Our world has not decayed similar games & best alternatives

Our world has not decayed

PC (Microsoft Windows) • 2019

Should you play it?

Although it is already the end of the world, we still stay together. all characters are over the age of 18.

What works
  • Emotional and intimate narrative
  • Reflective and calming atmosphere
  • Low price and short playtime
  • Expressive character art and voice acting
  • Branching story choices encouraging replay
Things to keep in mind
  • Poor english translation
  • Minimal gameplay and interactivity
  • Repetitive backgrounds and visuals
  • Lack of adult content despite tags
  • Technical rough edges and simple ui

What to play next

Top picks

Games that feel the closest overall

  • The Longest Road on Earth

  • Firefighter Connor

  • The Sad Story of Emmeline Burns

  • KARAKARA

  • 女巫与六便士 the sibyl and sixpence

  • Shan Gui (山桂)

  • Dreamlike Love with Seira

  • Project LUX

  • Fox Hime

Hidden Gems

Less popular games with surprisingly high similarity

  • The Longest Road on Earth

  • Firefighter Connor

  • Project LUX

If you liked…

Recommendations by what you enjoyed most

  • Story

    BROK the InvestiGator - Prologue

  • Escapism

    Margo

  • Fantasy

    Nocturnals

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).

Our world has not decayed: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Strategy, Experimenting, Competence, Survival. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Progression, Autonomy.

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

    "The game is mostly linear with minimal player choices that do not affect the story, indicating adherence to preset narrative routines rather than player-directed actions."

    Capsule for LAMUNATION! -international- LAMUNATION! -international-

    "Gameplay is mostly reading and making a few limited choices; player actions follow a preset narrative with minimal control."

  • Competence

    Game with the same Competence vibe

    -4

    "No skill-based challenges or mastery; interactions are simple and limited."

    Capsule for Sill Cats Sill Cats

    "No significant skill challenges; interaction is limited to clicking through dialogue and occasional simple choices."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements or comparison with others; purely narrative experience."

    Capsule for The Butterfly Collector The Butterfly Collector

    "No competitive elements or comparison with others; purely a solitary narrative experience."

  • Continuation

    Game with the same Continuation vibe

    1

    "Some players expressed desire to replay for story exploration, but overall short playtime limits habitual long sessions."

    Capsule for Adios Adios

    "Some players replay to explore different narrative branches, but overall short playtime and limited mechanics reduce habitual engagement."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player with no cooperative or multiplayer features."

    Capsule for The Way The Way

    "Entirely single-player with no cooperative or multiplayer features."

  • Creativity

    Game with the same Creativity vibe

    1

    "Limited player creativity; choices affect story but within a structured narrative and predefined options."

    Capsule for Yusetsu Yusetsu

    "Some narrative branching and choice influence scenes, but overall follows a fixed story structure with limited player creativity."

  • Domination

    Game with the same Domination vibe

    -5

    "No social dominance or power dynamics over others; interactions are narrative-based."

    Capsule for Sakura Agent Sakura Agent

    "No social or power dynamics; interactions are narrative-based without exerting control over others."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game as a relaxing, contemplative escape from real life, engaging with themes of mental health and emotional reflection."

    Capsule for Margo Margo

    "Players use the game as a reflective, emotional escape from real life, appreciating its calming and contemplative tone."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Engagement driven by intrinsic interest in story and themes rather than obligation or external pressure."

    Capsule for Death Live Death Live

    "Engagement driven by personal interest in story and atmosphere rather than obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    -3

    "Gameplay is mostly linear with limited experimentation; choices have minor effects and no branching paths."

    Capsule for Voices from the Sea Voices from the Sea

    "Limited experimentation possible; choices affect narrative branches but overall gameplay is repetitive and linear."

  • Exploration

    Game with the same Exploration vibe

    -2

    "Exploration is limited to fixed scenes with highlighted interactables; minimal discovery."

    Capsule for She and the Light Bearer She and the Light Bearer

    "Light exploration elements exist but are minimal and serve mostly as framing devices rather than true discovery."

  • Expression

    Game with the same Expression vibe

    -3

    "Limited customization; player character and environment are mostly fixed with minimal personalization."

    Capsule for Druid Druid

    "Minimal customization; character and environment visuals are fixed with no player-driven personalization."

  • 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 post-apocalyptic world with fantasy elements like zombies and elves, emphasizing imaginative fiction."

