      Capsule for The Terrible Old Man The Terrible Old Man

      "Unique hand-drawn art style and narrative structure offer creative presentation, though gameplay follows a linear path."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; interactions are narrative-driven and balanced."

      Capsule for Life is Strange Remastered Life is Strange Remastered

      "No elements of exerting control or superiority over others; interactions are narrative-driven and balanced."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a reflective, emotional escape from real life, engaging with deep themes."

      Capsule for A Raven Monologue A Raven Monologue

      "Players use the game to engage with emotional and personal themes, providing a reflective escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for narrative interest and emotional experience, not out of obligation."

      Capsule for The Town of Light The Town of Light

      "Players engage voluntarily out of interest in narrative and emotional experience, not due to obligation."

    • Experimenting

      Game with the same Experimenting vibe

      -2

      "Limited choices and story paths reduce experimentation; mostly following established narrative."

      Capsule for Kidnapped Girl Kidnapped Girl

      "Limited experimentation; choices exist but do not significantly alter outcomes, encouraging established narrative progression."

    • Exploration

      Game with the same Exploration vibe

      1

      "Players explore a small town setting with some new locations, but largely familiar environments from the first game."

      Capsule for Puzzle Agent 2 Puzzle Agent 2

      "Players explore a small town environment and interact with characters, but areas and story are limited and familiar."

    • Expression

      Game with the same Expression vibe

      -4

      "No character customization or cosmetic modifications; presentation is fixed and stylized."

      Capsule for A Walk in the Dark A Walk in the Dark

      "No character customization or cosmetic modifications; presentation is fixed and stylized."

    • Fantasy

      Game with the same Fantasy vibe

      -4

      "Strongly grounded in realistic human life experiences and emotions rather than imaginative fiction."

      Capsule for Space Between Worlds Space Between Worlds

      "Realistic setting and themes focused on adolescence, grief, and personal struggles rather than imaginative fiction."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Solo experience with minimal social interaction; no multiplayer or community integration in gameplay."

      Capsule for Alien: Isolation Alien: Isolation

      "Solo experience with minimal social connection; no multiplayer or community features."

    • Growth

      Game with the same Growth vibe

      3

      "Narrative encourages reflection and personal insight about life and societal issues."

      Capsule for Mosaic Mosaic

      "Narrative encourages personal reflection and emotional understanding, fostering learning and self-improvement."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

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

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention during play; no idle or background gameplay elements."

      Capsule for Samorost 1 Samorost 1

      "Requires focused attention during playthrough; no background or idle gameplay elements."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Emotional engagement with story and characters fosters a sense of closeness and meaningful connection."

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

      "Emotional engagement with protagonist's personal story and relationships fosters a sense of closeness."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; player follows narrative without directing others."

      Capsule for Life is Strange - Episode 1 Life is Strange - Episode 1

      "No leadership or group management; player follows narrative without directing others."

    • Progression

      Game with the same Progression vibe

      1

      "Some progression through story and unlocking endings, but no item or upgrade accumulation."

      Capsule for Twin Mirror Twin Mirror

      "Some narrative progression through story chapters and unlocking secret endings, but no item or upgrade accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Calm pacing and atmospheric music create a relaxing experience."

      Capsule for J.U.L.I.A.: Among the Stars J.U.L.I.A.: Among the Stars

      "Calm, reflective pacing with soothing music and art creates a relaxing atmosphere."

    • Sensation

      Game with the same Sensation vibe

      1

      "Pixel art and music provide modest sensory enjoyment but no intense sensory stimulation."

      Capsule for Merchant Merchant

      "Art and music provide gentle sensory stimulation; no intense or thrilling sensory input."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems; focus is on personal narrative experience."

      Capsule for Banishers: Ghosts of New Eden Banishers: Ghosts of New Eden

      "No social recognition or status systems; focus is on personal narrative experience."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with emotional storytelling, character development, and meaningful themes."

      Capsule for Mr. Saitou Mr. Saitou

      "Strong narrative immersion with emotional storytelling, character development, and thematic depth."

    • Strategy

      Game with the same Strategy vibe

      -4

      "Minimal strategic or problem-solving elements; gameplay centers on dialogue choices and exploration."

      Capsule for A Story Beside A Story Beside

      "Minimal strategic or problem-solving elements; gameplay centers on dialogue choices and exploration."

    • Thrill

      Game with the same Thrill vibe

      -4

      "No suspense or risk; experience is emotionally reflective rather than thrilling."

      Capsule for Emily is Away Emily is Away

      "No suspense or risk; experience is contemplative and emotionally driven rather than thrilling."

    • Value

      Game with the same Value vibe

      1

      "Mixed value perception due to short length but praised for artistic quality and charm."

      Capsule for Samorost 2 Samorost 2

      "Mixed value perception; praised for story and art but criticized for short length and high full price."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay; focus on narrative and emotional themes."

      Capsule for Asphyxia Asphyxia

      "No combat or destructive gameplay; focus on narrative and emotional themes."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat mechanics; stable, low-risk environment."

      Capsule for The Talos Principle The Talos Principle

      "No survival or threat mechanics; stable, low-risk environment."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Fantasy, Idle.

    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