Letters - a written adventure similar games & best alternatives

Letters - a written adventure

Android, PC (Microsoft Windows), iOS, Mac, Nintendo Switch • 2022

Should you play it?

Letters is a fun word puzzle game about friendship, growing up and finding your place in life. Follow Sarah, a shy girl from Switzerland, by moving through her pen pal letters and chat messages. Use the power of words to solve riddles, interact with her friends and decide who she will grow up to be.

What works
  • Unique and creative word-based gameplay
  • Emotional and relatable coming-of-age story
  • Charming art style and music
  • Meaningful player choices with branching paths
  • Good replayability for multiple endings
Things to keep in mind
  • Short game length
  • Platforming mechanics can be tedious
  • Some find price high for content
  • Limited character customization options
  • Lack of save points and some ui issues

What to play next

Top picks

Games that feel the closest overall

  • Venba

  • The Star Named EOS

  • Hookah Haze

  • Endless Monday: Dreams and Deadlines

  • GOODBYE WORLD

  • Smushi Come Home

  • Unpacking

  • Mail Time

  • Shanghai Summer

Search more ->

Hidden Gems

Less popular games with surprisingly high similarity

  • Love in Summer

  • Hymer 2000

  • The Big Journey

If you liked…

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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 to preview that game in the panel on the right; click to keep that comparison.
  • 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).

Letters - a written adventure: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Survival, Violence, Competition, Thrill. Here, the score leans higher than usual among comparable games on Fellowship. It leans lower than usual among comparable games on Fantasy, Value.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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    "Players make meaningful decisions that influence character development and story outcomes."

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    "Players make meaningful choices that influence the story and character development, providing a sense of control and agency."

  • Competence

    Game with the same Competence vibe

    1

    "Gameplay involves simple puzzles and platforming with some moments requiring attention, but overall low difficulty and limited challenge."

    Capsule for Deer & Boy Deer & Boy

    "Gameplay involves simple word puzzles and platforming with low difficulty; some challenge in finding correct words but overall accessible."

  • Competition

    Game with the same Competition vibe

    -5

    "Single-player experience focused on personal story and choices without any competitive elements."

    Capsule for I Have No Mouth, and I Must Scream I Have No Mouth, and I Must Scream

    "Single-player experience focused on personal story and choices without competitive elements or comparison to others."

  • Continuation

    Game with the same Continuation vibe

    2

    "Short game length (4-7 hours) with some replayability due to branching paths and secrets encourages repeated play but not habitual long sessions."

    Capsule for Felvidek Felvidek

    "Short game (~2-3 hours) with replayability due to branching paths encourages multiple playthroughs but not long habitual sessions."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player with no multiplayer or cooperative gameplay elements."

    Capsule for God of War God of War

    "Entirely single-player with no multiplayer or cooperative gameplay elements."

  • Creativity

    Game with the same Creativity vibe

    4

    "Extensive character customization, build variety, and narrative choices allow creative expression within the game."

    Capsule for Warhammer 40,000: Rogue Trader Warhammer 40,000: Rogue Trader

    "Unique word manipulation mechanics and character customization allow creative interaction and expression within the story."

  • Domination

    Game with the same Domination vibe

    -5

    "No evidence of exerting control over others; interactions are narrative and puzzle-based without power dynamics."

    Capsule for Kindergarten Kindergarten

    "No elements of exerting control over others; interactions are narrative and puzzle-based without power dynamics."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players immerse in a nostalgic, emotional story with supernatural and slice-of-life elements, providing escape from reality."

    Capsule for Hana no No ni Saku Utakata no Hana no No ni Saku Utakata no

    "Players immerse in a nostalgic, emotional coming-of-age story that offers distraction and reflection away from real life."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest in unique gameplay and story; no obligation or pressure noted."

    Capsule for Perception Perception

    "Players engage voluntarily out of interest in story and unique gameplay; no obligation or external pressure reported."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Encourages exploration of different story routes and endings through choice experimentation."

    Capsule for Kanon Kanon

    "Encouraged to try different word combinations and explore branching story paths, fostering experimentation."

