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Locke(d) similar games & best alternatives

Locke(d)

PC (Microsoft Windows), Mac, Linux • 2023

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Quick resume

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Global score

93/100

Genres

Adventure, Casual, Indie, Free To Play, Point-and-click, Visual Novel

Similar games

    Pros

    • Thought-provoking philosophical narrative
    • Beautiful art and calming music
    • Short and accessible
    • Free to play
    • Unique meta storytelling

    Cons

    • Very short length
    • Lack of interactivity or choices
    • Linear and predictable gameplay
    • May feel anticlimactic or shallow to some
    • No replay value

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players make numerous meaningful choices affecting story outcomes and gameplay paths, reflecting high personal control and freedom."

      Capsule for Repella Fella Repella Fella

      "Players experience a narrative with no choices, but the game emphasizes philosophical themes of free will and control, provoking reflection on autonomy."

    • Competence

      Game with the same Competence vibe

      -3

      "Gameplay is straightforward with minimal skill or challenge; mostly reading and clicking through a visual novel."

      Capsule for REFLEXIA Prototype ver. REFLEXIA Prototype ver.

      "The gameplay is simple and predictable, mostly reading and clicking through a linear visual novel with minimal interaction."

    • Competition

      Game with the same Competition vibe

      -5

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

      Capsule for Actual Sunlight Actual Sunlight

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

    • Continuation

      Game with the same Continuation vibe

      -4

      "Very short game (about 20-30 minutes) with no replay value; players tend to finish quickly and move on."

      Capsule for Antenna Antenna

      "The game is very short (10-30 minutes) with no replay incentives beyond philosophical reflection; players tend to finish quickly and move on."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience focused on individual reflection; no multiplayer or cooperative gameplay."

      Capsule for That Dragon, Cancer That Dragon, Cancer

      "Single-player experience focused on individual reflection; no cooperative or multiplayer features."

    • Creativity

      Game with the same Creativity vibe

      1

      "Some exploration and interaction with environments and dialogue choices, but mostly follows a linear narrative structure."

      Capsule for Eliza Eliza

      "Some minor interaction with environment and narrative exploration, but largely follows a fixed script and structure."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; the game fosters personal insight."

      Capsule for The Testing Chamber The Testing Chamber

      "No elements of exerting control over others; the game centers on mutual existential questioning."

    • Escapism

      Game with the same Escapism vibe

      3

      "Players use the game to experience a fictional, emotionally intense story, providing escape from reality."

      Capsule for Ambre - a heartbreaking kinetic novel Ambre - a heartbreaking kinetic novel

      "Players use the game as a philosophical escape and mental exploration, often reflecting on real-life concepts through the narrative."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of curiosity and interest in the unique narrative and atmosphere, not due to obligation."

      Capsule for THRESHOLD THRESHOLD

      "Players engage voluntarily out of curiosity and intrinsic interest in philosophy and narrative, not obligation."

    • Experimenting

      Game with the same Experimenting vibe

      -4

      "The game is linear with no branching paths or experimentation; players follow a set story."

      Capsule for Trap Shrine Trap Shrine

      "The game is linear with no branching paths or experimental mechanics; players follow a set narrative."

    • Exploration

      Game with the same Exploration vibe

      2

      "Limited environment but players explore the room and objects to find clues and solve puzzles."

      Capsule for SCP022 SCP022

      "Some limited exploration of the environment through clicking objects, but mostly confined to a single room and fixed story."

    • Expression

      Game with the same Expression vibe

      -3

      "No character customization or player-driven visual expression; presentation is fixed and standardized."

      Capsule for Labyrinth City: Pierre the Maze Detective Labyrinth City: Pierre the Maze Detective

      "No character customization or player-driven expression; presentation is standardized."

    • Fantasy

      Game with the same Fantasy vibe

      1

      "The game has some fictional and surreal elements but is grounded in psychological and introspective themes."

      Capsule for The Testing Chamber The Testing Chamber

      "The game uses fictional characters and metaphors but is grounded in philosophical realism and existential themes."

    • Fellowship

      Game with the same Fellowship vibe

      -5

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

      Capsule for RiME RiME

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

    • Growth

      Game with the same Growth vibe

      3

      "Players gain insight and knowledge about cosmology and philosophy, fostering personal reflection and learning."

      Capsule for Genesis Noir Genesis Noir

      "Players gain philosophical insight and personal reflection, learning about free will and consciousness."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary reading experience with no physical activity."

      Capsule for Love Ribbon Love Ribbon

      "Sedentary, reading-based experience with no physical activity."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention during the short playtime; no background or idle gameplay."

      Capsule for Aperture Hand Lab Aperture Hand Lab

      "Requires focused reading and attention during the short playtime; not a background or idle game."

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Some emotional connections with characters but limited to narrative interactions."

      Capsule for ROBOTICS;NOTES ELITE ROBOTICS;NOTES ELITE

      "Some emotional connection to the Host character and narrative, but limited to surface-level interaction."

    • Leadership

      Game with the same Leadership vibe

      -5

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

      Capsule for Outer Wilds Outer Wilds

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

    • Progression

      Game with the same Progression vibe

      1

      "Minimal progression through story and simple combat; no item collection or upgrades."

      Capsule for MAHOUTEQ! MAHOUTEQ!

      "Minimal progression through story and achievements; no item collection or upgrades."

    • 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

      "Calming music and art create a relaxing atmosphere despite philosophical tension."

    • Sensation

      Game with the same Sensation vibe

      2

      "Pleasant visuals and music provide sensory enjoyment, though not highly stimulating or intense."

      Capsule for Merchant of the Skies Merchant of the Skies

      "Pleasant visuals and music provide sensory enjoyment, though subdued and atmospheric rather than intense."

    • Status

      Game with the same Status vibe

      -5

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

      Capsule for Google Earth VR Google Earth VR

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

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with emotional and philosophical storytelling driving the experience."

      Capsule for Press Any Button Press Any Button

      "Strong narrative focus with philosophical storytelling and meta elements driving the experience."

    • Strategy

      Game with the same Strategy vibe

      -5

      "No strategic or problem-solving gameplay; purely linear reading experience."

      Capsule for NEKOPARA Vol. 0 NEKOPARA Vol. 0

      "No strategic or problem-solving gameplay; purely linear reading experience."

    • Thrill

      Game with the same Thrill vibe

      0

      "Game provides emotional highs and lows but lacks suspense or risk-based thrill elements."

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

      "The game evokes existential tension but lacks traditional suspense or risk elements."

    • Value

      Game with the same Value vibe

      5

      "Free to play with high perceived value due to meaningful message and artistic quality."

      Capsule for Aurora: A Child's Journey Aurora: A Child's Journey

      "Free to play with high perceived value due to thought-provoking content and artistic quality."

    • Violence

      Game with the same Violence vibe

      -5

      "No violence or destructive gameplay; focus is on dialogue and interaction."

      Capsule for Lilith Wants to Buy Your Soul Lilith Wants to Buy Your Soul

      "No violence or destructive gameplay; focus is on dialogue and reflection."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat elements; stable and safe environment."

      Capsule for Cats Hidden in Bali Cats Hidden in Bali

      "No survival or threat elements; stable and safe environment."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. It leans lower than usual among comparable games on Continuation, Idle, Experimenting.

    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