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Major\Minor similar games & best alternatives

Major\Minor

PC (Microsoft Windows) • 2016

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Quick resume

A highly engaging visual novel, with memorable characters and multiple endings. Traverse worlds, solve a murder mystery -- and partake in political revolution. Inspired by greats such as Steins;Gate, Tales of Symphonia, Persona 4 and Future Diary. An unforgettable science-fiction/fantasy adventure!

Global score

77/100

Genres

Adventure, Indie, Role-playing (RPG), Simulator

Similar games

    Pros

    • Engaging and complex story with multiple endings
    • Well-developed characters with emotional depth
    • Immersive soundtrack and art style
    • Meaningful player choices affecting narrative
    • Strong replay value through branching paths

    Cons

    • Limited save system and no skip function
    • Static character sprites with minimal expression
    • Some pacing issues and occasional confusing plot points
    • Lack of voice acting and animation
    • Some technical and ui shortcomings

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players make meaningful choices affecting story routes and endings, though within a structured visual novel format."

      Capsule for Please Be Happy Please Be Happy

      "Players make meaningful choices that affect story branches and endings, but within a structured visual novel format with limited save points and no free saving."

    • Competence

      Game with the same Competence vibe

      2

      "Engages players in narrative decision-making and puzzle elements, providing some skill and challenge but mostly story-driven."

      Capsule for Tiny Bunny Tiny Bunny

      "Engages players in narrative decision-making and puzzle-like story exploration rather than skill-based challenges."

    • Competition

      Game with the same Competition vibe

      -4

      "Focuses on personal story experience and self-paced exploration without comparison or competitive elements."

      Capsule for Cabin Fever Cabin Fever

      "Focuses on personal story experience and self-paced exploration without competitive elements or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report multiple playthroughs, exploring different story branches and character interactions, indicating strong attachment."

      Capsule for Night in the Woods Night in the Woods

      "Players report multiple playthroughs to explore different endings and story branches, indicating strong attachment and habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Demonheart Demonheart

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

    • Creativity

      Game with the same Creativity vibe

      3

      "Players experiment with different dialogue choices and story paths, though within predefined narrative structures."

      Capsule for Hooked on You: A Dead by Daylight Dating Sim™ Hooked on You: A Dead by Daylight Dating Sim™

      "Players experiment with different dialogue choices and story paths, but within predefined narrative structures."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power over others; experience is individual and narrative-driven."

      Capsule for Quantum Break Quantum Break

      "No social dominance or power over others; experience is individual and narrative-driven."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game to immerse in an emotional, fictional story that provides distraction and emotional experience."

      Capsule for The Sad Story of Emmeline Burns The Sad Story of Emmeline Burns

      "Players use the game to immerse themselves in a complex fictional universe, often describing emotional engagement and distraction from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of intrinsic interest and emotional investment rather than obligation or external pressure."

      Capsule for Fatal Twelve Fatal Twelve

      "Players engage voluntarily out of intrinsic interest and emotional investment rather than obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Multiple endings and story branches encourage trying different choices and exploring new content."

      Capsule for Pocket Mirror ~ GoldenerTraum Pocket Mirror ~ GoldenerTraum

      "Encourages trying different choices and story branches to discover new content and endings."

    • Exploration

      Game with the same Exploration vibe

      2

      "Narrative exploration of character backstories and plot twists, though environment is static."

      Capsule for G-senjou no Maou - The Devil on G-String G-senjou no Maou - The Devil on G-String

      "Explores narrative secrets and character backstories through branching dialogue, though within a fixed environment."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited customization; players experience preset characters and visuals without personal modification."

      Capsule for Lake of Voices Lake of Voices

      "Limited character sprite variation and customization; players experience preset character visuals without personalization."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Set in a sci-fi universe with fictional characters and story elements, providing imaginative fiction."

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

      "Set in a fictional universe with anthropomorphic characters and sci-fi elements, emphasizing imaginative fiction."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Some community engagement noted but gameplay is primarily solo and story-focused."

      Capsule for I Wani Hug that Gator! I Wani Hug that Gator!

      "Some community engagement noted but primarily a solo experience focused on individual story."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop understanding of complex storylines and character motivations, enhancing analytical and interpretive skills."

      Capsule for Higurashi When They Cry Hou - Ch.4 Himatsubushi Higurashi When They Cry Hou - Ch.4 Himatsubushi

      "Players develop understanding of complex storylines and character motivations, reflecting cognitive and emotional growth."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay typical of visual novels with no physical activity."

      Capsule for Senren*Banka Senren*Banka

      "Sedentary gameplay typical of visual novels with no physical activity."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused reading and decision-making; not designed for casual or background play."

      Capsule for Hakuoki: Kyoto Winds Hakuoki: Kyoto Winds

      "Requires focused reading and decision-making; not designed for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Emotional connection to characters and story, but no social relationship formation."

      Capsule for Laika: Aged Through Blood Laika: Aged Through Blood

      "Emotional connections with characters develop through story, though no direct social interaction or relationship building."

    • 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

      3

      "Progression through unlocking new story branches, achievements, and endings rather than item or power accumulation."

      Capsule for Slay the Princess — The Pristine Cut Slay the Princess — The Pristine Cut

      "Progression through story branches, unlocking endings and achievements, though no item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Some players find emotional catharsis and flow in the poetic storytelling, though the narrative can be intense."

      Capsule for Heaven Will Be Mine Heaven Will Be Mine

      "Some players find emotional catharsis and flow in the story, though others note pacing issues and tension."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable art and music provide sensory stimulation, though not intense or overwhelming."

      Capsule for Black Closet Black Closet

      "Enjoyable art and music provide sensory stimulation, but visuals are mostly static and limited."

    • Status

      Game with the same Status vibe

      -4

      "No social status or recognition mechanics; achievements are personal and not publicly ranked."

      Capsule for Dawnfolk Dawnfolk

      "No social status or recognition mechanics; achievements are personal and not publicly ranked."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with complex plot, character development, and multiple endings."

      Capsule for Lacuna – A Sci-Fi Noir Adventure Lacuna – A Sci-Fi Noir Adventure

      "Strong narrative immersion with complex plot, character development, and multiple endings."

    • Strategy

      Game with the same Strategy vibe

      2

      "Requires some planning and decision-making to explore different story outcomes."

      Capsule for The Pirate's Fate The Pirate's Fate

      "Requires thoughtful decision-making and planning to unlock different story outcomes."

    • Thrill

      Game with the same Thrill vibe

      3

      "Emotional suspense and plot twists provide tension and release throughout the story."

      Capsule for Angels with Scaly Wings™ / 鱗羽の天使 Angels with Scaly Wings™ / 鱗羽の天使

      "Plot twists and emotional stakes create suspense and tension throughout the story."

    • Value

      Game with the same Value vibe

      3

      "Players generally feel the game offers good value for time spent, especially on sale."

      Capsule for Automachef Automachef

      "Players generally feel the game offers good value for time spent, especially on sale."

    • Violence

      Game with the same Violence vibe

      1

      "Contains some violent narrative elements but not focused on combat or destruction gameplay."

      Capsule for Man I Just Wanna Go Home Man I Just Wanna Go Home

      "Contains narrative elements of death and conflict but no active combat gameplay."

    • Survival

      Game with the same Survival vibe

      1

      "Story involves survival themes and overcoming obstacles, but gameplay lacks resource management or threat."

      Capsule for Morningstar: Descent to Deadrock Morningstar: Descent to Deadrock

      "Story involves survival themes and consequences, but no gameplay mechanics for resource or threat management."

    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, Fellowship, 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