  • Exploration

    Game with the same Exploration vibe

    2

    "Exploration is through discovering story elements and items in new environments rather than physical world exploration."

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    "Exploration mainly involves discovering different story outcomes and hidden words rather than physical world exploration."

  • Expression

    Game with the same Expression vibe

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    "Character customization and roleplaying choices allow for personal expression within the story."

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    "Customization of protagonist’s appearance and choices in story allow personal expression within the game."

  • Fantasy

    Game with the same Fantasy vibe

    -3

    "Grounded in realistic social and psychological themes rather than imaginative or supernatural elements."

    Capsule for BURIED STARS BURIED STARS

    "Grounded in realistic coming-of-age themes and everyday life situations rather than imaginative or fantastical elements."

  • Fellowship

    Game with the same Fellowship vibe

    1

    "Narrative focuses on relationships and social connections, but gameplay is solo without community features."

    Capsule for Shanghai Summer Shanghai Summer

    "Narrative focuses on relationships and friendships but gameplay is solo; some sense of community through story connections."

  • Growth

    Game with the same Growth vibe

    4

    "Players experience personal development through story themes of self-acceptance, emotional growth, and learning from relationships."

    Capsule for Newfound Courage Newfound Courage

    "Strong themes of personal development, emotional growth, and learning through story and player choices."

  • Health

    Game with the same Health vibe

    -5

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

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

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention; platforming and puzzles need active engagement."

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    "Requires focused attention to solve puzzles and progress; some players find platforming tedious but engagement is active."

  • Intimacy

    Game with the same Intimacy vibe

    3

    "Emotional story and character interactions foster feelings of closeness and empathy."

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    "Emotional storytelling and character relationships foster feelings of closeness and empathy."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements; purely individual narrative experience."

    Capsule for STEINS;GATE STEINS;GATE

    "No leadership or group management elements; purely individual narrative experience."

  • Progression

    Game with the same Progression vibe

    2

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

    Capsule for True Love ~Confide to the Maple~ True Love ~Confide to the Maple~

    "Progression through story chapters and unlocking different endings; no item collection or power accumulation."

  • Relaxation

    Game with the same Relaxation vibe

    3

    "Generally a relaxed pace with colorful environments and soothing music, though some platforming challenges add tension."

    Capsule for TY the Tasmanian Tiger TY the Tasmanian Tiger

    "Generally a calm, cozy experience with soothing music and art, though some platforming can cause mild frustration."

  • Sensation

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    "Pleasant visual and auditory presentation with detailed art and music, but sensory stimulation is moderate and consistent."

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    "Pleasant visual and auditory presentation with charming art and music, but sensory stimulation is moderate and gentle."

  • Status

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

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

  • Story

    Game with the same Story vibe

    5

    "Core of the game is narrative immersion with branching storylines, character development, and emotional engagement."

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    "Core of the game is narrative immersion with branching storylines, character development, and emotional themes."

  • Strategy

    Game with the same Strategy vibe

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    "Puzzles require some problem solving but are generally straightforward and low in complexity."

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    "Puzzles require some problem solving and word manipulation but overall low complexity and straightforward."

  • Thrill

    Game with the same Thrill vibe

    -3

    "Low suspense or risk; experience is calm and contemplative rather than tense or thrilling."

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    "Low suspense or risk; experience is more reflective and emotional than thrilling or tense."

  • Value

    Game with the same Value vibe

    -2

    "Some players feel the price is high for the short length and limited replayability, though others appreciate the artistic effort."

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    "Some players feel the price is high for the short length, though others appreciate the artistic value and replayability."

  • Violence

    Game with the same Violence vibe

    -5

    "No violent content; gameplay centers on puzzle solving and narrative."

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    "No violent content; gameplay centers on constructive word puzzles and narrative."

  • Survival

    Game with the same Survival vibe

    -5

    "No survival or threat avoidance mechanics; stable and safe narrative environment."

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    "No survival or threat avoidance mechanics; stable and safe narrative environment."

Last update: 19/07/2026