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Shan Gui (山桂) similar games & best alternatives

Shan Gui (山桂)

PC (Microsoft Windows), Mac, Android, Linux • 2014

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Quick resume

It is the end of summer. Han Hui, a university student, meets a mysterious young girl named He Jia in the mountains. After this chance meeting, the two embark on a delightful journey.

Global score

72/100

Genres

Adventure, Casual, Indie, Visual Novel

Similar games

    Pros

    • Beautiful artwork and backgrounds
    • Pleasant and calming soundtrack
    • Emotional and touching story
    • Cultural and educational wiki links
    • Easy achievements and valuable trading cards

    Cons

    • Very short playtime (~40-60 minutes)
    • No player choices or interactivity
    • Somewhat rough english translation
    • Voice acting quality inconsistent
    • Limited replay value

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      -5

      "The game is highly linear with no meaningful player choices or branching paths; story progression is on rails."

      Capsule for Masquerada: Songs and Shadows Masquerada: Songs and Shadows

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    • Competence

      Game with the same Competence vibe

      -5

      "No skill or challenge involved, purely reading and clicking to progress"

      Capsule for Fox Hime Zero Fox Hime Zero

      "No skill or challenge involved; just reading and clicking to progress"

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements or comparison to others"

      Capsule for Banyu Lintar Angin - Little Storm - Banyu Lintar Angin - Little Storm -

      "No competitive elements or comparison with others"

    • Continuation

      Game with the same Continuation vibe

      -2

      "Short playtime (~1-2 hours) with limited replay value; players tend to finish quickly and move on."

      Capsule for aMAZE 2 aMAZE 2

      "Short playtime (~40-60 minutes) with low replay value; some players revisit for atmosphere or achievements"

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience with no multiplayer or cooperative features."

      Capsule for High Hell High Hell

      "Single player experience with no multiplayer or cooperative features"

    • Creativity

      Game with the same Creativity vibe

      2

      "Unique art style and narrative approach show creative expression, though gameplay follows established point-and-click conventions."

      Capsule for The Cat Lady The Cat Lady

      "Art style and integration of cultural wiki links show creative presentation, but gameplay is fixed"

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of dominance or control over others."

      Capsule for 100 hidden snails 100 hidden snails

      "No elements of dominance or control over others"

    • Escapism

      Game with the same Escapism vibe

      4

      "Relaxing, immersive atmosphere with calming music and a subtle story that provides emotional escape."

      Capsule for Moncage Moncage

      "Provides a calming, relaxing experience and escape through story, music, and scenery"

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for enjoyment and personal interest, not obligation"

      Capsule for Atelier Sophie: The Alchemist of the Mysterious Book DX Atelier Sophie: The Alchemist of the Mysterious Book DX

      "Players engage voluntarily for enjoyment and cultural interest, not obligation"

    • Experimenting

      Game with the same Experimenting vibe

      -3

      "Linear story with limited choices; little opportunity for novel experimentation."

      Capsule for Hatoful Boyfriend: Holiday Star Hatoful Boyfriend: Holiday Star

      "Linear story with no experimentation; some exploration via wiki links"

    • Exploration

      Game with the same Exploration vibe

      3

      "Story and events encourage discovery of new chapters, lore, and cultural references across different eras and locations."

      Capsule for Reverse: 1999 Reverse: 1999

      "Exploration of cultural sites and lore through story and embedded wiki links"

    • Expression

      Game with the same Expression vibe

      -4

      "No character customization or player expression; fixed character visuals and narrative."

      Capsule for Memory's Dogma CODE:01 Memory's Dogma CODE:01

      "No character customization or player expression; fixed visuals and story"

    • Fantasy

      Game with the same Fantasy vibe

      2

      "Set in historical China with fictionalized story elements and a stylized art direction."

      Capsule for Assassin’s Creed® Chronicles: China Assassin’s Creed® Chronicles: China

      "Contains some elements of Chinese mythology and fantasy blended with realistic settings"

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Primarily a solitary experience with minimal social interaction or community features."

      Capsule for Memory's Dogma CODE:01 Memory's Dogma CODE:01

      "Primarily a solitary experience without social or community features"

    • Growth

      Game with the same Growth vibe

      2

      "Players learn story details and puzzle solutions, gaining knowledge about culture and narrative."

      Capsule for The Scourge | Tai Ương The Scourge | Tai Ương

      "Players gain cultural knowledge and emotional insight through story and wiki links"

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay typical of visual novels"

      Capsule for Fox Hime Zero Fox Hime Zero

      "Sedentary gameplay typical of visual novels"

    • Idle

      Game with the same Idle vibe

      3

      "Can be used as background ambiance with intermittent interaction; not requiring constant attention."

      Capsule for Spirit City: Lofi Sessions Spirit City: Lofi Sessions

      "Can be experienced passively with auto-scroll and background listening"

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Emotional connection and relationship development between main characters is a key element."

      Capsule for OPUS: Rocket of Whispers OPUS: Rocket of Whispers

      "Focus on emotional connection and relationship between two main characters"

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements"

      Capsule for ISLANDERS ISLANDERS

      "No leadership or group management elements"

    • Progression

      Game with the same Progression vibe

      1

      "Minor progression through story and unlocking gallery images; no item or upgrade accumulation."

      Capsule for Sakura Spirit Sakura Spirit

      "Achievement collection and gallery unlocks provide minimal progression"

    • Relaxation

      Game with the same Relaxation vibe

      5

      "Strong emphasis on relaxation with soothing music, gentle gameplay, and calming visuals."

      Capsule for LAY LAY

      "Strong emphasis on calming atmosphere, music, and soothing narrative"

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable visuals and music provide sensory pleasure and emotional enjoyment."

      Capsule for Pretty Neko Pretty Neko

      "Enjoyable visuals and music provide sensory pleasure"

    • Status

      Game with the same Status vibe

      -4

      "No social status or recognition mechanics"

      Capsule for CORPSE FACTORY CORPSE FACTORY

      "No social status or recognition mechanics"

    • 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

      "Narrative-driven experience with emotional and cultural storytelling"

    • Strategy

      Game with the same Strategy vibe

      -5

      "No strategic or problem-solving gameplay"

      Capsule for Fox Hime Zero Fox Hime Zero

      "No strategic or problem-solving gameplay"

    • Thrill

      Game with the same Thrill vibe

      -4

      "No suspense or risk; experience is calm and predictable."

      Capsule for Mountain Mountain

      "Calm and predictable experience without suspense or risk"

    • Value

      Game with the same Value vibe

      2

      "Generally considered good value especially on sale; includes original game and soundtrack as bonuses."

      Capsule for GetsuFumaDen: Undying Moon GetsuFumaDen: Undying Moon

      "Generally considered good value especially on sale; achievements and soundtrack add appeal"

    • Violence

      Game with the same Violence vibe

      -5

      "No violence or combat; story is peaceful and constructive."

      Capsule for Voices from the Sea Voices from the Sea

      "No violence or combat; peaceful and constructive narrative"

    • Survival

      Game with the same Survival vibe

      -5

      "No threats or survival elements; stable and safe environment"

      Capsule for Banyu Lintar Angin - Little Storm - Banyu Lintar Angin - Little Storm -

      "No survival or threat elements; stable and safe environment"

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Exploration, Intimacy. It leans lower than usual among comparable games on Thrill.

    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