My Memory of Us similar games & best alternatives

My Memory of Us

PlayStation 4, PC (Microsoft Windows), iOS, Xbox One, Nintendo Switch • 2018

Should you play it?

My Memory of Us is a moving fairy tale about friendship and hope in the darkest moments of our times. Enter a hand-crafted, gorgeously animated 2D world full of adventure, exploration, stealth and puzzles. Meet the kids brought up in different worlds and help them survive during times of occupation.

What works
  • Emotional and historically inspired story
  • Unique black-and-white art style with red accents
  • Cooperative puzzle gameplay with two characters
  • Narration by patrick stewart
  • Varied puzzles and mini-games
Things to keep in mind
  • Clunky and sometimes frustrating controls
  • Checkpoint placement can cause repetition
  • Some puzzles are too simple or unintuitive
  • Short playtime
  • Lack of save anywhere feature

What to play next

Top picks

Games that feel the closest overall

  • Greak: Memories of Azur

  • Neva

  • Spells & Secrets

  • In Other Waters

  • Super Motherload

  • Trine 2: Complete Story

  • MareQuest: An Interactive Tail

  • Embr

  • Climb The Backrooms

Hidden Gems

Less popular games with surprisingly high similarity

  • Spells & Secrets

  • MareQuest: An Interactive Tail

  • Summer Catchers

If you liked…

Recommendations by what you enjoyed most

  • Story

    The Deadseat

  • Cooperation

    Thomas Was Alone

  • Autonomy

    Disney Alice in Wonderland

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).

My Memory of Us: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Cooperation, Fellowship, Intimacy, Leadership. Here, the score leans higher than usual among comparable games on Story. It leans lower than usual among comparable games on Violence, Status.

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 control multiple characters with unique abilities and can switch between them to solve puzzles and progress, indicating a good degree of player control and decision-making."

    Capsule for Disney Alice in Wonderland Disney Alice in Wonderland

    "Players control two characters with unique abilities and can switch between them or move them together, allowing some freedom in puzzle solving and movement."

  • Competence

    Game with the same Competence vibe

    2

    "Puzzles require thought and coordination but are generally accessible and not overly difficult, providing moderate skill challenge."

    Capsule for Pode Pode

    "Puzzles vary in difficulty but are generally accessible; some require logical thinking and timing, providing moderate skill challenge."

  • Competition

    Game with the same Competition vibe

    -4

    "Game is single-player with no competitive elements or leaderboards; focus is on personal progress and story."

    Capsule for Dark Angels: Masquerade of Shadows Dark Angels: Masquerade of Shadows

    "The game is single-player focused with no competitive elements or leaderboards; emphasis on personal experience and story."

  • Continuation

    Game with the same Continuation vibe

    2

    "Players tend to engage for a few hours to complete the story; some replay for achievements but overall moderate attachment."

    Capsule for GIRLS MADE PUDDING GIRLS MADE PUDDING

    "Players tend to engage in several hours of play to complete the story; some frustration with controls and checkpoints but overall attachment to narrative."

  • Cooperation

    Game with the same Cooperation vibe

    4

    "Gameplay centers on teamwork between characters with different abilities to solve puzzles."

    Capsule for Thomas Was Alone Thomas Was Alone

    "Gameplay centers on cooperation between two characters with complementary abilities, requiring teamwork to solve puzzles and progress."

  • Creativity

    Game with the same Creativity vibe

    3

    "Players creatively use different characters' unique abilities to solve puzzles and progress; the game includes various gameplay styles and mini-games."

    Capsule for Crossing Souls Crossing Souls

    "Players creatively use character abilities and environmental elements to solve varied puzzles; some mini-games add diversity."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; cooperative and equal participation."

    Capsule for Hozy Hozy

    "No elements of exerting control or superiority over others; cooperative and equal participation with the two protagonists."

  • Escapism

    Game with the same Escapism vibe

    3

    "Players use the game to immerse in a fictionalized historical tragedy, escaping real life but confronting heavy themes."

    Capsule for Mayjasmine Episode01 - What is God? Mayjasmine Episode01 - What is God?

    "The game provides emotional engagement and distraction through a stylized retelling of historical events, allowing players to immerse in a fictionalized world."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily driven by interest in story and emotional experience rather than obligation."

    Capsule for Papo & Yo Papo & Yo

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

  • Experimenting

    Game with the same Experimenting vibe

    2

    "Players experiment with character abilities and suit combinations to solve puzzles and access areas."

    Capsule for LEGO® Batman™ 3: Beyond Gotham LEGO® Batman™ 3: Beyond Gotham

    "Players experiment with switching characters and using their abilities in different combinations to solve puzzles."

  • Exploration

    Game with the same Exploration vibe

    2

    "Players explore detailed environments and uncover collectibles and lore, though areas are somewhat linear."

    Capsule for The Dark Pictures Anthology: Little Hope The Dark Pictures Anthology: Little Hope

    "Players explore detailed environments to find collectibles and clues, though levels are relatively linear and focused."

