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PROXIMATE similar games & best alternatives

PROXIMATE

PC (Microsoft Windows), Mac, Linux • 2024

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Quick resume

Congratulations, contractor! You've been approved to trial our cutting-edge AI visor. Use it to explore the Neuras lab and recover the staff's research. Your visor is safe, reliable, and up to 99% accurate. Just don't ask why the "ketchup" in the corner makes such a horrible crunching sound.

Global score

93/100

Genres

Adventure, Indie, Point-and-click

Similar games

    Pros

    • Unique and inventive gameplay mechanic
    • Excellent writing and character development
    • Strong atmospheric sound design
    • Emotional and relatable story
    • Good value for price and length

    Cons

    • Navigation can be frustrating
    • Short game length
    • Limited gameplay variety
    • Some players may find pacing slow
    • Lack of traditional horror scares

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players navigate freely through abstract worlds, choosing their own pace and exploration paths guided by the eye mechanic."

      Capsule for Sono Sono

      "Players navigate the environment with a unique visor mechanic that requires interpretation and personal spatial reasoning, allowing control over exploration despite limited visual input."

    • Competence

      Game with the same Competence vibe

      3

      "Game challenges players with difficult puzzles, exploration, and survival requiring learning from mistakes and skillful navigation."

      Capsule for Welcome To The Dark Place Welcome To The Dark Place

      "The game challenges players with disorienting controls and navigation relying on limited sensory input, requiring skill and patience to progress."

    • Competition

      Game with the same Competition vibe

      -5

      "The game is a single-player narrative experience with no competitive elements or comparison to others."

      Capsule for and Roger and Roger

      "The game is a single-player narrative experience with no competitive or leaderboard elements."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players report enjoying the relaxing gameplay and exploration, though some find it short and repetitive, limiting long-term engagement."

      Capsule for Stranded Sails - Explorers of the Cursed Islands Stranded Sails - Explorers of the Cursed Islands

      "Short but impactful gameplay encourages players to complete the experience in one sitting; some frustration with navigation but overall engagement is high."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Thronebreaker: The Witcher Tales Thronebreaker: The Witcher Tales

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

    • Creativity

      Game with the same Creativity vibe

      4

      "Innovative use of gameplay mechanics to express narrative and emotional states, with creative interaction design."

      Capsule for and Roger and Roger

      "Unique gameplay mechanic involving navigating blind with a text-based visor and imaginative use of sound and narrative to create atmosphere."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; focus is on personal story experience."

      Capsule for Your Dry Delight Your Dry Delight

      "No elements of exerting control or superiority over others; focus is on personal experience and story."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game to immerse in a tense, atmospheric horror world, providing distraction and emotional engagement."

      Capsule for Tormented Souls Tormented Souls

      "Players use the game to immerse themselves in a tense, atmospheric horror narrative that provides distraction and emotional engagement."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in story and horror, with no obligation or pressure."

      Capsule for Cooking Companions: Appetizer Edition Cooking Companions: Appetizer Edition

      "Players engage voluntarily out of interest in the unique horror experience and story, with no obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players experiment with samples and navigation mechanics to progress and discover new areas."

      Capsule for In Other Waters In Other Waters

      "The novel navigation mechanic encourages players to experiment with spatial awareness and sensory input to understand the environment."

    • Exploration

      Game with the same Exploration vibe

      4

      "Core gameplay revolves around discovering new underwater and land areas, biomes, and secrets."

      Capsule for Subnautica: Below Zero Subnautica: Below Zero

      "Core gameplay involves discovering and navigating an unfamiliar underwater lab environment using limited sensory data."

    • Expression

      Game with the same Expression vibe

      -3

      "Minimal character customization or cosmetic expression; focus is on gameplay mechanics rather than avatar personalization."

      Capsule for Curse of the Dead Gods Curse of the Dead Gods

      "Minimal character customization or cosmetic expression; focus is on narrative and atmosphere rather than avatar personalization."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Game features a surreal, psychological horror theme with imaginative AI and story elements."

