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Lucid9: Inciting Incident similar games & best alternatives

Lucid9: Inciting Incident

PC (Microsoft Windows), Mac, Linux • 2016

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Quick resume

Lucid9 is a visual novel focused on a web of intricate mysteries set in the fictional 2018 metropolis of Isamu. Lucid9: Inciting Incident is the first part of the story, focused on a string of disappearances that occur at a prestigious, uppity boarding academy.

Global score

90/100

Genres

Casual, Simulator, Free To Play, Visual Novel, Indie

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    Pros

    • Deep and engaging story
    • Well-developed characters
    • High production quality for a free game
    • Emotional and psychological depth
    • Challenging puzzles and multiple endings

    Cons

    • Some slow pacing early on
    • Linear overall narrative
    • Lack of voice acting (planned for future)
    • Art style inconsistent in some cgs
    • No true happy ending in current content

    Motivations

    • Autonomy

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      "Players make meaningful choices affecting story outcomes and character interactions, though the game is mostly linear with some fixed story beats."

      Capsule for The Thaumaturge The Thaumaturge

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    • Competence

      Game with the same Competence vibe

      2

      "Players engage in puzzle-solving and deduction that require skillful thinking, though some puzzles are straightforward and the gameplay is mostly reading."

      Capsule for PARANORMASIGHT: The Seven Mysteries of Honjo PARANORMASIGHT: The Seven Mysteries of Honjo

      "Players solve puzzles, quizzes, and deduction challenges that require thought and skill."

    • Competition

      Game with the same Competition vibe

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      "Focus is on personal story progression and exploration without competitive elements or player comparison."

      Capsule for Sally Face - Episode One Sally Face - Episode One

      "Focus is on personal story progression and exploration without player-vs-player elements or rankings."

    • Continuation

      Game with the same Continuation vibe

      4

      "Many players report long play sessions, multiple playthroughs, and strong attachment to the story and world."

      Capsule for Ghost of a Tale Ghost of a Tale

      "Many players report long play sessions and strong attachment, often binge-reading the entire novel."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience focused on individual narrative without multiplayer or teamwork."

      Capsule for Senren*Banka Senren*Banka

      "Single-player experience focused on individual narrative without multiplayer or teamwork."

    • Creativity

      Game with the same Creativity vibe

      1

      "Players can explore different story branches and endings but do not create or modify content."

      Capsule for If My Heart Had Wings If My Heart Had Wings

      "Players explore different narrative branches and endings, but do not create or modify content."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power over others; interactions are narrative-driven and equal."

      Capsule for Twelve Minutes Twelve Minutes

      "No social dominance or power over others; interactions are narrative-driven and equal."

    • Escapism

      Game with the same Escapism vibe

      5

      "Strong immersion in a fictional, atmospheric world with emotional storytelling provides escape from real life."

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

      "Strong psychological and emotional immersion providing escape from real life through story and atmosphere."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment, not obligation or external pressure."

      Capsule for Fallout 4 Fallout 4

      "Players engage voluntarily out of interest and enjoyment, not obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Multiple endings and choices encourage players to try different narrative paths and interpretations."

      Capsule for We Know the Devil We Know the Devil

      "Players try different choices and endings, exploring multiple narrative paths."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players discover story secrets and character backstories through multiple endings and choices."

      Capsule for Ballads at Midnight Ballads at Midnight

      "Discovering story secrets, character backgrounds, and hidden plot elements through choices."

    • Expression

      Game with the same Expression vibe

      -4

      "Limited customization; players mostly use preset characters and aesthetics."

      Capsule for Electronic Super Joy: Groove City Electronic Super Joy: Groove City

      "Limited character customization; players experience preset characters and visuals."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Story includes supernatural and psychological thriller elements, creating an imaginative fiction."

      Capsule for Erica Erica

      "Fictional setting with psychological thriller and mystery elements, some supernatural undertones."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Primarily a solitary experience with minimal social interaction or community involvement."

      Capsule for INDIKA INDIKA

      "Primarily a solitary experience with minimal social interaction or community involvement."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop understanding of complex story and characters; some personal insight possible."

      Capsule for CHAOS;CHILD CHAOS;CHILD

      "Players develop understanding of complex characters and story, enhancing critical thinking."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

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

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused reading and attention; not suitable for casual or background play."

      Capsule for CLANNAD CLANNAD

      "Requires focused attention and active reading; not suited for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Some emotional connections with characters and story, but limited to narrative rather than real social bonding."

      Capsule for Legend of Mortal Legend of Mortal

      "Emotional connections with characters and narrative, though no real social bonding."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or management roles; player follows narrative without directing others."

      Capsule for Fears to Fathom - Ironbark Lookout Fears to Fathom - Ironbark Lookout

      "No leadership or group management roles; player follows narrative without directing others."

    • Progression

      Game with the same Progression vibe

      3

      "Players unlock achievements and multiple endings, showing narrative and achievement progression."

      Capsule for [Chilla's Art] Parasocial | パラソーシャル [Chilla's Art] Parasocial | パラソーシャル

      "Players unlock achievements, multiple endings, and story progression through choices."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Some moments of calm but overall emotional tension and heavy themes."

      Capsule for Pleh! Pleh!

      "Some moments of calm and humor, but overall tension and emotional intensity dominate."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable art, music, and narrative evoke emotional and sensory engagement."

      Capsule for I Was a Teenage Exocolonist I Was a Teenage Exocolonist

      "Engaging music, art, and narrative evoke strong emotional and sensory responses."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition mechanics; achievements and progress are personal and private."

      Capsule for Crowns and Pawns: Kingdom of Deceit Crowns and Pawns: Kingdom of Deceit

      "No social status or recognition mechanics; achievements are personal and private."

    • Story

      Game with the same Story vibe

      5

      "Highly narrative-driven with deep plot, character development, and emotional engagement."

      Capsule for Hate Plus Hate Plus

      "Highly narrative-driven with deep plot, character development, and emotional engagement."

    • Strategy

      Game with the same Strategy vibe

      2

      "Puzzles require logical thinking and problem solving but no complex strategic planning."

      Capsule for FRACT OSC FRACT OSC

      "Players solve puzzles and make logical deductions, but no complex strategic planning."

    • Thrill

      Game with the same Thrill vibe

      4

      "Suspense, horror, and emotional tension create a thrilling and unsettling experience."

      Capsule for Corpse Party (2021) Corpse Party (2021)

      "Psychological suspense, mystery, and emotional highs create a thrilling experience."

    • Value

      Game with the same Value vibe

      5

      "Highly praised as a free game with quality content, providing excellent value for time invested."

      Capsule for Escape Memoirs: Questionable Side Stories Escape Memoirs: Questionable Side Stories

      "Exceptional content and quality for a free game, providing great return on time invested."

    • Violence

      Game with the same Violence vibe

      4

      "Contains graphic and disturbing violent and sexual content as part of the story."

      Capsule for CUPID - A free to play Visual Novel CUPID - A free to play Visual Novel

      "Contains graphic and psychological violence as part of the story and themes."

    • Survival

      Game with the same Survival vibe

      3

      "Themes of avoiding threats and psychological survival are central to the narrative."

      Capsule for CHAOS;HEAD NOAH CHAOS;HEAD NOAH

      "Themes of avoiding danger and uncovering threats are central to the narrative."

    Analysis

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

    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