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Passpartout: The Starving Artist similar games & best alternatives

Passpartout: The Starving Artist

PC (Microsoft Windows), iOS, Mac, Nintendo Switch, Linux • 2017

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Quick resume

Even you can become a great artist! Wrestle subjectivity as you attempt to sell your art to rude customers in order to progress in this confusing art scene. The only thing threatening you is your expensive wine and baguette addiction! Will your art end up in the Louvre or on your parents' fridge?

Global score

88/100

Genres

Casual, Indie, Simulator, Adventure

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    Pros

    • Creative freedom and self-expression
    • Relaxing and charming atmosphere
    • Multiple endings and replayability
    • Engaging ai customer feedback
    • Accessible to players of all skill levels

    Cons

    • Limited painting tools and colors
    • Short main campaign
    • Lack of advanced features like undo or zoom
    • No multiplayer or social features
    • Some repetitiveness and grind

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      5

      "Players have full freedom to create any art they want, choose tools, and decide how to paint without imposed constraints."

      Capsule for SuchArt: Genius Artist Simulator SuchArt: Genius Artist Simulator

      "Players have full freedom to create any artwork they desire with minimal constraints, directing their own artistic expression and decisions."

    • Competence

      Game with the same Competence vibe

      2

      "Game offers skill-based painting mechanics and tool mastery, but also accessible for beginners; some users find it challenging to control."

      Capsule for SuchArt: Creative Space SuchArt: Creative Space

      "The game involves developing skill in painting with limited tools and learning customer preferences, but the tasks remain relatively simple and accessible."

    • Competition

      Game with the same Competition vibe

      -3

      "Focuses on personal creative expression and collaboration rather than direct competition or rankings."

      Capsule for Different Strokes Different Strokes

      "Focus is on personal creative expression and selling art to NPCs without direct player-vs-player competition or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players engage in multiple playthroughs to explore different endings and secrets, showing attachment and habitual play."

      Capsule for Buddy Simulator 1984 Buddy Simulator 1984

      "Players often engage in multiple playthroughs to explore different endings and improve their art, showing habitual and extended play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Gameplay is entirely single-player and independent, with no multiplayer or cooperative elements."

      Capsule for Unheard - Voices of Crime Unheard - Voices of Crime

      "Gameplay is entirely single-player and independent, with no cooperative or multiplayer elements."

    • Creativity

      Game with the same Creativity vibe

      5

      "Core gameplay revolves around painting and customizing the world, characters, and brushes, encouraging creative expression."

      Capsule for Chicory: A Colorful Tale Chicory: A Colorful Tale

      "Core gameplay centers on creating and experimenting with original paintings using limited but expressive tools."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of dominance or power over others; interactions are friendly and cooperative with NPCs."

      Capsule for Freddi Fish 2: The Case of the Haunted Schoolhouse Freddi Fish 2: The Case of the Haunted Schoolhouse

      "Interactions with NPCs are balanced and based on mutual exchange (selling art), with no dominance or power exerted over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "The game provides a relaxing, immersive fantasy environment that players use to escape real-life stress and boredom."

      Capsule for Shop Titans Shop Titans

      "The game provides a relaxing, immersive artistic experience that allows players to escape real-life stress and engage in creative play."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Tiny Echo Tiny Echo

      "Players engage voluntarily out of intrinsic interest in art and creativity, with no external obligations or pressures."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players try different painting techniques and model variations, exploring creative possibilities."

      Capsule for Model Builder: Complete Edition Model Builder: Complete Edition

      "Players try different painting styles, tools, and approaches to satisfy diverse NPC tastes and unlock multiple endings."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players explore unique level designs and musical themes, though within a defined set of stages."

      Capsule for Tadpole Treble Tadpole Treble

      "Players explore different artistic styles and customer preferences, as well as progressing through distinct game chapters and endings."

    • Expression

      Game with the same Expression vibe

      5

      "Strong emphasis on self-expression through art creation, customizing paintings and objects in the game."

      Capsule for Passpartout 2: The Lost Artist Passpartout 2: The Lost Artist

      "Strong emphasis on self-expression through painting and naming artworks, with players customizing their creations extensively."

    • Fantasy

      Game with the same Fantasy vibe

      -2

      "While stylized and whimsical, the game simulates a realistic artistic career and town environment."

