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Last Day of June similar games & best alternatives

Last Day of June

PC (Microsoft Windows), Nintendo Switch, PlayStation 4 • 2017

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Quick resume

A deep, interactive adventure about love and loss, beautifully depicted and offering an intense cinematic experience. What would you do to save the one you love?

Global score

87/100

Genres

Adventure, Indie, Role-playing (RPG), Puzzle

Similar games

    Pros

    • Emotionally touching story
    • Beautiful watercolor-like visuals
    • Fantastic soundtrack by steven wilson
    • Unique narrative without dialogue
    • Accessible and simple gameplay

    Cons

    • Repetitive unskippable cutscenes
    • Short game length
    • Somewhat undemanding puzzles
    • Lack of manual save points
    • Occasional technical issues reported

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can make choices that affect story outcomes and character relationships, indicating some control over actions and decisions."

      Capsule for Dreamland Dreamland

      "Players can control multiple characters and make decisions to alter events, though within a fixed narrative framework."

    • Competence

      Game with the same Competence vibe

      1

      "Gameplay involves light puzzles and mini-games that are easy to bypass, focusing more on narrative than skill challenges."

      Capsule for Just a To the Moon Series Beach Episode Just a To the Moon Series Beach Episode

      "Gameplay involves simple puzzles and exploration with minimal challenge, focusing on narrative rather than skill."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements; focus is on personal emotional experience and story."

      Capsule for When The Past Was Around When The Past Was Around

      "No competitive elements; focus is on personal emotional experience and story."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players engage in a short but emotionally impactful experience; some desire for more content and expansions."

      Capsule for Necrobarista Necrobarista

      "Players engage in a short but emotionally compelling experience, with some repetition that may reduce continued play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience with no multiplayer or cooperative gameplay."

      Capsule for Resonance of the Ocean Resonance of the Ocean

      "Single-player experience with no multiplayer or cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players can experiment with different approaches and choices affecting the story, but the game follows a structured narrative and predefined mechanics."

      Capsule for Dreams in the Witch House Dreams in the Witch House

      "Players experiment with different characters and actions to influence outcomes, though within a set story."

    • Domination

      Game with the same Domination vibe

      -5

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

      Capsule for Z.A.T.O. // I Love the World and Everything In It Z.A.T.O. // I Love the World and Everything In It

      "No elements of dominance or control over others; interactions are narrative-driven and empathetic."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong emotional immersion offering escape into a poignant narrative about grief and healing."

      Capsule for When The Past Was Around When The Past Was Around

      "Strong emotional immersion and escape into a poignant fictional story about love and loss."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Ame no Marginal -Rain Marginal- Ame no Marginal -Rain Marginal-

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

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players try different dialogue choices and story paths to explore alternate outcomes."

      Capsule for The Walking Dead: The Telltale Definitive Series The Walking Dead: The Telltale Definitive Series

      "Players try different character perspectives and choices to alter the story's outcome."

    • Exploration

      Game with the same Exploration vibe

      2

      "Exploration of story and character perspectives, but within a fixed environment."

      Capsule for Heart of the Woods Heart of the Woods

      "Exploration of different characters' environments and memories to uncover story details."

    • Expression

      Game with the same Expression vibe

      3

      "Art style and character interactions allow for emotional expression, though limited cosmetic customization."

      Capsule for OMORI OMORI

      "Artistic visual style and character design allow for emotional expression despite minimal facial features."

    • Fantasy

      Game with the same Fantasy vibe

      2

      "Story contains imaginative and emotional fiction elements, though grounded in relatable human experiences."

      Capsule for UNBEATABLE UNBEATABLE

      "Story involves time travel and imaginative elements, though grounded in emotional realism."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Primarily a solitary experience with minimal social interaction."

      Capsule for SILENT HILL 2 SILENT HILL 2

      "Primarily a solitary experience with minimal social interaction."

    • Growth

      Game with the same Growth vibe

      2

      "Players develop problem-solving skills and learn story details progressively."

      Capsule for Metaphobia Metaphobia

      "Players learn story details and character backgrounds, with some problem-solving."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity."

      Capsule for NEKOPARA Vol. 1 NEKOPARA Vol. 1

      "Sedentary gameplay with no physical activity."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention; no idle or background play."

      Capsule for The Pony Factory The Pony Factory

      "Requires focused attention; some repetition may feel tedious but not idle play."

    • Intimacy

      Game with the same Intimacy vibe

      4

      "Strong emotional connections with characters and story foster feelings of closeness and empathy."

      Capsule for A Space for the Unbound A Space for the Unbound

      "Strong emotional connection to characters and story, fostering empathy and intimacy."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements."

      Capsule for High On Life High On Life

      "No leadership or group management elements."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through story, unlocking memories, achievements, and multiple endings, though no item or power accumulation."

      Capsule for UNREAL LIFE UNREAL LIFE

      "Progression through story and unlocking memories; no item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Calming music and art style create a relaxing atmosphere despite some challenging moments."

      Capsule for ibb & obb ibb & obb

      "Calm, soothing art and music create a relaxing atmosphere despite emotional intensity."

    • Sensation

      Game with the same Sensation vibe

      3

      "Beautiful visuals and music provide sensory enjoyment and emotional stimulation."

      Capsule for Sumire Sumire

      "Beautiful visuals and music provide sensory pleasure and emotional stimulation."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition mechanics."

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

      "No social status or recognition mechanics."

    • Story

      Game with the same Story vibe

      5

      "Core focus on narrative immersion and emotional storytelling."

      Capsule for Florence Florence

      "Central focus on narrative immersion and emotional storytelling."

    • Strategy

      Game with the same Strategy vibe

      1

      "Simple puzzle solving and decision making; limited strategic depth."

      Capsule for Mists of Aiden Mists of Aiden

      "Simple puzzle-solving and decision-making with minimal strategic depth."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense and emotional tension, but not focused on risk or excitement."

      Capsule for and Roger and Roger

      "Some emotional suspense but low risk and tension overall."

    • Value

      Game with the same Value vibe

      1

      "Generally perceived as good value for story and experience, though some note short length."

      Capsule for Citizen Sleeper Citizen Sleeper

      "Good value for a short, emotionally impactful experience, though some note short length."

    • Violence

      Game with the same Violence vibe

      -5

      "No violence or combat; focus on emotional and narrative content."

      Capsule for CLANNAD Side Stories CLANNAD Side Stories

      "No violence; focus on emotional and narrative content."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat avoidance mechanics."

      Capsule for To the Moon To the Moon

      "No survival or threat avoidance mechanics."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Intimacy, Survival, Violence, Competition. It leans lower than usual among comparable games on Fellowship, Cooperation, Value.

    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