Ministry of Broadcast similar games & best alternatives

Ministry of Broadcast

PC (Microsoft Windows), Mac, Nintendo Switch • 2020

Should you play it?

Ministry of Broadcast is a narrative-driven single player cinematic platformer mixing Orwell’s 1984 with modern reality TV. A country divided by The Wall; to cross it and reach your family, you must compete on - and win - a reality TV show broadcast by the Regime.

What works
  • Strong narrative and dystopian atmosphere
  • Challenging and creative puzzles
  • Engaging pixel art and soundtrack
  • Multiple endings and collectibles
  • Dark humor and social commentary
Things to keep in mind
  • Clunky and imprecise controls
  • Frustrating platforming sections
  • Unskippable dialogue and cutscenes
  • Some repetitive trial and error
  • Limited character customization

What to play next

Top picks

Games that feel the closest overall

  • Squishy the Suicidal Pig

  • Creepy Tale 2

  • Prognostic

  • Teslagrad

  • La-Mulana

  • 7th Sector

  • Homebody

  • LIMBO

  • FAITH: The Unholy Trinity

Hidden Gems

Less popular games with surprisingly high similarity

  • Prognostic

  • 7th Sector

  • Homebody

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 for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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).

Ministry of Broadcast: 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 Survival, Competence. It leans lower than usual among comparable games on Relaxation.

Why this game works

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

  • Autonomy

    Game with the same Autonomy vibe

    3

    "Players make choices affecting multiple endings and explore different puzzle solutions, indicating moderate control over actions."

    Capsule for Toilet Chronicles Toilet Chronicles

    "Players control a single character with limited but meaningful choices in puzzle solutions and multiple endings, reflecting moderate autonomy."

  • Competence

    Game with the same Competence vibe

    4

    "The game offers challenging platforming and puzzle elements requiring skill and precision, with a learning curve and rewarding mastery."

    Capsule for Shootout on Cash Island Shootout on Cash Island

    "The game demands precise platforming skills and puzzle solving with trial and error, providing a strong sense of mastery and challenge."

  • Competition

    Game with the same Competition vibe

    -4

    "Focus is on individual puzzle solving and story progression without competitive multiplayer or leaderboards."

    Capsule for Chaos on Deponia Chaos on Deponia

    "Focus is on individual progress through puzzles and platforming without competitive multiplayer or leaderboards."

  • Continuation

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    2

    "Players often replay to explore multiple endings and collectibles, showing some habitual engagement."

    Capsule for 11-11 Memories Retold 11-11 Memories Retold

    "Players often engage in repeated retries and multiple playthroughs to explore different endings and collectibles, indicating moderate continuation motivation."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player experience with no cooperative gameplay elements."

    Capsule for POSTAL: Brain Damaged POSTAL: Brain Damaged

    "Entirely single-player experience with no cooperative gameplay elements."

  • Creativity

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    "Players experiment with environmental mechanics and puzzle solutions, encouraging creative problem-solving."

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    "Players solve puzzles using environmental interactions and sometimes multiple approaches, encouraging creative problem solving."

  • Domination

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    "No elements of exerting control over others; interactions are solitary and narrative-driven."

    Capsule for LOST EMBER LOST EMBER

    "No elements of exerting control over others; interactions are solitary and narrative-driven."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong immersive atmosphere and story provide escape from reality into a dystopian world."

    Capsule for The Final Station The Final Station

    "The dystopian narrative and immersive atmosphere provide a strong escape from reality."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily driven by interest in story and puzzles, not external pressure or obligation."

    Capsule for In Between In Between

    "Players engage voluntarily driven by interest in story and puzzles rather than obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Trial-and-error and exploration of puzzle solutions encouraged, especially in harder levels."

    Capsule for Linked Linked

    "Trial and error platforming and puzzle solving encourage experimentation with timing and approaches."

  • Exploration

    Game with the same Exploration vibe

    2

    "Players explore varied levels and environments, discovering items and secrets, though within a linear structure."

