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last seen online

PC (Microsoft Windows), Web browser, Mac • 2024

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Quick resume

Look through someone else’s computer. Inspired by early “escape room” flash games.

Global score

98/100

Genres

Indie, Simulator, Free To Play, Point-and-click, Puzzle

Similar games

    Pros

    • Engaging and creative puzzles
    • Strong emotional and narrative impact
    • Nostalgic early internet aesthetic
    • Free to play
    • Well-crafted atmosphere and music

    Cons

    • Very short gameplay length
    • Some puzzles can be confusing
    • Limited replayability
    • Lack of deeper lore or extended story
    • No multiplayer or social features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players explore and solve puzzles at their own pace with freedom to investigate environments and read documents."

      Capsule for Amerzone: The Explorer’s Legacy (1999) Amerzone: The Explorer’s Legacy (1999)

      "Players navigate a simulated desktop environment and solve puzzles with freedom to explore files and windows."

    • Competence

      Game with the same Competence vibe

      4

      "Puzzles provide satisfying challenges that ramp up in complexity, rewarding skillful problem solving and logical thinking."

      Capsule for COCOON COCOON

      "Puzzles are challenging but rewarding, requiring problem solving and critical thinking."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements or comparison to others; focus is on personal puzzle solving and story exploration."

      Capsule for Follow the meaning Follow the meaning

      "No competitive elements or comparison to others; focus is on individual puzzle solving and story exploration."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players often engage in longer sessions to complete the story and puzzles, though some find limited replay value."

      Capsule for Carto Carto

      "Players often replay or return to experience the story and puzzles again despite short playtime."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Stray Stray

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

    • Creativity

      Game with the same Creativity vibe

      4

      "Creative puzzle designs and unique art style with imaginative environments and characters."

      Capsule for TOHU TOHU

      "Creative puzzle design and unique use of simulated desktop and narrative elements."

    • Domination

      Game with the same Domination vibe

      -5

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

      Capsule for POOLS POOLS

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

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as an emotional and immersive experience, escaping into a surreal, nostalgic, and sometimes dark story."

      Capsule for BOKURA BOKURA

      "Players use the game as an emotional and psychological escape, exploring a fictional story with nostalgic and eerie atmosphere."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and curiosity, with no obligation or external pressure."

      Capsule for TELEFORUM TELEFORUM

      "Players engage voluntarily out of interest and curiosity, with no obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players explore unique environments and try different puzzle solutions, encouraging experimentation."

      Capsule for The Dream Machine: Chapter 1 & 2 The Dream Machine: Chapter 1 & 2

      "Players explore the desktop environment and try different puzzle solutions, encouraging experimentation."

    • Exploration

      Game with the same Exploration vibe

      4

      "Players explore multiple story branches, hidden items, and secret endings, driven by curiosity and discovery."

      Capsule for Five Hearts Under One Roof season2 Five Hearts Under One Roof season2

      "Exploring files, messages, and hidden story elements drives player curiosity and discovery."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited customization or self-expression; focus is on narrative and puzzle solving rather than avatar personalization."

      Capsule for Candle Candle

      "Limited customization or self-expression; focus is on narrative and puzzle interaction rather than avatar personalization."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Contains supernatural and psychological horror elements blended with realistic settings."

      Capsule for Tiny Bunny Tiny Bunny

      "Incorporates supernatural and psychological horror elements blended with nostalgic early internet fiction."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Solo experience with minimal social interaction or community involvement."

      Capsule for That Which Gave Chase That Which Gave Chase

      "Solo experience with minimal social interaction or community involvement."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop puzzle-solving skills and understanding of the game's narrative and mechanics."

      Capsule for Post Trauma Post Trauma

      "Players develop puzzle-solving skills and gain understanding of story and game mechanics."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity involved."

      Capsule for World of Tanks Blitz World of Tanks Blitz

      "Sedentary gameplay with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention to solve puzzles and follow story; not designed for passive or background play."

      Capsule for Ib Ib

      "Requires focused attention to solve puzzles and follow story; not designed for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Emotional connection to story and characters creates a sense of intimacy despite solo play."

      Capsule for Celeste Celeste

      "Emotional connection to story and characters creates a sense of closeness despite solo play."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements present."

      Capsule for Stray Stray

      "No leadership or group management elements present."

    • Progression

      Game with the same Progression vibe

      3

      "Progression through unlocking puzzles and story segments, with achievements and collectibles."

      Capsule for PERFECT ANGLE: The puzzle game based on optical illusions PERFECT ANGLE: The puzzle game based on optical illusions

      "Progression through puzzles and story unlocks new content and achievements."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Atmosphere is tense and unsettling but balanced with moments of calm."

      Capsule for Close Your Eyes [Old Version] Close Your Eyes [Old Version]

      "Atmosphere is moody and sometimes tense but overall balanced to maintain engagement without excessive stress."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visual style and audio create an eerie and stimulating sensory experience."

      Capsule for Hello Guest: Hello Neighbor 2 pre-alpha Hello Guest: Hello Neighbor 2 pre-alpha

      "Engaging audio-visual style with nostalgic and eerie effects provide sensory stimulation."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition mechanics; experience is personal and private."

      Capsule for STEINS;GATE STEINS;GATE

      "No social status or recognition mechanics; experience is personal and private."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with emotional and environmental themes driving player engagement."

      Capsule for Plasticity Plasticity

      "Strong narrative focus with emotional and psychological themes driving player engagement."

    • Strategy

      Game with the same Strategy vibe

      3

      "Requires logical thinking and puzzle solving strategies to progress."

      Capsule for Nancy Drew®: Ghost Dogs of Moon Lake Nancy Drew®: Ghost Dogs of Moon Lake

      "Requires logical thinking and puzzle-solving strategies to progress."

    • Thrill

      Game with the same Thrill vibe

      2

      "Psychological horror elements create suspense and emotional tension, though not intense or frequent."

      Capsule for DISTRAINT 2 DISTRAINT 2

      "Psychological horror elements create suspense and emotional tension without intense scares."

    • Value

      Game with the same Value vibe

      5

      "Highly praised for exceptional quality despite being free; players feel great value for time invested."

      Capsule for Sheepy: A Short Adventure Sheepy: A Short Adventure

      "Highly praised for quality and impact despite being free; players feel strong return on time invested."

    • Violence

      Game with the same Violence vibe

      -5

      "No violent or destructive gameplay elements; focus on puzzles and story."

      Capsule for Evan's Remains Evan's Remains

      "No violent or destructive gameplay; focus on puzzles and story."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat avoidance mechanics; stable puzzle environment."

      Capsule for Baba Is You Baba Is You

      "No survival or threat avoidance mechanics; stable puzzle environment."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Survival, Violence, Fellowship, Expression. Here, the score leans higher than usual among comparable games on Intimacy, Thrill, 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