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Lucid Dream similar games & best alternatives

Lucid Dream

PC (Microsoft Windows) • 2020

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Quick resume

Lucid Dream is Point and Click horror game. The girl dream of being trapped in a weird place even though you fell asleep as always. Collect the item and Find clues! Escape and wake up from the dream!

Global score

92/100

Genres

Adventure, Free To Play, Indie, Point-and-click

Similar games

    Pros

    • Free to play
    • Engaging story
    • Atmospheric music and sound design
    • Easy to learn puzzles
    • Short and accessible

    Cons

    • Very short gameplay
    • Limited replayability
    • No save feature
    • Basic jump scares
    • Some translation issues

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players control the protagonist's actions in a point-and-click adventure style, exploring and combining items freely within a linear story."

      Capsule for Space Pilgrim Episode I: Alpha Centauri Space Pilgrim Episode I: Alpha Centauri

      "Players control the protagonist's actions in a point-and-click adventure with some choice in exploration and puzzle solving."

    • Competence

      Game with the same Competence vibe

      2

      "Puzzles require some skill and thinking but are generally easy and short, providing moderate challenge."

      Capsule for Polarity Polarity

      "Puzzles require some thinking but are generally easy and straightforward, providing moderate skill challenge."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements or comparison to others; gameplay is solo and self-paced."

      Capsule for Musaic Box Musaic Box

      "No competitive elements; gameplay is solo and self-paced without leaderboards or rankings."

    • Continuation

      Game with the same Continuation vibe

      1

      "Short game with some replayability via multiple endings and difficulty modes, but limited long-term engagement."

      Capsule for Trek to Yomi Trek to Yomi

      "Short game with some replay value due to multiple endings, but overall limited long-term engagement."

    • 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

      2

      "Players engage in puzzle solving and exploration, but within predefined environments and mechanics."

      Capsule for Poppy Playtime Poppy Playtime

      "Players engage in puzzle solving and exploration with some unique mechanics like mirror world interaction."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; purely individual experience."

      Capsule for Poppy Playtime Poppy Playtime

      "No elements of exerting control or superiority over others; purely individual experience."

    • Escapism

      Game with the same Escapism vibe

      4

      "The game provides a psychological horror experience that distracts from real life and immerses players in mystery."

      Capsule for Cooking Companions: Appetizer Edition Cooking Companions: Appetizer Edition

      "Designed as a horror dream exploration game providing distraction and immersion away from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for entertainment and curiosity, not out of obligation or pressure."

      Capsule for Creature Romances: Kokonoe Kokoro Creature Romances: Kokonoe Kokoro

      "Players engage voluntarily for entertainment and curiosity without obligation or pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Encourages exploration and puzzle experimentation, though within a linear narrative framework."

      Capsule for Amnesia: Rebirth Amnesia: Rebirth

      "Encourages exploration of environments and puzzle solutions, though within a linear narrative."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore multiple interconnected rooms and environments, discovering clues and story details."

      Capsule for The Almost Gone The Almost Gone

      "Players explore various rooms and environments to uncover story elements and solve puzzles."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or player-driven aesthetic expression."

      Capsule for Amnesia: Rebirth Amnesia: Rebirth

      "No character customization or player-driven aesthetic expression."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong imaginative fiction with surreal horror, absurdity, and dreamlike narrative elements."

      Capsule for Anthology Of The Killer Anthology Of The Killer

      "Strongly themed around lucid dreaming and supernatural horror, involving imaginative fiction."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; strictly a solo experience."

      Capsule for Creaks Creaks

      "No social or community features; strictly a solo experience."

    • Growth

      Game with the same Growth vibe

      1

      "Some learning through puzzle solving and story comprehension, but limited skill development."

      Capsule for You Deserve You Deserve

      "Some learning involved in puzzle solving and story comprehension, but limited skill development."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay typical of point-and-click adventure games."

      Capsule for Syberia: The World Before Syberia: The World Before

      "Sedentary gameplay typical of point-and-click adventure games."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention to solve puzzles and progress; not suitable for casual background play."

      Capsule for Abyss: The Wraiths of Eden Abyss: The Wraiths of Eden

      "Requires focused attention to solve puzzles and progress; not suitable for background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional relationship building; solitary gameplay."

      Capsule for Portal Portal

      "No social or emotional relationship building; solitary gameplay."

    • 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

      3

      "Progression through story advancement and puzzle completion with item collection."

      Capsule for Black Mirror I Black Mirror I

      "Progression through story advancement and puzzle completion with item collection."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Atmospheric and immersive experience provides flow and tension release despite some jump scares."

      Capsule for The Cursed Forest The Cursed Forest

      "Balanced tension with atmospheric music and mild jump scares, providing a moderate flow experience."

    • Sensation

      Game with the same Sensation vibe

      3

      "Effective sound design and atmospheric visuals provide sensory stimulation and emotional engagement."

      Capsule for White Day: A Labyrinth Named School White Day: A Labyrinth Named School

      "Effective use of sound and visual atmosphere to create emotional and sensory engagement."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems."

      Capsule for Alan Wake Alan Wake

      "No social recognition or status systems."

    • Story

      Game with the same Story vibe

      4

      "Narrative-driven game with engaging story, character development, and multiple endings."

      Capsule for Voice of Cards: The Isle Dragon Roars Voice of Cards: The Isle Dragon Roars

      "Narrative-driven game with an engaging, albeit simple, horror story and multiple endings."

    • Strategy

      Game with the same Strategy vibe

      1

      "Basic puzzle solving requires some reasoning but no complex strategic planning."

      Capsule for Milkmaid of the Milky Way Milkmaid of the Milky Way

      "Basic puzzle solving requires some reasoning but no complex strategic planning."

    • Thrill

      Game with the same Thrill vibe

      3

      "Jump scares and suspenseful atmosphere provide moments of thrill and tension."

      Capsule for Decay: The Mare Decay: The Mare

      "Jump scares and suspenseful atmosphere provide moments of tension and excitement."

    • Value

      Game with the same Value vibe

      5

      "Free to play with decent quality and fun, offering good value for time invested."

      Capsule for Shotgun Witch Shotgun Witch

      "Free to play with a complete experience, providing excellent value for time invested."

    • Violence

      Game with the same Violence vibe

      1

      "Some horror violence implied but gameplay focuses on avoidance and survival rather than combat."

      Capsule for Welcome to Kowloon Welcome to Kowloon

      "Some horror elements involve implied violence but gameplay focuses on puzzle solving rather than combat."

    • Survival

      Game with the same Survival vibe

      2

      "Includes chase and escape sequences requiring avoidance of threats, though not highly complex survival mechanics."

      Capsule for Bloodwash Bloodwash

      "Includes escape sequences and avoidance of threats, adding mild survival elements."

    Analysis

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

    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