Shan Gui II: Sweet Osmanthus II similar games & best alternatives

Shan Gui II: Sweet Osmanthus II

Linux, PC (Microsoft Windows), Mac • 2018

Should you play it?

Autumn goes by, girls are still waiting till osmanthus blooming.

What works
  • Beautiful art and music
  • Unique comic-style presentation
  • Immersive fantasy story
  • Full voice acting
  • Good value with bundled content
Things to keep in mind
  • Short and fragmented gameplay
  • Complex story requiring prior knowledge
  • Unusual character art style
  • Lack of gameplay interaction
  • Episodic release delays

What to play next

Top picks

Games that feel the closest overall

  • Games&Girls

  • Rumu

  • What Comes After

  • Sakura Fantasy

  • Sakura Beach 2

  • When The Past Was Around - Prologue

  • A Space For The Unbound - Prologue

  • Season of 12 Colors

  • Eternal Hour: Golden Hour

Hidden Gems

Less popular games with surprisingly high similarity

  • Games&Girls

  • Rumu

  • What Comes After

If you liked…

Recommendations by what you enjoyed most

  • Story

    Shenmue I & II

  • Escapism

    The Wild at Heart

  • Fantasy

    Marlow Briggs and the Mask of Death

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 for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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).

Shan Gui II: Sweet Osmanthus II: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Strategy, Survival, Violence, Competence. Here, the score leans higher than usual among comparable games on Intimacy, Idle. It leans lower than usual among comparable games on Experimenting.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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    "Players follow a linear visual novel story with minimal interaction, but can choose when to read decode chapters and endings."

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    "Players read through a visual novel with limited interaction and no branching choices, but can choose chapters to play; some freedom in pacing and exploration of story."

  • Competence

    Game with the same Competence vibe

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    "The game is a visual novel with limited interactive complexity and few choices, focusing on reading and story rather than skill challenges."

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  • Competition

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    "No competitive elements or player comparison; purely a single-player narrative experience."

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  • Continuation

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    "Players enjoy replaying with friends but game is short and repetitive, limiting long-term engagement."

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    "Some players replay or keep the game for its art and music; others mention short playtime and episodic release causing fragmented engagement."

  • Cooperation

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

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  • Creativity

    Game with the same Creativity vibe

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    "Unique art style and character design show creative expression, though story structure is fixed."

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    "Unique comic-style presentation and some customization of reading order, but content itself is fixed narrative."

  • Domination

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    "No social dominance or power exertion; interactions are absent."

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  • Escapism

    Game with the same Escapism vibe

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    "Players use the game as a relaxing, immersive escape with beautiful art and soothing music."

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    "Players use the game to immerse in a warm, fantastical story with relaxing music and art, providing emotional escape."

  • Expectation

    Game with the same Expectation vibe

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    "Players engage voluntarily out of interest and love for the series, not out of obligation or pressure."

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    "Players engage voluntarily out of personal interest and affection for the series; no obligation or external pressure noted."

  • Experimenting

    Game with the same Experimenting vibe

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    "Gameplay is straightforward and linear with no experimentation or alternative strategies."

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  • Exploration

    Game with the same Exploration vibe

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    "Limited spatial exploration but narrative exploration through uncovering story details and character secrets."

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    "Some exploration of story and characters through episodic chapters and additional small stories, but limited spatial or gameplay exploration."

  • Expression

    Game with the same Expression vibe

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    "Limited character customization; mostly fixed character presentation and art style."

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    "Limited to selecting chapters and viewing art; no character customization or personal expression."

  • Fantasy

    Game with the same Fantasy vibe

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    "Strong fantasy elements with supernatural powers, ancient masks, and mythical settings."

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    "Strong fantasy elements with mystical characters, folklore, and supernatural themes in a fictionalized ancient city."

  • Fellowship

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    "Minimal social interaction; mostly solo play with character interactions in story but no multiplayer community aspects."

    Capsule for Neptunia x SENRAN KAGURA: Ninja Wars Neptunia x SENRAN KAGURA: Ninja Wars

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  • Growth

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    "Some character development in story, but no player skill growth or learning challenges."

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  • Health

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    "Sedentary gameplay typical of visual novels; no physical activity involved."

    Capsule for 神明的一天世界(God's One Day World) 神明的一天世界(God's One Day World)

    "Sedentary gameplay typical of visual novels; no physical activity involved."

  • Idle

    Game with the same Idle vibe

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    "Suitable for short, casual play sessions; players can pause and resume easily."

    Capsule for Change Change

    "Suitable for casual, intermittent play sessions; players can pause and resume at will."

  • Intimacy

    Game with the same Intimacy vibe

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    "Narrative includes forming close relationships and emotional bonds with characters."

    Capsule for Sultan's Game Sultan's Game

    "Narrative focuses on close relationships and emotional bonds between characters, evoking feelings of intimacy."

  • Leadership

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    "No leadership or group management elements present."

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  • Progression

    Game with the same Progression vibe

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    "Narrative progression through story chapters and endings; no item or power accumulation."

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    "Some narrative progression through chapters and story development; no item or power accumulation."

  • Relaxation

    Game with the same Relaxation vibe

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    "Many players find the story and music relaxing and emotionally soothing"

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    "Music, art, and story create a relaxing and soothing atmosphere for players."

  • Sensation

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    "Artistic visuals and music provide sensory enjoyment and emotional engagement."

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  • Status

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    "No social status or recognition mechanics; achievements and cards are minor social elements."

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  • Story

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    "Strong narrative focus with immersive storytelling and character development."

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    "Strong narrative focus with immersive storytelling, character development, and lore."

  • Strategy

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    "No strategic or problem-solving gameplay elements."

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    "No strategic or problem-solving gameplay elements."

  • Thrill

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    "Low suspense; story is gentle and predictable with minimal tension."

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  • Value

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    "Generally considered good value especially on sale; some players feel full price is high for content amount."

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  • Violence

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    "No combat or destructive gameplay; focus on narrative and interaction."

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  • Survival

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

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Last update: 09/07/2026