Project LUX similar games & best alternatives

Project LUX

PlayStation VR, PC (Microsoft Windows), SteamVR • 2018

Should you play it?

The crime... is murder. Our story takes place in a court trial, set in a futuristic world where most humans have cyberbrains. The defendant on trial is an agent who coordinates with artists to create the data for cyberbrains to interact with people’s emotions. The victim is a girl artist named Lux.

What works
  • High quality character animation and mocap
  • Engaging philosophical story
  • Immersive vr visual novel experience
  • Emotional connection with main character
  • Innovative use of vr for storytelling
Things to keep in mind
  • Very short playtime (~1.5 hours)
  • Minimal player interaction or control
  • Awkward or limited vr controls
  • High price relative to content length
  • Some subtitle and technical issues

What to play next

Top picks

Games that feel the closest overall

  • An alt girl for skoof

  • 女巫与六便士 the sibyl and sixpence

  • Our world has not decayed

  • 狼と香辛料VR/Spice&WolfVR

  • A Memoir Blue

  • SnowNight

  • Sakura Agent

  • The Longest Road on Earth

  • KARAKARA

Hidden Gems

Less popular games with surprisingly high similarity

  • Our world has not decayed

  • A Memoir Blue

  • SnowNight

If you liked…

Recommendations by what you enjoyed most

  • Story

    Press Any Button

  • Escapism

    Gal*Gun VR

  • Idle

    Conscious Existence - A Journey Within

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).

Project LUX: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Strategy, Experimenting, Competence, Survival. It leans lower than usual among comparable games on Value, 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

    -4

    "Players have very limited control, mostly just moving forward with fixed camera angles and no freedom to explore."

    Capsule for Almost Home Now Almost Home Now

    "Player actions are highly limited to looking at objects to progress; no free movement or interaction beyond minimal choices."

  • Competence

    Game with the same Competence vibe

    -3

    "Gameplay mainly involves reading and making occasional choices, with minimal skill or challenge."

    Capsule for Ballads at Midnight Ballads at Midnight

    "Gameplay involves mostly passive observation and reading with very limited skill or challenge."

  • Competition

    Game with the same Competition vibe

    -5

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

    Capsule for An alt girl for skoof An alt girl for skoof

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

  • Continuation

    Game with the same Continuation vibe

    -3

    "Short playtime (~40 minutes) and limited replay value; players tend to complete quickly and not return often."

    Capsule for April 24th April 24th

    "Short playtime (~1.5 hours) and limited replay value; players tend to complete quickly and not return often."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely a solo experience with no multiplayer or cooperative features."

    Capsule for Portal 2 - The Final Hours Portal 2 - The Final Hours

    "Entirely a solo experience with no multiplayer or cooperative features."

  • Creativity

    Game with the same Creativity vibe

    2

    "Some novelty in VR presentation and immersive storytelling, but overall follows traditional visual novel structure with limited interaction or world modification."

    Capsule for TOKYO CHRONOS TOKYO CHRONOS

    "Innovative use of VR for visual novel storytelling and character animation, but limited player creative input."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; purely narrative-driven."

    Capsule for Nurse Love Addiction Nurse Love Addiction

    "No elements of exerting control or superiority over others; purely narrative-driven."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game as a lighthearted, silly escape into a fantasy anime world with immersive VR presence."

    Capsule for Gal*Gun VR Gal*Gun VR

    "Players use the game to immerse in a fictional VR anime world, escaping real life through story and atmosphere."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest in puzzles, story, and VR experience; no obligation or pressure noted."

    Capsule for Ghost Town Ghost Town

    "Players engage voluntarily out of interest in the story and VR novelty, not due to obligation or pressure."

  • Experimenting

    Game with the same Experimenting vibe

    -3

    "Gameplay is straightforward and linear with minimal exploration of mechanics or experimentation."

    Capsule for Project Hailstorm Project Hailstorm

    "Gameplay is mostly linear and routine with minimal exploration or testing of mechanics."

  • Exploration

    Game with the same Exploration vibe

    -4

    "Limited map variety and no exploration; players engage with known environments repeatedly."

    Capsule for H-SNIPER: World War II H-SNIPER: World War II

    "Limited environment exploration; players remain mostly stationary in a single setting."

