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Space Pilgrim Episode II: Epsilon Indi similar games & best alternatives

Space Pilgrim Episode II: Epsilon Indi

PC (Microsoft Windows) • 2016

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Quick resume

One year after the events of Episode I, Captain Pilgrim is once again carrying a shipload of passengers between star systems. This time her guests include a mysterious priestess, a wayward youth and a robotics genius.

Global score

82/100

Genres

Adventure, Indie

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    Pros

    • Engaging and humorous story
    • Affordable price
    • Short, accessible gameplay
    • Charming characters
    • Good puzzle design

    Cons

    • Short game length
    • Limited graphics and sound
    • Some clunky controls
    • Linear gameplay
    • Lack of replay value

    Motivations

    • Autonomy

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      "Players direct their own actions in a point-and-click adventure style with item use and puzzle solving."

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    • Competence

      Game with the same Competence vibe

      2

      "Puzzles provide some challenge and require problem solving, but gameplay is mostly straightforward exploration and item collection."

      Capsule for CONCLUSE CONCLUSE

      "Puzzles require some thought and item combinations, with a few challenging moments, but overall gameplay is straightforward and accessible."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements or player comparison; focus is on single-player narrative experience."

      Capsule for Morphine Morphine

      "No competitive elements or player comparison; focus is on single-player narrative experience."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players engage in a series with a continuing story, often playing multiple episodes and anticipating the next installment."

      Capsule for Blackwell Deception Blackwell Deception

      "Players often replay episodes, follow the series, and engage in habitual play to experience the ongoing story."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player game with no multiplayer or cooperative gameplay."

      Capsule for Arx Fatalis Arx Fatalis

      "Single-player game with no multiplayer or cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      1

      "Some experimentation with item combinations and puzzle solutions, but within predefined adventure game structure."

      Capsule for Space Pilgrim Episode IV: Sol Space Pilgrim Episode IV: Sol

      "Some experimentation with item combinations and puzzle solving, but within predefined story and game structure."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; cooperative and narrative focus."

      Capsule for Ann Ann

      "No elements of exerting control or superiority over others; cooperative and narrative focus."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a relaxing, immersive sci-fi adventure to escape real-life stress and enjoy story and humor."

      Capsule for Space Pilgrim Episode III: Delta Pavonis Space Pilgrim Episode III: Delta Pavonis

      "Players use the game as a relaxing, immersive sci-fi narrative to escape real-life stress and enjoy humor and story."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of personal interest and enjoyment rather than obligation or pressure."

      Capsule for Bloons TD Battles 2 Bloons TD Battles 2

      "Players engage voluntarily out of personal interest and enjoyment rather than obligation or pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Encourages trying different item combinations and exploring puzzle solutions, though within a linear framework."

      Capsule for Morningstar: Descent to Deadrock Morningstar: Descent to Deadrock

      "Encourages trying different item uses and puzzle approaches, though within a linear adventure framework."

    • Exploration

      Game with the same Exploration vibe

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      "Players explore different planetary systems and unlock story elements by discovering new areas."

      Capsule for Gravity Ghost Gravity Ghost

      "Players explore new areas on the ship and planets, discovering story elements and interacting with environments."

    • Expression

      Game with the same Expression vibe

      -4

      "Limited customization; players follow the narrative and use preset items without avatar personalization."

      Capsule for The Forest of Doom (Standalone) The Forest of Doom (Standalone)

      "Limited customization; players follow preset characters and story without avatar personalization."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Set in a fictional sci-fi universe with imaginative characters and storylines."

      Capsule for Mega Man X Legacy Collection 2 Mega Man X Legacy Collection 2

      "Set in a sci-fi universe with fictional characters and space adventure themes."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Primarily a solo experience with minimal social interaction."

      Capsule for DuckTales: Remastered DuckTales: Remastered

      "Primarily a solo experience with minimal social interaction."

    • Growth

      Game with the same Growth vibe

      2

      "Players develop problem-solving skills and understanding of the story, though no character leveling occurs."

      Capsule for Legend of Mysteria RPG Legend of Mysteria RPG

      "Players develop problem-solving skills and learn story details, though no character leveling or skill progression."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay typical of point-and-click adventure games."

      Capsule for Syberia: The World Before Syberia: The World Before

      "Sedentary gameplay typical of point-and-click adventure games."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention to progress through puzzles and narrative; not designed for idle play."

      Capsule for Awkward Dimensions Redux Awkward Dimensions Redux

      "Requires focused attention to progress through puzzles and story; not designed for idle play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Minimal social or emotional connections; interactions are mostly with NPCs in a narrative context rather than forming relationships."

      Capsule for Fatum Betula Fatum Betula

      "Limited social connection; interactions are with NPCs in a narrative context rather than forming close relationships."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; player controls characters individually."

      Capsule for The Book of Unwritten Tales 2 The Book of Unwritten Tales 2

      "No leadership or group management elements; player controls single characters."

    • Progression

      Game with the same Progression vibe

      1

      "Some item collection and story progression but no upgrades or power accumulation."

      Capsule for Golgotha Golgotha

      "Some item collection and puzzle progression, but no character upgrades or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Gameplay balances light challenge and flow with relaxing exploration and story engagement."

      Capsule for Inari Inari

      "Generally a relaxing experience balancing light challenge and story engagement."

    • Sensation

      Game with the same Sensation vibe

      1

      "Simple graphics and sounds provide moderate sensory stimulation."

      Capsule for Force of Nature Force of Nature

      "Simple graphics and sound provide moderate sensory stimulation appropriate for the genre."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or ranking systems; focus is on personal story experience."

      Capsule for SIMULACRA 2 SIMULACRA 2

      "No social recognition or ranking systems; focus is on personal story experience."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with engaging plot, characters, and twists driving player immersion."

      Capsule for Lucy Dreaming Lucy Dreaming

      "Strong narrative focus with engaging plot, character development, and humor driving player immersion."

    • Strategy

      Game with the same Strategy vibe

      1

      "Puzzles require some logical thinking but are generally straightforward without deep strategic planning."

      Capsule for Jolly Rover Jolly Rover

      "Requires some problem solving and logical thinking for puzzles, but no complex strategic planning."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspenseful moments and plot twists, but overall low risk and tension."

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      "Some suspenseful moments and plot twists, but overall low risk and tension."

    • Value

      Game with the same Value vibe

      4

      "Players perceive good value for the low price and quality of story and gameplay."

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      "Players perceive good value due to low price, short playtime, and enjoyable story."

    • Violence

      Game with the same Violence vibe

      -4

      "Focus on puzzle solving and story; minimal combat or destructive actions."

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      "Minimal combat or destruction; focus on puzzle solving and story."

    • Survival

      Game with the same Survival vibe

      0

      "No survival mechanics; story involves crisis but no player resource management."

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      "Some moments of threat in story but no gameplay mechanics focused on survival or resource management."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Survival, Violence, Fellowship, Expression. Here, the score leans higher than usual among comparable games on Survival, Continuation. It leans lower than usual among comparable games on Expression.

    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