  • Fellowship

    Game with the same Fellowship vibe

    -4

    "No social or community features; experience is solitary and introspective."

    Capsule for Queen of the flies 蝇后 Queen of the flies 蝇后

    "No community or social features; experience is solitary and introspective."

  • Growth

    Game with the same Growth vibe

    1

    "Some narrative-driven personal development themes, but limited gameplay learning or skill growth."

    Capsule for The Mind of Marlo The Mind of Marlo

    "Some narrative-driven personal development themes, but no skill or knowledge growth through gameplay."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary visual novel format with no physical activity or health-related gameplay."

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

    "Sedentary visual novel format with no physical activity or health-related gameplay."

  • Idle

    Game with the same Idle vibe

    3

    "Suitable for short sessions and casual play; some players use it as a background or transitional activity."

    Capsule for ‎My Suika – Kyo’s Fruit Merge ‎My Suika – Kyo’s Fruit Merge

    "Suitable for short sessions and casual play; some players use it as a background or light engagement."

  • Intimacy

    Game with the same Intimacy vibe

    4

    "Strong emotional connections and character relationships are central, with affectionate and intimate interactions."

    Capsule for Polyarmory: High Calibre Love Polyarmory: High Calibre Love

    "Focus on emotional connection and companionship between characters; includes intimate and affectionate interactions."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements; purely narrative-driven."

    Capsule for Cross Princess Cross Princess

    "No leadership or group management elements; purely narrative without social hierarchy."

  • Progression

    Game with the same Progression vibe

    -4

    "No item collection or upgrades; story progresses linearly without accumulation mechanics."

    Capsule for Palinurus Palinurus

    "No item collection or upgrades; story progresses linearly with limited branching but no accumulation mechanics."

  • Relaxation

    Game with the same Relaxation vibe

    4

    "Deliberate slow pacing and calming atmosphere promote relaxation and emotional flow."

    Capsule for Koi Musubi Koi Musubi

    "Calm, contemplative pacing and atmosphere promote relaxation and emotional flow."

  • Sensation

    Game with the same Sensation vibe

    1

    "Visuals and music are modest; some players appreciate atmosphere but sensory stimulation is moderate."

    Capsule for Evil Democracy: 1932 Evil Democracy: 1932

    "Visual and auditory elements are modest and subdued; some players appreciate the mood but sensory stimulation is limited."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; achievements and visibility are minimal or absent."

    Capsule for Lost Horizon Lost Horizon

    "No social recognition or status systems; achievements and visibility are minimal or absent."

  • Story

    Game with the same Story vibe

    5

    "Strong narrative focus with branching dialogue, character development, and emotional themes."

    Capsule for BROK the InvestiGator - Prologue BROK the InvestiGator - Prologue

    "Strong narrative focus with branching dialogue and emotional storytelling as the core experience."

  • Strategy

    Game with the same Strategy vibe

    -5

    "No strategic or problem-solving gameplay; choices are simple and limited."

    Capsule for Rain's love memory-雨的恋记 Rain's love memory-雨的恋记

    "No strategic or problem-solving gameplay; choices are simple and have limited impact."

  • Thrill

    Game with the same Thrill vibe

    -4

    "Lacks suspense or risk; experience is calm and emotionally steady rather than thrilling."

    Capsule for Control, I'm Not Coming Back Control, I'm Not Coming Back

    "Lacks suspense or risk; experience is steady and emotionally subdued rather than thrilling."

  • Value

    Game with the same Value vibe

    2

    "Low price and short length provide reasonable value for players interested in the unique narrative."

    Capsule for Once in Yaissor Once in Yaissor

    "Low price and short length provide reasonable value for players seeking a brief narrative experience."

  • Violence

    Game with the same Violence vibe

    -4

    "No combat or destruction gameplay; focus is on narrative and character interactions."

    Capsule for Vampire: The Masquerade - Shadows of New York Vampire: The Masquerade - Shadows of New York

    "No combat or destructive gameplay; focus is on narrative and character interaction."

  • Survival

    Game with the same Survival vibe

    -3

    "Post-apocalyptic setting suggests survival themes, but gameplay lacks survival mechanics or threats."

    Capsule for 月球坠落时 Moon Fall 月球坠落时 Moon Fall

    "Post-apocalyptic setting but no survival mechanics; story centers on companionship rather than threat avoidance."

Last update: 12/07/2026