  • Expression

    Game with the same Expression vibe

    -4

    "No character customization or player-driven expression; fixed character and environment presentation."

    Capsule for Truberbrook / Trüberbrook Truberbrook / Trüberbrook

    "No character customization or player expression; fixed presentation of characters and environment."

  • Fantasy

    Game with the same Fantasy vibe

    3

    "Fictional digital life and AI themes with imaginative elements, though grounded in plausible sci-fi."

    Capsule for Winion Virus Winion Virus

    "Story involves speculative sci-fi themes about consciousness and digital existence, providing imaginative fiction."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; purely individual experience."

    Capsule for Alice: Madness Returns Alice: Madness Returns

    "No social or community features; entirely individual experience."

  • Growth

    Game with the same Growth vibe

    1

    "Some personal reflection and philosophical insight possible, but minimal skill or knowledge development."

    Capsule for Unroaded Unroaded

    "Some intellectual engagement with philosophical themes, but minimal skill or knowledge development."

  • Health

    Game with the same Health vibe

    -5

    "No physical activity or health-related gameplay; purely sedentary."

    Capsule for Gun Witch Gun Witch

    "Requires sitting mostly still; no physical activity or health-related gameplay."

  • Idle

    Game with the same Idle vibe

    4

    "Designed for passive consumption; requires minimal active engagement or attention."

    Capsule for Conscious Existence - A Journey Within Conscious Existence - A Journey Within

    "Designed for passive consumption with minimal active input; suitable for relaxed, short sessions."

  • Intimacy

    Game with the same Intimacy vibe

    2

    "Emotional connection to characters and story, but no social intimacy or relationships."

    Capsule for The Bookwalker: Thief of Tales The Bookwalker: Thief of Tales

    "Emotional connection with the character Lux is noted, but no social interaction or relationship building."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements present."

    Capsule for FORM FORM

    "No leadership or group management elements present."

  • Progression

    Game with the same Progression vibe

    -4

    "No item collection or upgrades; static story progression with minimal branching."

    Capsule for Creature Romances: Kokonoe Kokoro Creature Romances: Kokonoe Kokoro

    "No item collection or upgrades; static narrative progression with minimal branching."

  • Relaxation

    Game with the same Relaxation vibe

    3

    "Many players find the game relaxing and immersive, with a calm pace and soothing atmosphere."

    Capsule for Farthest Frontier Farthest Frontier

    "Many players find the experience relaxing and immersive, suitable for calm enjoyment."

  • Sensation

    Game with the same Sensation vibe

    2

    "Visuals and animations are praised; sensory stimulation is moderate and pleasant."

    Capsule for Dota Underlords Dota Underlords

    "Visuals and animations are praised for quality, but sensory stimulation is moderate and subdued."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; private single-player experience."

    Capsule for Radiant One Radiant One

    "No social recognition or status systems; private single-player experience."

  • Story

    Game with the same Story vibe

    5

    "Strong narrative focus with emotional and philosophical storytelling driving the experience."

    Capsule for Press Any Button Press Any Button

    "Strong narrative focus with philosophical and emotional storytelling driving the experience."

  • Strategy

    Game with the same Strategy vibe

    -5

    "No strategic or problem-solving gameplay; purely linear story progression."

    Capsule for Lost girl`s [diary] Lost girl`s [diary]

    "No strategic or problem-solving gameplay; purely linear story progression."

  • Thrill

    Game with the same Thrill vibe

    -3

    "Minimal suspense or risk; gameplay is calm and predictable."

    Capsule for Spy Fox in "Dry Cereal" Spy Fox in "Dry Cereal"

    "Minimal suspense or risk; story has some emotional tension but gameplay is calm and predictable."

  • Value

    Game with the same Value vibe

    -3

    "Many players feel the price is high relative to short length and limited content."

    Capsule for Fuck You Witch Fuck You Witch

    "Many players feel the price is too high for the short length and limited interaction."

  • Violence

    Game with the same Violence vibe

    -5

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

    Capsule for STEINS;GATE 0 STEINS;GATE 0

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

  • Survival

    Game with the same Survival vibe

    -5

    "No survival or threat avoidance mechanics; stable, low-risk environment."

    Capsule for The Case of the Golden Idol The Case of the Golden Idol

    "No survival or threat avoidance mechanics; stable, low-risk environment."

Last update: 12/07/2026