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Reminiscence similar games & best alternatives

Reminiscence

PC (Microsoft Windows) • 2021

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Quick resume

You've only precious moments before time collapses onto itself to save your family. Warp, jump and rewind through time and space - and pray that whatever lives between it doesn't notice you.

Global score

85/100

Genres

Adventure, Casual, Free To Play, Indie

Similar games

    Pros

    • Creative time travel mechanic
    • Strong atmospheric horror and jump scares
    • Engaging narrative and story
    • Free to play
    • Well-executed environmental design

    Cons

    • Very short gameplay duration
    • Some bugs and technical issues reported
    • Limited puzzle complexity
    • Lack of replay value
    • Ending considered unsatisfying by some players

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can freely explore environments, solve puzzles with time travel mechanics, and interact with many objects, indicating a moderate level of control over actions."

      Capsule for Time Lock VR 1 Time Lock VR 1

      "Players can explore the apartment freely and use time travel mechanics to solve puzzles, indicating a moderate level of control over actions."

    • Competence

      Game with the same Competence vibe

      2

      "The game involves light puzzle solving and exploration with some skill in navigation and item use, but overall challenges are not very difficult."

      Capsule for Don't Knock Twice Don't Knock Twice

      "The game involves some puzzle solving and navigation challenges, but overall the difficulty is easy and puzzles are straightforward."

    • Competition

      Game with the same Competition vibe

      -5

      "No evidence of competitive elements; the game is a solitary, narrative experience without player comparison or leaderboards."

      Capsule for Hello Charlotte EP3: Childhood's End Hello Charlotte EP3: Childhood's End

      "No evidence of competitive elements; the game is a single-player narrative experience without leaderboards or player comparison."

    • Continuation

      Game with the same Continuation vibe

      -3

      "Game is relatively short (~45-90 minutes) with limited replay value, leading to low habitual play."

      Capsule for Abode Abode

      "The game is short (20-40 minutes), with many players noting its brevity and limited replay value, suggesting low habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "The game is single-player with no cooperative or multiplayer features."

      Capsule for Learn Japanese To Survive! Hiragana Battle Learn Japanese To Survive! Hiragana Battle

      "The game is single-player with no cooperative or multiplayer features."

    • Creativity

      Game with the same Creativity vibe

      4

      "Players experiment with time manipulation mechanics; developer commentary encourages creative thinking about design."

      Capsule for Braid, Anniversary Edition Braid, Anniversary Edition

      "The time travel mechanic and environmental storytelling show creative design; players experiment with time manipulation."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power over others; experience is solitary and narrative-driven."

      Capsule for Still Wakes the Deep Still Wakes the Deep

      "No social dominance or power dynamics; the experience is solitary and narrative-driven."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game to immerse in a suspenseful, horror-mystery narrative, providing distraction and emotional engagement."

      Capsule for Return to Shironagasu Island Return to Shironagasu Island

      "Players use the game to experience suspense, horror, and narrative immersion, providing a break from reality."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for entertainment and curiosity, with no obligation or external pressure."

      Capsule for We Went Back We Went Back

      "Players engage voluntarily for entertainment and curiosity, with no obligation or external pressure noted."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players try new puzzle solutions and explore time travel mechanics, though within a structured environment."

      Capsule for The House of Da Vinci 2 The House of Da Vinci 2

      "Players explore time travel mechanics and environmental clues, trying different interactions to progress."

    • Exploration

      Game with the same Exploration vibe

      3

      "Exploration of the mansion and discovery of secrets and puzzles is a core part of gameplay."

      Capsule for You Will Die Here Tonight You Will Die Here Tonight

      "Exploration of the apartment and alternate timelines is core to gameplay, with discovery of clues and secrets."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or player expression options; presentation is fixed."

      Capsule for The Samaritan Paradox The Samaritan Paradox

      "No character customization or player expression features; presentation is fixed."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "The game features sci-fi and supernatural elements like time travel and paradoxes, creating an imaginative experience."

      Capsule for The Room Syndrome The Room Syndrome

      "The game features supernatural and sci-fi elements like time travel and cosmic horror, creating an imaginative experience."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; players experience the game individually."

      Capsule for Darksiders III Darksiders III

      "No social or community features; the game is played individually."

    • Growth

      Game with the same Growth vibe

      2

      "Players learn to use game mechanics and solve puzzles; some personal development through story engagement."

      Capsule for Blair Witch Blair Witch

      "Players learn to use time manipulation mechanics and piece together story elements, offering some personal development."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for Spirits of Xanadu Spirits of Xanadu

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during play; not designed for casual or background gaming."

      Capsule for Still Wakes the Deep Still Wakes the Deep

      "Requires focused attention during play; not designed for casual or background gaming."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social interactions or relationship building; solitary experience."

      Capsule for At Home Alone At Home Alone

      "No social interactions or relationship building; solitary experience."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles; single-player narrative."

      Capsule for Tainted Grail: The Fall of Avalon Tainted Grail: The Fall of Avalon

      "No leadership or group management roles; single-player narrative."

    • Progression

      Game with the same Progression vibe

      2

      "Players progress through story by unlocking areas and solving puzzles, but no item collection or upgrades."

      Capsule for Fingerbones Fingerbones

      "Players progress through story and puzzles, but no item collection or upgrades; linear advancement."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Game maintains tension and suspense with jump scares and threats, limiting relaxation."

      Capsule for Ghost Watchers Ghost Watchers

      "The game induces tension and suspense with jump scares, limiting relaxation or flow states."

    • Sensation

      Game with the same Sensation vibe

      3

      "The game delivers sensory stimulation through atmospheric audio, visual style, and jump scares."

      Capsule for DEATH IN UNISON DEATH IN UNISON

      "The game provides sensory stimulation through atmospheric visuals, sound design, and jump scares."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems present."

      Capsule for Crying Suns Crying Suns

      "No social recognition or status systems present."

    • Story

      Game with the same Story vibe

      4

      "Narrative-driven experience with psychological horror plot and environmental storytelling."

      Capsule for Dark Fracture: Prologue Dark Fracture: Prologue

      "Strong narrative focus with environmental storytelling, lore, and psychological horror elements."

    • Strategy

      Game with the same Strategy vibe

      1

      "Some puzzle-solving and character ability use require light planning, but overall gameplay is straightforward."

      Capsule for The LEGO® Movie - Videogame The LEGO® Movie - Videogame

      "Some puzzle solving and time manipulation require light problem solving, but overall gameplay is straightforward."

    • Thrill

      Game with the same Thrill vibe

      4

      "Jump scares and suspense create thrilling moments and adrenaline spikes."

      Capsule for Hospital 666 Hospital 666

      "Jump scares and suspense create moments of tension and adrenaline."

    • Value

      Game with the same Value vibe

      5

      "The game is free with high quality and content, providing excellent return on time investment."

      Capsule for Rabbit Hole Rabbit Hole

      "The game is free with positive reception for its quality and content relative to no cost."

    • Violence

      Game with the same Violence vibe

      -3

      "Combat exists but is minimal and not a core focus; more emphasis on exploration and narrative than destruction."

      Capsule for Disillusion ST Disillusion ST

      "No explicit combat or destruction; focus is on exploration and narrative."

    • Survival

      Game with the same Survival vibe

      -4

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

      Capsule for Cognition Method: Initiation Cognition Method: Initiation

      "No survival mechanics or threat avoidance; stable environment despite horror elements."

    Analysis

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

    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