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Quarantine Circular similar games & best alternatives

Quarantine Circular

PC (Microsoft Windows), Nintendo Switch, Mac • 2018

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Quick resume

First, do no harm. From the award-winning team behind Thomas Was Alone and Subsurface Circular comes another experimental short, the next mutation in text-based adventure. In the middle of a world-ending pandemic, a group of scientists discover the galaxy has been watching.

Global score

88/100

Genres

Adventure, Casual, Indie, Puzzle

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    Pros

    • Thought-provoking narrative
    • Multiple endings and replayability
    • Well-written dialogue and characters
    • Immersive sci-fi setting
    • Affordable price

    Cons

    • Short game length
    • Limited character animation
    • Some players find perspective shifts jarring
    • Lack of save points for replay convenience
    • Anticlimactic endings

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players make meaningful dialogue choices affecting story outcomes and character interactions, showing control over decisions."

      Capsule for The Inn-Sanity The Inn-Sanity

      "Players make meaningful dialogue choices affecting story outcomes and character interactions, but within a structured narrative and preset characters."

    • Competence

      Game with the same Competence vibe

      2

      "Gameplay involves selecting dialogue options with some skill in timing and choice, but overall mechanics are simple and predictable."

      Capsule for Five Dates Five Dates

      "Engages players in dialogue puzzles and decision-making with some challenge, but overall gameplay is simple and predictable."

    • Competition

      Game with the same Competition vibe

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      "Focus is on personal narrative experience and individual decision-making without comparison or ranking against others."

      Capsule for Lake of Voices Lake of Voices

      "Focus is on personal narrative experience and choices without comparison or competition against others."

    • Continuation

      Game with the same Continuation vibe

      2

      "Short game but multiple endings and a hard mode encourage replay, though overall playtime is brief."

      Capsule for Pink Heaven Pink Heaven

      "Short game length but encourages replay to explore multiple endings and dialogue branches."

    • Cooperation

      Game with the same Cooperation vibe

      1

      "While players interact with multiple characters and build relationships, gameplay is primarily single-player and cooperative elements are narrative-based."

      Capsule for Danganronpa: Trigger Happy Havoc Danganronpa: Trigger Happy Havoc

      "Players interact with multiple characters and perspectives, but gameplay is single-player and cooperative elements are narrative-based."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players explore different story paths and character interactions, but within predefined narrative structures."

      Capsule for DATE A LIVE: Rio Reincarnation DATE A LIVE: Rio Reincarnation

      "Players creatively explore different dialogue paths and character viewpoints, though within predefined story structure."

    • Domination

      Game with the same Domination vibe

      -3

      "Interactions emphasize mutual respect and collaboration rather than exerting control or superiority over others."

      Capsule for Potionomics Potionomics

      "Interactions emphasize mutual understanding and dialogue rather than exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      3

      "Immersive sci-fi narrative offers escape into a thoughtful futuristic world."

      Capsule for Subsurface Circular Subsurface Circular

      "Provides immersive sci-fi narrative experience that allows players to escape real-world concerns through story engagement."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily driven by interest in story and moral dilemmas, not out of obligation or external pressure."

      Capsule for Beholder Beholder

      "Players engage voluntarily driven by intrinsic interest in narrative and moral dilemmas, not obligation."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Encourages trying different dialogue options and replaying to discover new story elements and endings."

      Capsule for At Home Alone At Home Alone

      "Encourages trying different dialogue options and replaying to explore alternate endings and story branches."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players discover new story branches and endings, though environment exploration is limited."

      Capsule for Starlight Vega Starlight Vega

      "Players discover new story outcomes and character perspectives through branching dialogue, though environment exploration is minimal."

    • Expression

      Game with the same Expression vibe

      -2

      "Limited character customization; expression mainly through choice of dialogue and actions."

      Capsule for Overboard! Overboard!

      "Limited character customization; expression mainly through dialogue choices within preset characters."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Engages players in a sci-fi fictional universe with imaginative alien races, technology, and story."