    Capsule for Caveman World: Mountains of Unga Boonga Caveman World: Mountains of Unga Boonga

    "Players explore varied environments and hidden collectibles, though exploration is somewhat guided."

  • Expression

    Game with the same Expression vibe

    -3

    "Character and environment visuals are fixed pixel art with limited customization."

    Capsule for Blackwell Epiphany Blackwell Epiphany

    "Limited customization or personalization; character and environment visuals are fixed pixel art."

  • Fantasy

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    3

    "Fictional dystopian sci-fi setting with surreal elements and imaginative narrative."

    Capsule for Dead Synchronicity: Tomorrow Comes Today Dead Synchronicity: Tomorrow Comes Today

    "The dystopian setting and surreal narrative elements provide an imaginative fictional experience."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; purely single-player experience."

    Capsule for Ghostrunner Ghostrunner

    "No social or community features; purely single-player experience."

  • Growth

    Game with the same Growth vibe

    3

    "Players develop platforming skills and puzzle-solving abilities over time."

    Capsule for Webbed Webbed

    "Players develop platforming skills and puzzle-solving abilities over time."

  • Health

    Game with the same Health vibe

    -5

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

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

  • Idle

    Game with the same Idle vibe

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    "Requires focused attention and precise inputs; not suitable for background or casual idle play."

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    "Requires focused attention and precise inputs; not suited for idle or casual background play."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No close social interactions or relationship building."

    Capsule for Age of Defense Age of Defense

    "No close social interactions or relationship building."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management mechanics."

    Capsule for Beeny Beeny

    "No leadership or group management mechanics."

  • Progression

    Game with the same Progression vibe

    3

    "Players collect items and unlock multiple endings and achievements as progression."

    Capsule for Don't Escape Trilogy Don't Escape Trilogy

    "Players collect items (boots) and unlock multiple endings, reflecting progression."

  • Relaxation

    Game with the same Relaxation vibe

    -3

    "Sustained tension and stress dominate; some moments of puzzle-solving provide brief relief."

    Capsule for Project Nightmares Case 36: Henrietta Kedward Project Nightmares Case 36: Henrietta Kedward

    "Challenging platforming and timed puzzles create tension rather than relaxation."

  • Sensation

    Game with the same Sensation vibe

    2

    "Pixel art and soundtrack create sensory engagement, though not intense or overwhelming."

    Capsule for Wolf & Rabbit Wolf & Rabbit

    "Pixel art and soundtrack provide sensory engagement, though not highly stimulating."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems."

    Capsule for Lake Haven - Chrysalis Lake Haven - Chrysalis

    "No social recognition or status systems."

  • Story

    Game with the same Story vibe

    4

    "Strong narrative focus with interconnected characters, lore, and multiple endings."

    Capsule for Kindergarten 3 Kindergarten 3

    "Strong narrative focus with multiple endings and rich dystopian lore."

  • Strategy

    Game with the same Strategy vibe

    3

    "Puzzles require problem solving and planning, though platforming is more reflex-based."

    Capsule for Seen Seen

    "Puzzle solving requires reasoning and planning, though platforming is more reflex-based."

  • Thrill

    Game with the same Thrill vibe

    3

    "Fast-paced action and risk of instant death create suspense and excitement."

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    "Timed sections and risk of death create suspense and thrill."

  • Value

    Game with the same Value vibe

    3

    "Generally considered good value especially on sale, with engaging story and gameplay for price."

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    "Generally considered good value for price with engaging story and gameplay."

  • Violence

    Game with the same Violence vibe

    2

    "Includes light violence such as knocking out NPCs, but overall playful and cartoonish rather than graphic."

    Capsule for The Break-In The Break-In

    "Includes dark humor involving harming NPCs as part of puzzle solutions, but not gratuitous violence."

  • Survival

    Game with the same Survival vibe

    3

    "Avoiding death and hazards is core to gameplay, requiring careful timing and resourceful movement."

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    "Avoiding death and hazards is core to gameplay, requiring careful timing and strategy."

Last update: 12/07/2026