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Plasticity similar games & best alternatives

Plasticity

PC (Microsoft Windows) • 2019

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Quick resume

Plasticity is a hauntingly beautiful puzzle-platformer where you explore a plastic-ridden world. Traverse flooded cities and ravaged lands as you make choices that profoundly change both gameplay and your future.

Global score

79/100

Genres

Indie, Platform, Puzzle

Similar games

    Pros

    • Powerful environmental message
    • Beautiful art and music
    • Meaningful narrative with multiple endings
    • Free to play
    • Short and accessible experience

    Cons

    • Clunky and buggy controls
    • Short playtime
    • Some technical issues and animation glitches
    • Limited gameplay depth
    • Lack of save feature

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players explore the environment freely and make choices affecting endings, indicating moderate control over actions."

      Capsule for Looking Up I See Only A Ceiling Looking Up I See Only A Ceiling

      "Players make meaningful choices affecting the ending and explore the environment freely, though gameplay is linear and guided."

    • Competence

      Game with the same Competence vibe

      1

      "Gameplay involves simple platforming and easy puzzles, with some challenge in timing jumps but overall low difficulty."

      Capsule for Lifeless Planet Premier Edition Lifeless Planet Premier Edition

      "Gameplay involves simple puzzles and platforming with some technical challenges due to clunky controls, but overall low difficulty."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements; focus is on personal experience and reflection."

      Capsule for Little Man Has a Day Little Man Has a Day

      "No competitive elements; focus is on personal experience and reflection."

    • Continuation

      Game with the same Continuation vibe

      2

      "Short playtime encourages replay for alternate endings and achievements, but overall brief engagement."

      Capsule for Port of Call Port of Call

      "Short playtime encourages replay to explore different endings, but overall a brief experience."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience with no multiplayer or cooperative gameplay."

      Capsule for The Witch's House MV The Witch's House MV

      "Single-player experience with no multiplayer or cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      1

      "Limited creativity; players solve puzzles and interact with environment but no significant building or customization."

      Capsule for Hand Simulator: Horror Hand Simulator: Horror

      "Limited creativity in gameplay; players interact with environment but do not create or modify extensively."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of dominance or control over others; experience is personal and introspective."

      Capsule for Small Radios Big Televisions Small Radios Big Televisions

      "No elements of dominance or control over others; experience is personal and reflective."

    • Escapism

      Game with the same Escapism vibe

      3

      "Players immerse in a warm, safe fictional experience that offers emotional comfort and distraction from real life."

      Capsule for one night, hot springs one night, hot springs

      "Players immerse in a fictional polluted world to reflect on real-world environmental issues, providing emotional escape."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily, motivated by interest in the message and story rather than obligation."

      Capsule for Aurora: A Child's Journey Aurora: A Child's Journey

      "Players engage voluntarily driven by interest in message and narrative rather than obligation."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players encouraged to explore different choices and discover multiple endings, promoting some experimentation."

      Capsule for Fears to Fathom - Norwood Hitchhike Fears to Fathom - Norwood Hitchhike

      "Some exploration and experimentation with choices to unlock different endings and discover interactive elements."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore a small but detailed environment, uncovering secrets and interacting with objects."

      Capsule for Discolored Discolored

      "Players explore various polluted environments and uncover hidden interactions and puzzles."

    • Expression

      Game with the same Expression vibe

      -3

      "Minimal customization or self-expression; character and setting are predefined."

      Capsule for 1979 Revolution: Black Friday 1979 Revolution: Black Friday

      "Minimal customization or self-expression; character and environment are predefined."

    • Fantasy

      Game with the same Fantasy vibe

      -3

      "Focuses on realistic, cozy domestic environments rather than imaginative or fantastical scenarios."

      Capsule for Mini Cozy Room: Lo-Fi Mini Cozy Room: Lo-Fi

      "Realistic setting focused on environmental issues rather than imaginative or fantastical elements."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Solo play with no social or community features."

      Capsule for The Charnel House Trilogy The Charnel House Trilogy

      "Solo play with no social or community features."

    • Growth

      Game with the same Growth vibe

      2

      "Players gain insight into psychological themes and character mindsets, encouraging reflection and learning."

      Capsule for Masochisia Masochisia

      "Players learn about environmental impact and consequences of choices, encouraging reflection and awareness."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity or health-related gameplay elements."

      Capsule for Dujanah Dujanah

      "No physical activity or health-related gameplay elements."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires player attention to solve puzzles and progress; not designed for passive or background play."

      Capsule for Bear With Me - Episode One Bear With Me - Episode One

      "Requires player attention to solve puzzles and progress; not a passive or idle experience."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited emotional connection mainly through narrative; no social intimacy features."

      Capsule for Mists of Aiden Mists of Aiden

      "Limited emotional connection mainly with narrative and environment; no social intimacy."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements."

      Capsule for High On Life High On Life

      "No leadership or group management elements."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through unlocking multiple endings and story routes."

      Capsule for Frosty Kiss Frosty Kiss

      "Progression through story and unlocking different endings based on player actions."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Calm, atmospheric gameplay with soothing music encourages relaxed engagement."

      Capsule for LOOM™ LOOM™

      "Calm atmosphere with soothing music and moderate challenge, promoting thoughtful engagement."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visual and auditory atmosphere is praised, but sensory stimulation is moderate and consistent."

      Capsule for Titan Station Titan Station

      "Visual and auditory design praised for atmosphere, though sensory stimulation is moderate and reflective."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems."

      Capsule for Alan Wake Alan Wake

      "No social recognition or status systems."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with emotional and psychological themes driving player engagement."

      Capsule for last seen online last seen online

      "Strong narrative focus with emotional and environmental themes driving player engagement."

    • Strategy

      Game with the same Strategy vibe

      1

      "Puzzles require some problem solving but are generally straightforward without deep strategic complexity."

      Capsule for RiME RiME

      "Simple puzzles require some problem solving but overall low strategic complexity."

    • Thrill

      Game with the same Thrill vibe

      -3

      "Low suspense or risk; experience is calm and contemplative rather than thrilling."

      Capsule for Odyssey - The Story of Science Odyssey - The Story of Science

      "Low suspense or risk; experience is calm and contemplative rather than thrilling."

    • Value

      Game with the same Value vibe

      4

      "Free game with substantial content and replayability; players perceive good value for time invested."

      Capsule for Deep the Game Deep the Game

      "Free game with meaningful content and replayability offers good value for time invested."

    • Violence

      Game with the same Violence vibe

      -5

      "No violence; focus on constructive emotional experience."

      Capsule for When The Past Was Around When The Past Was Around

      "No violence; focus on constructive and caring actions."

    • Survival

      Game with the same Survival vibe

      -5

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

      Capsule for FRACT OSC FRACT OSC

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

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Survival, Violence, Fellowship, Expression. Here, the score leans higher than usual among comparable games on Story. It leans lower than usual among comparable games on Fantasy, Thrill.

    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