Set Yourself on Fire similar games & best alternatives

Set Yourself on Fire

Linux, PC (Microsoft Windows), Mac • 2026

Should you play it?

A quiet town awaits death. Two young women fall in love.

What works
  • Unique and creative visual and textual presentation
  • Deep, emotional, and relatable storytelling
  • Beautiful art direction and music
  • Free to play with optional developer support
  • Strong representation of lgbtq+ themes
Things to keep in mind
  • Some players find writing overwrought or pretentious
  • Lack of interactivity or gameplay variety
  • Some confusing ui elements and text readability issues
  • Heavy and potentially triggering themes
  • Short length may leave some wanting more

What to play next

Top picks

Games that feel the closest overall

  • Our Life: Beginnings & Always

  • A Summer's End - Hong Kong 1986

  • Katawa Shoujo

  • If Found...

  • A YEAR OF SPRINGS

  • 千面 Melancholy Love

  • Life After Magic

  • A Raven Monologue

  • A Taste of the Past

Search more ->

Hidden Gems

Less popular games with surprisingly high similarity

  • 爱人 Lover

  • Fireside Feelings

  • Love in Summer

If you liked…

Recommendations by what you enjoyed most

  • Creativity

    Ego In A Coma (自我、状態、昏睡。)

  • Intimacy

    The Symbiant Re:Union

  • Story

    Daemonologie

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 to preview that game in the panel on the right; click to keep that comparison.
  • 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).

Set Yourself on Fire: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Survival, Violence, Competition, Thrill. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Fantasy, Progression.

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 experience a linear kinetic visual novel with no choices, focusing on a single narrative path, but they control the reading pace and engagement."

    Capsule for KANADE KANADE

    "Players control pacing and progression through the kinetic visual novel, directing their own reading experience and engagement."

  • Competence

    Game with the same Competence vibe

    -3

    "The gameplay involves reading and following a fixed narrative without skill challenges or technical mastery."

    Capsule for Fluffy Store Fluffy Store

    "The game involves reading and absorbing narrative and atmosphere with no skill-based challenges or technical mastery required."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; focus is on personal, introspective experience without comparison to others."

    Capsule for The August Before The August Before

    "No competitive elements; focus is on personal, introspective experience without comparison to others."

  • Continuation

    Game with the same Continuation vibe

    3

    "Many players report immersive story and emotional engagement leading to long play sessions and desire to finish."

    Capsule for Cats and the Other Lives Cats and the Other Lives

    "Players report immersive, emotionally engaging experience encouraging completion and revisiting."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single player experience focused on individual engagement with story and characters."

    Capsule for MAMIYA MAMIYA

    "Single-player experience focused on individual engagement with story and characters."

  • Creativity

    Game with the same Creativity vibe

    5

    "Highly creative and experimental visual and narrative design with unique, surreal aesthetics."

    Capsule for Ego In A Coma (自我、状態、昏睡。) Ego In A Coma (自我、状態、昏睡。)

    "Highly creative use of text placement, visual composition, and sound design to enhance storytelling."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; cooperative and empathetic tone."

    Capsule for Venba Venba

    "No elements of exerting control or superiority over others; cooperative and empathetic tone."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game to explore existential themes and emotional experiences, providing psychological escape."

    Capsule for Momotype Momotype

    "Players use the game to explore emotional and existential themes, providing a form of mental and emotional escape."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Engagement is driven by intrinsic interest in narrative and artistic experience rather than obligation or external pressure."

    Capsule for The Wanderer: Frankenstein’s Creature The Wanderer: Frankenstein’s Creature

    "Engagement driven by personal desire and intrinsic interest in the narrative and artistic experience."

  • Experimenting

    Game with the same Experimenting vibe

    4

    "Each story segment experiments with different narrative styles and gameplay mechanics."

    Capsule for What Remains of Edith Finch What Remains of Edith Finch

    "The game experiments with visual novel conventions, text presentation, and narrative style."

  • Exploration

    Game with the same Exploration vibe

    2

    "Exploration is psychological and emotional rather than spatial, with players discovering new aspects of their psyche."

    Capsule for The Test: Hypothesis Rising The Test: Hypothesis Rising

    "Exploration is thematic and emotional rather than spatial, discovering new perspectives and feelings."