      Capsule for Hello Neighbor Pre-Alpha Hello Neighbor Pre-Alpha

      "The game presents a speculative sci-fi horror setting with imaginative elements like AI visors and cosmic horror themes."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Single player experience with limited social interaction beyond story characters."

      Capsule for Mary Skelter: Nightmares Mary Skelter: Nightmares

      "Single-player experience with limited social interaction; emotional connection is with characters through story rather than community."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop understanding of story, environment, and navigation skills; some puzzle solving and learning involved."

      Capsule for CINERIS SOMNIA CINERIS SOMNIA

      "Players develop skills in navigation and interpretation of the visor's feedback, as well as understanding the story and characters."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay typical of narrative adventure games, no physical activity involved."

      Capsule for Life is Strange: True Colors Life is Strange: True Colors

      "Sedentary gameplay typical of narrative exploration games; no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention due to navigation and tension; not suitable for casual or background play."

      Capsule for Iron Lung Iron Lung

      "Requires focused attention due to tense atmosphere and navigation challenges; not suited for casual background play."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Emotional connection to characters and story fosters some degree of intimacy despite lack of social interaction."

      Capsule for Necrobarista Necrobarista

      "Emotional intimacy is fostered through well-written character interactions and story, though no direct social bonding occurs."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or management roles; player follows narrative and exploration."

      Capsule for Krypta FM Krypta FM

      "No leadership or management roles; player follows narrative and explores environment individually."

    • Progression

      Game with the same Progression vibe

      2

      "Progression is narrative and discovery-based, with some item use and unlocking story elements rather than power accumulation."

      Capsule for NORCO NORCO

      "Progression is narrative-driven through discovery of logs and story elements rather than item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "The game maintains tension and suspense, with moments of stress rather than relaxation."

      Capsule for Resident Evil 0 Resident Evil 0

      "The game maintains tension and dread throughout, creating a suspenseful rather than relaxing experience."

    • Sensation

      Game with the same Sensation vibe

      4

      "Rich sensory stimulation through detailed visuals, sound design, and atmospheric effects that enhance emotional engagement."

      Capsule for Cronos: The New Dawn Cronos: The New Dawn

      "Strong emphasis on sound design and atmospheric tension to stimulate emotional and sensory engagement."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition systems; focus is on personal narrative experience."

      Capsule for Life is Strange: Before the Storm Life is Strange: Before the Storm

      "No social status or recognition systems; focus is on personal narrative experience."

    • Story

      Game with the same Story vibe

      5

      "Narrative immersion is central, with rich storytelling, character development, and lore."

      Capsule for Minute of Islands Minute of Islands

      "Narrative immersion is central, with rich character development, emotional storytelling, and environmental lore."

    • Strategy

      Game with the same Strategy vibe

      2

      "Players use planning and problem solving to navigate levels, use abilities, and optimize routes."

      Capsule for SONIC X SHADOW GENERATIONS SONIC X SHADOW GENERATIONS

      "Players must plan routes and interpret limited information to navigate safely, involving some problem solving."

    • Thrill

      Game with the same Thrill vibe

      4

      "Game creates suspense and tension through horror elements and uncertain exploration."

      Capsule for Welcome To The Dark Place Welcome To The Dark Place

      "The game builds suspense and dread through uncertainty, limited vision, and atmospheric horror elements."

    • Value

      Game with the same Value vibe

      4

      "Low price and short length provide good value for players seeking a nostalgic survival horror experience."

      Capsule for Cold Fear™ Cold Fear™

      "Players perceive good value for a low-cost, short, but impactful and well-crafted horror experience."

    • Violence

      Game with the same Violence vibe

      -4

      "No emphasis on combat or destruction; focus is on story and humor rather than violent gameplay."

      Capsule for Aventura Copilului Albastru și Urât Aventura Copilului Albastru și Urât

      "No emphasis on combat or destruction; focus is on exploration and narrative rather than violent gameplay."

    • Survival

      Game with the same Survival vibe

      3

      "Players must avoid threats, manage resources, and survive hostile environments."

      Capsule for Apsulov: End of Gods Apsulov: End of Gods

      "Players avoid threats and manage navigation challenges to survive and progress through the hostile environment."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Violence, Relaxation.

    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