OXENFREE II: Lost Signals Thumbnail

OXENFREE II: Lost Signals similar games & best alternatives

OXENFREE II: Lost Signals

PC (Microsoft Windows), iOS, PlayStation 4, Android, Nintendo Switch, PlayStation 5 • 2023

Related articles

Quick resume

Five years after the events of OXENFREE, Riley returns to her hometown of Camena to investigate mysterious radio signals. What she finds is more than she bargained for.

Global score

88/100

Genres

Adventure, Indie

Similar games

    Pros

    • Engaging narrative and characters
    • Excellent voice acting and dialogue system
    • Atmospheric art style and soundtrack
    • Meaningful player choices affecting story
    • Polished sequel building on original

    Cons

    • Larger map sometimes feels like padding
    • Limited gameplay complexity and challenge
    • Some characters less developed than original
    • Repetitive walking and backtracking
    • Minor bugs and technical issues reported

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players make meaningful dialogue choices affecting story and endings, showing control over narrative direction."

      Capsule for A Gay Love Story About Gay Love A Gay Love Story About Gay Love

      "Players make meaningful dialogue choices affecting story direction and endings, though within a narrative framework."

    • Competence

      Game with the same Competence vibe

      2

      "Gameplay involves puzzle solving and stealth mechanics that require skill, but puzzles are generally easy and some tasks repetitive."

      Capsule for Five Nights at Freddy's: Secret of the Mimic Five Nights at Freddy's: Secret of the Mimic

      "Gameplay involves puzzle solving and exploration with some skill, but puzzles are generally easy and gameplay is light."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements; focus is on personal narrative experience without comparison to others."

      Capsule for Gone Home Gone Home

      "No competitive elements; focus is on personal narrative experience without comparison to others."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players engage in multiple playthroughs to explore different endings, showing attachment and desire to continue playing."

      Capsule for The Hungry Lamb: Traveling in the Late Ming Dynasty The Hungry Lamb: Traveling in the Late Ming Dynasty

      "Players engage in multiple playthroughs to explore different endings and dialogue branches, showing attachment."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Single-player game with limited NPC interaction; cooperation is narrative-based rather than multiplayer teamwork."

      Capsule for Alpha Protocol™ Alpha Protocol™

      "Main gameplay is single-player narrative; some interaction with NPCs via walkie-talkie but limited collaboration."

    • Creativity

      Game with the same Creativity vibe

      1

      "Some player choice in dialogue and exploration, but mostly predefined story and environment."

      Capsule for Firewatch Firewatch

      "Some player choice in dialogue and exploration, but limited creation or modification of game elements."

    • Domination

      Game with the same Domination vibe

      -5

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

      Capsule for Bugsnax Bugsnax

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

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong immersive narrative and atmospheric exploration provide escape from real life."

      Capsule for Tomb Raider Game of the Year Tomb Raider Game of the Year

      "Strong immersive narrative and atmospheric experience providing escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of intrinsic interest and passion for the story and characters."

      Capsule for Your Turn To Die -Death Game By Majority- Your Turn To Die -Death Game By Majority-

      "Players engage voluntarily out of intrinsic interest and attachment to the story and characters."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players explore different dialogue options and story branches, though within a fixed narrative framework."

      Capsule for Tales from the Borderlands Tales from the Borderlands

      "Players explore dialogue options and some new mechanics, though largely within established narrative routines."

    • Exploration

      Game with the same Exploration vibe

      2

      "The game offers some new areas to explore and encourages discovery, though the map is relatively small."

      Capsule for STORY OF SEASONS: Grand Bazaar STORY OF SEASONS: Grand Bazaar

      "Larger map encourages exploration, though some feel it is more for padding than rewarding discovery."

    • Expression

      Game with the same Expression vibe

      -2

      "Limited character customization; expression mainly through choice of actions and dialogue rather than visual personalization."

      Capsule for The Deed The Deed

      "Limited character customization; expression mainly through dialogue choices rather than visual personalization."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Time travel and sci-fi story elements provide imaginative fictional experience."

      Capsule for Wanderer Wanderer

      "Supernatural and time travel elements create an imaginative, fictional experience."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Some sense of community through crew and story, but primarily a solo experience."

      Capsule for Like a Dragon: Pirate Yakuza in Hawaii Like a Dragon: Pirate Yakuza in Hawaii

      "Some sense of community through narrative and walkie-talkie contacts, but primarily a solo experience."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn story details, character backgrounds, and puzzle solutions through play."

      Capsule for Corpse Party Corpse Party

      "Players learn story details, character backgrounds, and puzzle solutions; some personal reflection noted."

    • 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

      "Requires sustained attention with long dialogue and exploration sequences; not designed for background play."

      Capsule for Fall of Porcupine Fall of Porcupine

      "Requires attentive engagement with dialogue and exploration; not designed for background play."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Emotional connections with characters and meaningful dialogue foster some intimacy."

      Capsule for Lost Nova Lost Nova

      "Emotional connections with characters and meaningful dialogue foster some intimacy."

    • Leadership

      Game with the same Leadership vibe

      -5

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

      Capsule for Fears to Fathom - Ironbark Lookout Fears to Fathom - Ironbark Lookout

      "No leadership roles; player follows narrative without managing or directing others."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through story and unlocking multiple endings; no item or upgrade accumulation."

      Capsule for The Quarry The Quarry

      "Progression through story completion and unlocking endings; limited item or upgrade accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Balanced pacing with atmospheric exploration and story-driven moments provides a relaxing flow."

      Capsule for The Expanse: A Telltale Series The Expanse: A Telltale Series

      "Atmospheric and narrative pacing promotes relaxation and flow, despite some tension moments."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable art style, voice acting, and music provide pleasant sensory stimulation without intense excitement."

      Capsule for Duck Detective: The Ghost of Glamping Duck Detective: The Ghost of Glamping

      "Enjoyable art style, music, and voice acting provide sensory stimulation without intense excitement."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition systems; experience is personal and individual."

      Capsule for Stray Stray

      "No social status or recognition systems; experience is personal and individual."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with engaging characters and plot development."

      Capsule for Half-Life: Alyx Half-Life: Alyx

      "Strong narrative immersion with engaging characters, dialogue, and plot development."

    • Strategy

      Game with the same Strategy vibe

      1

      "Some puzzle solving and decision making, but mostly linear narrative progression."

      Capsule for The 25th Ward: The Silver Case The 25th Ward: The Silver Case

      "Some puzzle solving and decision making, but overall straightforward narrative progression."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense from survival threats and environmental hazards, but less intense than the original game."

      Capsule for Subnautica: Below Zero Subnautica: Below Zero

      "Some suspense and supernatural tension, though less intense than the original game."

    • Value

      Game with the same Value vibe

      3

      "Players feel the game offers good value for story-driven experience, especially on sale."

      Capsule for Alfred Hitchcock - Vertigo Alfred Hitchcock - Vertigo

      "Generally perceived as good value for story-driven experience, especially for fans of the first game."

    • Violence

      Game with the same Violence vibe

      -5

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

      Capsule for Port of Call Port of Call

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

    • Survival

      Game with the same Survival vibe

      -5

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

      Capsule for Call of the Sea Call of the Sea

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

    Analysis

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

    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