      Capsule for Starcom: Nexus Starcom: Nexus

      "Engages players in a speculative sci-fi setting with alien contact and pandemic themes, blending imaginative fiction."

    • Fellowship

      Game with the same Fellowship vibe

      -3

      "Single-player experience with minimal social interaction; focus on individual play and story engagement."

      Capsule for Zanki Zero: Last Beginning Zanki Zero: Last Beginning

      "Single-player experience focused on individual narrative engagement with minimal social or community interaction."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop understanding of story, characters, and moral complexity through choices."

      Capsule for Dysfunctional Systems: Learning to Manage Chaos Dysfunctional Systems: Learning to Manage Chaos

      "Players develop understanding of characters, story, and moral dilemmas through repeated play and exploration."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity or health-related mechanics."

      Capsule for Murder House Murder House

      "Sedentary gameplay with no physical activity or health-related mechanics."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention on dialogue and choices, not suitable for passive or background play."

      Capsule for Super Seducer : How to Talk to Girls Super Seducer : How to Talk to Girls

      "Requires focused attention on dialogue and choices; not suited for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Emotional connection to characters through narrative, but no social or interpersonal interaction."

      Capsule for The Music Machine The Music Machine

      "Narrative fosters emotional connection to characters but lacks social interaction or relationship building with others."

    • Leadership

      Game with the same Leadership vibe

      -2

      "Players mainly follow story-driven roles and cooperate rather than lead or manage groups."

      Capsule for Cassette Beasts Cassette Beasts

      "Players follow preset storylines and character roles rather than leading or managing groups."

    • Progression

      Game with the same Progression vibe

      2

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

      Capsule for Bucket Detective Bucket Detective

      "Progression through story advancement and unlocking multiple endings, but no item or upgrade accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Moderate tension from moral dilemmas but overall calm and thoughtful pacing."

      Capsule for HEADLINER HEADLINER

      "Calm, thoughtful pacing with some tension from moral dilemmas but overall relaxing narrative flow."

    • Sensation

      Game with the same Sensation vibe

      1

      "Pleasant visuals and music provide moderate sensory stimulation without intense excitement."

      Capsule for Predynastic Egypt Predynastic Egypt

      "Visuals and soundtrack provide moderate sensory stimulation supporting the story without intense excitement."

    • Status

      Game with the same Status vibe

      -4

      "Focus on personal narrative experience without social recognition or status competition."

      Capsule for The Walking Dead: Season Two The Walking Dead: Season Two

      "Focus on personal narrative experience without social recognition or status competition."

    • Story

      Game with the same Story vibe

      5

      "Core gameplay revolves around narrative immersion and branching storylines shaped by player choices."

      Capsule for Monster Loves You! Monster Loves You!

      "Core gameplay is narrative-driven with deep immersion in story, characters, and moral choices."

    • Strategy

      Game with the same Strategy vibe

      2

      "Requires logical thinking and puzzle solving, especially in dialogue choices and clue connections."

      Capsule for The Shivah The Shivah

      "Requires thoughtful decision-making and problem solving in dialogue choices, though puzzles are minimal."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense and emotional tension in story, but overall controlled and calm experience."

      Capsule for Sepia Tears Sepia Tears

      "Some tension from story stakes and moral dilemmas but overall controlled and steady emotional experience."

    • Value

      Game with the same Value vibe

      4

      "Highly praised for its creative content, story, and replayability, offering good value for price."

      Capsule for Psychonauts Psychonauts

      "Highly praised for quality narrative and replayability at a low price point, considered good value."

    • Violence

      Game with the same Violence vibe

      -4

      "Focus on narrative and relationships, no combat or destructive gameplay."

      Capsule for Cinders Cinders

      "Focus on dialogue and cooperation; no combat or destructive gameplay elements."

    • Survival

      Game with the same Survival vibe

      3

      "Themes of avoiding threats and psychological survival are present in story, though no gameplay survival mechanics."

      Capsule for Tiny Bunny Tiny Bunny

      "Story involves survival themes and decision-making under threat of extinction, though gameplay is non-action."

    Analysis

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

    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