  • Expression

    Game with the same Expression vibe

    3

    "Players express themselves through choices and interpretation of clues, though character customization is absent."

    Capsule for Schrödinger's Call Schrödinger's Call

    "Players express themselves through interpretation and emotional connection, though no character customization."

  • Fantasy

    Game with the same Fantasy vibe

    -4

    "Strongly grounded in realistic human life experiences and emotions rather than imaginative fiction."

    Capsule for Space Between Worlds Space Between Worlds

    "Grounded in realistic, relatable emotional and social experiences rather than imaginative fiction."

  • Fellowship

    Game with the same Fellowship vibe

    2

    "Sense of community through shared story experience and emotional connection with characters, though solo play."

    Capsule for 我的恋爱逃生攻略 Love to Live 我的恋爱逃生攻略 Love to Live

    "Some sense of community through shared emotional experiences and themes, though primarily solo play."

  • Growth

    Game with the same Growth vibe

    4

    "Players report personal development, emotional growth, and philosophical reflection inspired by the narrative."

    Capsule for Z.A.T.O. // I Love the World and Everything In It Z.A.T.O. // I Love the World and Everything In It

    "Players reflect on personal development, emotional understanding, and philosophical ideas."

  • Health

    Game with the same Health vibe

    -5

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

    Capsule for A Raven Monologue A Raven Monologue

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

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention and active engagement rather than casual or background play."

    Capsule for Tetris® Effect: Connected Tetris® Effect: Connected

    "Requires focused attention and engagement rather than background or casual play."

  • Intimacy

    Game with the same Intimacy vibe

    5

    "Strong focus on intimate relationships, emotional connection, and romantic interactions between characters."

    Capsule for The Symbiant Re:Union The Symbiant Re:Union

    "Strong focus on intimate emotional relationships and deep personal connection between characters."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements; individual narrative experience."

    Capsule for Sabbat of the Witch Sabbat of the Witch

    "No leadership or group management elements; individual narrative experience."

  • Progression

    Game with the same Progression vibe

    -4

    "No item collection or upgrades; static narrative experience without progression systems."

    Capsule for Spice&Wolf VR2 Spice&Wolf VR2

    "Narrative-driven with no item collection or upgrade systems; static story progression."

  • Relaxation

    Game with the same Relaxation vibe

    3

    "Emotional pacing and atmosphere provide moments of catharsis and flow despite some tension."

    Capsule for Until Then Until Then

    "Atmospheric and contemplative pacing provides moments of calm and emotional catharsis."

  • Sensation

    Game with the same Sensation vibe

    4

    "Strong sensory stimulation through unique visuals, sound design, and music that evoke emotional responses."

    Capsule for The Midnight Walk The Midnight Walk

    "Rich sensory experience through visuals, music, and sound design that evoke strong emotions."

  • Status

    Game with the same Status vibe

    -5

    "No social status or recognition systems; private personal experience."

    Capsule for Papo & Yo Papo & Yo

    "No social status or recognition systems; private, personal experience."

  • Story

    Game with the same Story vibe

    5

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

    Capsule for Daemonologie Daemonologie

    "Narrative immersion is central, with deep character development and thematic storytelling."

  • Strategy

    Game with the same Strategy vibe

    -5

    "No strategic or problem-solving gameplay; linear narrative experience."

    Capsule for Actual Sunlight Actual Sunlight

    "No strategic or problem-solving gameplay; linear narrative experience."

  • Thrill

    Game with the same Thrill vibe

    -3

    "Emotional tension present but no suspense or risk-based thrills."

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

    "Emotional tension present but no suspense or risk-based thrills; controlled narrative flow."

  • Value

    Game with the same Value vibe

    5

    "Highly praised for emotional and artistic value, especially given that it is free to play."

    Capsule for Life Tastes Like Cardboard Life Tastes Like Cardboard

    "Highly praised for emotional and artistic value, especially given it is free to play."

  • Violence

    Game with the same Violence vibe

    -4

    "No focus on combat or destruction; themes are psychological and emotional rather than violent."

    Capsule for SELF SELF

    "While some disturbing imagery is present, the focus is on emotional and constructive themes rather than violence."

  • Survival

    Game with the same Survival vibe

    -5

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

    Capsule for Five Hearts Under One Roof Five Hearts Under One Roof

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

Last update: 19/07/2026