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My Friend is a Raven similar games & best alternatives

My Friend is a Raven

PC (Microsoft Windows) • 2020

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Quick resume

You return to your old apartment one last time, in search of a sickened raven. You must speak to him, and discover the cause behind the calamity that has spread across the world.

Global score

91/100

Genres

Adventure, Casual, Indie, Role-playing (RPG), Free To Play

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    Pros

    • Unique and beautiful hand-drawn art style
    • Intriguing and atmospheric story with multiple endings
    • Free to play
    • Short and accessible gameplay
    • Strong emotional and thematic impact

    Cons

    • Very short playtime limits replay value
    • Dialogue cannot be skipped, slowing repeated playthroughs
    • Minimal gameplay challenge
    • No achievements or progression rewards
    • Performance issues on some systems

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players explore the mansion, solve puzzles, and make choices affecting endings, indicating moderate control over actions."

      Capsule for Trick & Treat Trick & Treat

      "Players explore the apartment freely and choose actions that influence which of the four endings they get, showing personal control over decisions."

    • Competence

      Game with the same Competence vibe

      1

      "The game involves decision making and branching paths but lacks skill-based challenges; some players find unlocking all endings requires effort."

      Capsule for Class of '09 Class of '09

      "Gameplay involves simple puzzle solving and item collection with minimal challenge, but some deduction is required to unlock all endings."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements; focus is on personal exploration and story experience without comparison to others."

      Capsule for 35MM 35MM

      "No competitive elements or comparison to others; focus is on personal exploration and story experience."

    • Continuation

      Game with the same Continuation vibe

      1

      "Short game with multiple endings encourages replay to explore all outcomes, but limited long-term engagement."

      Capsule for The Average Everyday Adventures of Samantha Browne The Average Everyday Adventures of Samantha Browne

      "Short playtime with multiple endings encourages replaying to discover all outcomes, but overall limited content reduces 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 experiment with different choices and strategies to unlock varied endings, though within a structured framework."

      Capsule for NEEDY STREAMER OVERLOAD NEEDY STREAMER OVERLOAD

      "Players experiment with different item uses and dialogue choices to unlock varied endings, but within a limited, predefined environment."

    • Domination

      Game with the same Domination vibe

      -5

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

      Capsule for Firework Firework

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

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong atmospheric horror and immersive story provide an escape into a dark, fictional world."

      Capsule for Lamentum Lamentum

      "The dark, atmospheric, post-apocalyptic setting and story offer a strong escape from reality into a fictional, eerie world."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic interest in the story and atmosphere; no obligation or pressure."

      Capsule for Port of Call Port of Call

      "Players engage voluntarily for intrinsic interest in story and atmosphere, with no obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players try different puzzle solutions and story choices, exploring multiple endings and strategies."

      Capsule for Catherine Classic Catherine Classic

      "Multiple endings and puzzle solutions encourage players to try different approaches and explore narrative possibilities."

    • 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 the apartment environment to find items and clues that affect story outcomes, promoting discovery."

    • Expression

      Game with the same Expression vibe

      -3

      "Limited customization; players interact with preset characters and environments without personalizing appearance."

      Capsule for Titanic: Adventure Out Of Time Titanic: Adventure Out Of Time

      "Limited customization or personalization; players interact with preset story and environment without modifying appearance."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Set in a post-apocalyptic world with fictional creatures and story elements, emphasizing imaginative fiction."

      Capsule for Nocturnals Nocturnals

      "Set in a fictional post-apocalyptic world with anthropomorphic raven and surreal narrative elements, emphasizing imaginative fiction."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Solo narrative experience without social or community features."

      Capsule for The Descendant The Descendant

      "Solo narrative experience without social or community features."

    • Growth

      Game with the same Growth vibe

      1

      "Players learn to solve puzzles and piece together story elements, but gameplay skill development is limited."

      Capsule for >observer_ >observer_

      "Some learning through puzzle solving and uncovering story layers, but overall simple gameplay limits deep skill development."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay typical of point-and-click adventure games with no physical activity."

      Capsule for Frog Detective 2: The Case of the Invisible Wizard Frog Detective 2: The Case of the Invisible Wizard

      "Sedentary gameplay typical of point-and-click adventure games with no physical activity."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention to explore and solve puzzles; not designed for passive or background play."

      Capsule for I Am Dead I Am Dead

      "Requires focused attention to explore and solve puzzles; not designed for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited emotional connection through narrative but no social or close relationship building."

      Capsule for A Case of Distrust A Case of Distrust

      "Limited emotional connection through narrative, but no social or interpersonal relationship building."

    • Leadership

      Game with the same Leadership vibe

      -5

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

      Capsule for NAIAD NAIAD

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

    • Progression

      Game with the same Progression vibe

      2

      "Progression through unlocking multiple endings and story developments, but no item collection or upgrades."

      Capsule for Aliya: Timelink Aliya: Timelink

      "Progression through unlocking multiple endings and piecing together story, but no item upgrades or character development."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Atmospheric and immersive with some tension from dark themes, but overall a balanced experience."

      Capsule for Bucket Detective Bucket Detective

      "Calm, slow-paced gameplay with atmospheric mood provides a relaxed experience despite dark themes."

    • Sensation

      Game with the same Sensation vibe

      3

      "Art style, sound design, and eerie atmosphere provide sensory stimulation and emotional engagement."

      Capsule for The Little Red Lie The Little Red Lie

      "Distinctive hand-drawn art style and eerie sound design provide strong sensory and emotional engagement."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems present."

      Capsule for Crying Suns Crying Suns

      "No social recognition or status systems present."

    • Story

      Game with the same Story vibe

      5

      "Narrative-driven game with strong emphasis on story, character interactions, and multiple endings."

      Capsule for [Chilla's Art] Missing Children | 行方不明 [Chilla's Art] Missing Children | 行方不明

      "Narrative-driven game with multiple endings that reveal story layers, emphasizing plot and character interaction."

    • Strategy

      Game with the same Strategy vibe

      1

      "Some puzzle solving and item usage require planning, but overall gameplay is straightforward."

      Capsule for Theatre Of The Absurd Theatre Of The Absurd

      "Basic puzzle solving and item usage require some planning but overall straightforward gameplay."

    • Thrill

      Game with the same Thrill vibe

      1

      "Mild suspense and eerie atmosphere without intense scares or risk."

      Capsule for Rental Rental

      "Subtle psychological horror and eerie atmosphere create mild suspense without intense thrills or scares."

    • Value

      Game with the same Value vibe

      5

      "Free to play with high quality story, art, and music; excellent perceived value for time invested"

      Capsule for One Thousand Lies One Thousand Lies

      "Free to play with high-quality art and story content offers excellent value for time invested."

    • Violence

      Game with the same Violence vibe

      -3

      "Minimal violence; focus is on narrative and puzzle solving rather than combat or destruction."

      Capsule for Old Skies Old Skies

      "Minimal violence; focus is on narrative and puzzle solving rather than combat or destruction."

    • Survival

      Game with the same Survival vibe

      2

      "Themes of survival and overcoming fate are central to the narrative, though no gameplay survival mechanics."

      Capsule for Higurashi When They Cry Hou - Ch.7 Minagoroshi Higurashi When They Cry Hou - Ch.7 Minagoroshi

      "Themes of survival and plague are central to story, though gameplay does not involve active survival mechanics."

    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, Story. It leans lower than usual among comparable games on Violence.

    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