OPUS: The Day We Found Earth Thumbnail

OPUS: The Day We Found Earth similar games & best alternatives

OPUS: The Day We Found Earth

PC (Microsoft Windows), iOS, Mac, Android, Nintendo Switch • 2016

Related articles

Quick resume

Dive into the boundless galaxy and embark on an emotional adventure! Help little robot Emeth to fulfill a century-old promise by finding Earth in order to save Mankind—so step into the spaceship, operate a deep space telescope, and find out what’s out there in the unknown.

Global score

87/100

Genres

Adventure, Indie, Visual Novel

Similar games

    Pros

    • Touching and emotional story
    • Beautiful soundtrack and visuals
    • Unique space exploration gameplay
    • Short and accessible experience
    • Planet naming for personal expression

    Cons

    • Short game length
    • Repetitive scanning gameplay
    • Limited gameplay depth
    • Some achievements require grinding
    • Lack of map overview and navigation aids

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players control a robot with freedom to explore and solve puzzles, though gameplay is linear and guided."

      Capsule for Planet of the Eyes Planet of the Eyes

      "Players control the robot Emeth and navigate the telescope to scan stars with some freedom, but the game guides the search with clues and hints, limiting full autonomy."

    • Competence

      Game with the same Competence vibe

      1

      "Gameplay involves simple puzzles and exploration with some obscure triggers; not highly skill-demanding but requires attention and puzzle solving."

      Capsule for God's Basement God's Basement

      "Gameplay involves simple scanning and matching coordinates, with low difficulty and minimal challenge, but some puzzle elements and exploration provide mild skill engagement."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements or player comparison; focus is on personal exploration and story."

      Capsule for Lifeless Planet Premier Edition Lifeless Planet Premier Edition

      "No competitive elements or player comparison; focus is on personal story and exploration at own pace."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players report engaging story and side content encouraging extended play, though some find the game short and repetitive."

      Capsule for Assassin’s Creed® Rogue Assassin’s Creed® Rogue

      "Players often engage in extended scanning to unlock achievements and side content, showing some habitual play despite the short main story."

    • 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 build and expand colonies on different planets, but within predefined game mechanics and structures."

      Capsule for Planet S Planet S

      "Players can name discovered planets, adding a personal creative touch, but overall gameplay follows predefined mechanics."

    • 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

      "Immersive story and atmosphere provide escape from real life through emotional and psychological exploration."

      Capsule for Twin Mirror Twin Mirror

      "Strongly immersive story and atmosphere provide emotional escape and reflection, with space exploration theme aiding real-life dissociation."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for The Cat Lady The Cat Lady

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

    • Experimenting

      Game with the same Experimenting vibe

      -2

      "Gameplay is mostly linear and routine; some exploration and side quests offer mild experimentation but combat and progression are repetitive."

      Capsule for Storm Of Spears RPG Storm Of Spears RPG

      "Gameplay is mostly routine scanning with limited novelty, though some side missions and exploration encourage mild experimentation."

    • Exploration

      Game with the same Exploration vibe

      4

      "Core gameplay revolves around discovering new star systems, planets, anomalies, and uncovering story secrets."

      Capsule for Starcom: Unknown Space Starcom: Unknown Space

      "Core gameplay revolves around discovering new stars and planets, exploring vast star maps and unlocking hidden content."

    • Expression

      Game with the same Expression vibe

      2

      "Some visual customization of the world occurs as elements are added, but limited direct avatar or environment personalization."

      Capsule for Doodle God Doodle God

      "Planet naming allows for self-expression, but visual customization or avatar personalization is minimal."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Set in a sci-fi universe with fictional elements like aliens and space travel, providing imaginative fiction."

      Capsule for Space Haven Space Haven

      "Set in a distant future with sci-fi elements and a fictional narrative about searching for mythical Earth, blending imaginative fiction."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Primarily a solo experience with minimal social or community interaction."

      Capsule for Hitman: Blood Money Hitman: Blood Money

      "Primarily a solo experience with minimal social or community interaction."

    • Growth

      Game with the same Growth vibe

      1

      "Some learning about the environment and story through exploration, but minimal skill or knowledge development."

      Capsule for Rainy Season Rainy Season

      "Some learning about astronomy and story progression, but limited skill development or complex knowledge acquisition."

    • 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

      3

      "Gameplay includes background management and timed tasks allowing for intermittent attention."

      Capsule for Promise Mascot Agency Promise Mascot Agency

      "Gameplay includes repetitive scanning that can be done in a relaxed manner, sometimes with background distractions."

    • Intimacy

      Game with the same Intimacy vibe

      3

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

      Capsule for Smile For Me Smile For Me

      "Emotional connection to characters and story creates a sense of closeness and affection, despite limited social interaction."

    • Leadership

      Game with the same Leadership vibe

      -5

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

      Capsule for Martial Law Martial Law

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

    • Progression

      Game with the same Progression vibe

      3

      "Progression through unlocking new planets, solving puzzles, and collecting achievements."

      Capsule for Samorost 3 Samorost 3

      "Progression through story completion, unlocking side missions, achievements, and discovering new planets."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "Calm, slow-paced gameplay with soothing music and atmosphere promotes relaxation and emotional flow."

      Capsule for A Story Beside A Story Beside

      "Calm, meditative gameplay with soothing music and atmosphere promotes relaxation and emotional flow."

    • Sensation

      Game with the same Sensation vibe

      2

      "Pleasant visuals and music provide sensory enjoyment, though gameplay is minimalistic and not highly stimulating."

      Capsule for Catch a Falling Star Catch a Falling Star

      "Pleasant visuals and music provide sensory enjoyment, though gameplay is not highly stimulating or intense."

    • Status

      Game with the same Status vibe

      -5

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

      Capsule for Bad North: Jotunn Edition Bad North: Jotunn Edition

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

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with emotional storytelling, character development, and immersive plot."

      Capsule for First Snow First Snow

      "Strong narrative focus with emotional storytelling, character development, and immersive plot driving the experience."

    • Strategy

      Game with the same Strategy vibe

      -3

      "Minimal strategic or problem-solving elements; gameplay is straightforward exploration and scanning."

      Capsule for Beyond Blue Beyond Blue

      "Gameplay involves straightforward scanning and following clues, with minimal strategic or complex problem solving."

    • Thrill

      Game with the same Thrill vibe

      -2

      "Low suspense or risk; gameplay is predictable and calm with minimal tension."

      Capsule for Zup! 5 Zup! 5

      "Low suspense and risk; some emotional tension in story but gameplay is calm and predictable."

    • Value

      Game with the same Value vibe

      1

      "Mixed opinions on price versus content length; many find it worth the cost especially on sale."

      Capsule for Vanishing Realms™ Vanishing Realms™

      "Mixed opinions on price vs. content length; many find it worth the cost especially on sale for the emotional experience."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay; focus on exploration and narrative."

      Capsule for Dear Esther: Landmark Edition Dear Esther: Landmark Edition

      "No combat or destructive gameplay; focus on exploration and narrative."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival mechanics or threat avoidance; stable and safe gameplay environment."

      Capsule for Firework Firework

      "No survival mechanics or threat avoidance; stable and safe gameplay environment."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. Here, the score leans higher than usual among comparable games on Exploration, Intimacy, Expression.

    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