  • Expression

    Game with the same Expression vibe

    2

    "Character and environment designs are distinctive and expressive, though player customization is minimal or absent."

    Capsule for Subway Midnight Subway Midnight

    "Visual style and character design allow some expression of themes and emotions, though player customization is minimal."

  • Fantasy

    Game with the same Fantasy vibe

    3

    "While based on historical settings, the game includes fictional conspiracies and sci-fi elements, blending fantasy with realism."

    Capsule for Assassin's Creed 2 Assassin's Creed 2

    "The game uses allegory and fantasy elements (robots, stylized world) to represent real historical events through imaginative fiction."

  • Fellowship

    Game with the same Fellowship vibe

    1

    "Some social interaction with characters and shared experiences, but primarily a solo narrative."

    Capsule for Summer Pockets Summer Pockets

    "Limited social interaction; primarily a solo experience though the story emphasizes friendship between protagonists."

  • Growth

    Game with the same Growth vibe

    2

    "Players develop puzzle-solving skills and learn game mechanics; some character progression via collectibles."

    Capsule for Figment Figment

    "Players learn to use character abilities and puzzle mechanics progressively; some historical knowledge gained from collectibles."

  • Health

    Game with the same Health vibe

    -5

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

    Capsule for Source of Madness Source of Madness

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

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention and puzzle solving; not designed for casual or background play."

    Capsule for Life Eater Life Eater

    "Requires focused attention and puzzle solving; not designed for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    3

    "Emotional connection to characters and story fosters a sense of closeness and empathy."

    Capsule for To the Moon To the Moon

    "Emotional connection to characters and story fosters a sense of closeness and empathy."

  • Leadership

    Game with the same Leadership vibe

    1

    "Players guide characters and make strategic decisions but do not lead other players or groups."

    Capsule for Insects Awaken Insects Awaken

    "Players guide two characters cooperatively but no leadership over others; shared control and decision making."

  • Progression

    Game with the same Progression vibe

    3

    "Progression through story chapters and puzzle completion, with item collection and use advancing the narrative."

    Capsule for The Longest Journey The Longest Journey

    "Progression through story chapters and puzzle completion; collectibles unlock historical information enhancing narrative."

  • Relaxation

    Game with the same Relaxation vibe

    2

    "Calm, slow-paced experience with soothing art and music, though emotionally heavy."

    Capsule for Room of Depression Room of Depression

    "Generally calm and reflective atmosphere with moments of tension; music and art support emotional flow."

  • Sensation

    Game with the same Sensation vibe

    2

    "Visuals and sound design provide sensory enjoyment without overwhelming stimulation."

    Capsule for J.U.L.I.A.: Among the Stars J.U.L.I.A.: Among the Stars

    "Visual and auditory design provide emotional stimulation and aesthetic enjoyment without intense sensory overload."

  • Status

    Game with the same Status vibe

    -5

    "No social status or recognition systems; focus is on personal story experience."

    Capsule for Space Pilgrim Episode IV: Sol Space Pilgrim Episode IV: Sol

    "No social status or recognition systems; focus is on personal story experience."

  • Story

    Game with the same Story vibe

    5

    "Narrative is a major focus with emotional, psychological, and metaphorical storytelling integrated into gameplay."

    Capsule for The Deadseat The Deadseat

    "Narrative is the core of the game, with strong emotional storytelling, historical allegory, and narration by Patrick Stewart."

  • Strategy

    Game with the same Strategy vibe

    2

    "Puzzles require some logical thinking and planning, but overall gameplay is straightforward and accessible."

    Capsule for LOOM™ LOOM™

    "Puzzles require logical thinking and planning, though gameplay is generally straightforward and accessible."

  • Thrill

    Game with the same Thrill vibe

    1

    "Some tense moments and chase sequences provide mild suspense, but overall experience is calm and controlled."

    Capsule for Planet of Lana Planet of Lana

    "Some suspenseful stealth and chase sequences add mild thrill, but overall experience is more reflective than adrenaline-driven."

  • Value

    Game with the same Value vibe

    3

    "Good perceived value especially on sale; praised for visuals, story, and unique experience"

    Capsule for Prince of Persia® Prince of Persia®

    "Good perceived value especially on sale; praised for story, art, and emotional impact relative to playtime."

  • Violence

    Game with the same Violence vibe

    -4

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

    Capsule for The Dream Machine: Chapter 1 & 2 The Dream Machine: Chapter 1 & 2

    "No direct combat or graphic violence; focus on avoidance, stealth, and puzzle solving rather than destruction."

  • Survival

    Game with the same Survival vibe

    3

    "Themes of survival and overcoming threats are present in story, though not in gameplay mechanics."

    Capsule for Higurashi When They Cry Hou - Ch.3 Tatarigoroshi Higurashi When They Cry Hou - Ch.3 Tatarigoroshi

    "Themes of survival and evasion are central; gameplay involves avoiding enemies and overcoming obstacles to stay alive."

Last update: 09/07/2026