      Capsule for Passpartout 2: The Lost Artist Passpartout 2: The Lost Artist

      "The game simulates a plausible artistic career with realistic economic and social dynamics, though stylized and humorous."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "The experience is solitary with minimal social interaction beyond NPCs."

      Capsule for Baby Steps Baby Steps

      "The experience is primarily solitary with minimal social interaction beyond NPC buyers and critics."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn about art, building techniques, and develop creative skills over time."

      Capsule for Occupy White Walls Occupy White Walls

      "Players develop artistic skills and understanding of customer preferences, improving their paintings and career progression."

    • Health

      Game with the same Health vibe

      -5

      "The game is sedentary with no physical activity or health-related gameplay elements."

      Capsule for Phoenix Wright: Ace Attorney Trilogy Phoenix Wright: Ace Attorney Trilogy

      "The game is sedentary with no physical activity or health-related gameplay elements."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention to paint and manage commissions; not designed for passive or idle play."

      Capsule for SuchArt: Genius Artist Simulator SuchArt: Genius Artist Simulator

      "Requires focused attention to create paintings and manage sales; not designed for background or idle play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Social interactions are limited to brief exchanges with NPCs; no deep relationships formed."

      Capsule for Luna's Fishing Garden Luna's Fishing Garden

      "Social interactions are limited to brief NPC critiques and transactions, with no deep personal relationships."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles; player acts independently without directing others."

      Capsule for Eastshade Eastshade

      "No leadership or group management roles; player acts independently without directing others."

    • Progression

      Game with the same Progression vibe

      3

      "Players accumulate art pieces, unlock building assets, and expand galleries as they progress."

      Capsule for Occupy White Walls Occupy White Walls

      "Players progress by unlocking new tools, locations, and endings through selling art and advancing their career."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "The game provides a calm, cozy atmosphere with relaxing music and low-pressure gameplay."

      Capsule for ENSCROLL ENSCROLL

      "The game offers a calm, soothing atmosphere with relaxing music and low-pressure creative gameplay."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visual and auditory elements are pleasant but understated; not focused on intense sensory stimulation."

      Capsule for Love Thyself - A Horatio Story Love Thyself - A Horatio Story

      "Visual and auditory elements are pleasant but understated; the focus is on creativity rather than sensory stimulation."

    • Status

      Game with the same Status vibe

      1

      "Players gain in-game recognition through titles and achievements, but social status outside the game is limited."

      Capsule for Warsim: The Realm of Aslona Warsim: The Realm of Aslona

      "Players gain recognition within the game world by progressing and selling art, but social status is limited to NPC feedback."

    • Story

      Game with the same Story vibe

      3

      "The game includes an engaging narrative with lore, character interactions, and multiple endings."

      Capsule for Dead Estate Dead Estate

      "The game includes a narrative progression with multiple endings and evolving settings reflecting the player's artistic journey."

    • Strategy

      Game with the same Strategy vibe

      2

      "Players must plan vehicle upgrades, racing lines, and tactics to succeed, though gameplay remains largely arcade-style."

      Capsule for TRAIL OUT TRAIL OUT

      "Players must analyze customer preferences and plan painting styles accordingly, though gameplay remains simple."

    • Thrill

      Game with the same Thrill vibe

      -2

      "Game is low risk and light-hearted; lacks sustained tension or suspense."

      Capsule for Scribblenauts Unmasked: A DC Comics Adventure Scribblenauts Unmasked: A DC Comics Adventure

      "The game is low-risk and lacks suspense or tension, focusing on relaxed creative expression."

    • Value

      Game with the same Value vibe

      4

      "Players feel rewarded for time invested through progression, upgrades, and challenging gameplay."

      Capsule for This is a Ghost This is a Ghost

      "Players feel rewarded by progressing, unlocking tools, and achieving multiple endings, providing good value for time invested."

    • Violence

      Game with the same Violence vibe

      -5

      "No violent or destructive gameplay; focus is on constructive artistic creation."

      Capsule for SuchArt: Creative Space SuchArt: Creative Space

      "No violence or destructive gameplay; focus is on constructive artistic creation."

    • Survival

      Game with the same Survival vibe

      1

      "Some challenge in managing resources and avoiding bankruptcy, but low risk of failure or death."

      Capsule for Final Profit: A Shop RPG Final Profit: A Shop RPG

      "There is a mild survival element in managing money to pay rent and avoid bankruptcy, but failure is not harsh."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Fantasy, Violence, Story, Thrill. Here, the score leans higher than usual among comparable games on Story, Status, 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