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State of Mind similar games & best alternatives

State of Mind

PC (Microsoft Windows) • 2018

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Quick resume

State of Mind is a futuristic thriller game delving into transhumanism. The game explores themes of separation, disjuncture and reunification, in a world that is torn between a dystopian material reality and a utopian virtual future.

Global score

78/100

Genres

Adventure, Indie, Point-and-click

Similar games

    Pros

    • Engaging and complex story
    • Unique low-poly art style
    • Strong cyberpunk atmosphere
    • Good voice acting and music
    • Thought-provoking philosophical themes

    Cons

    • Slow and linear gameplay
    • Minimal player choice impact
    • Awkward controls and animations
    • Some pacing issues and plot holes
    • Lack of replay value beyond achievements

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can explore environments, interact with characters, and make dialogue choices, though gameplay is linear and limited."

      Capsule for The Terrible Old Man The Terrible Old Man

      "Players can explore environments and make some dialogue choices, but overall gameplay is linear and guided."

    • Competence

      Game with the same Competence vibe

      -2

      "Gameplay is simple and mostly walking, light puzzles, and exploration with minimal challenge."

      Capsule for 11-11 Memories Retold 11-11 Memories Retold

      "Gameplay is minimal with simple puzzles and walking simulator elements, offering little challenge."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements or player comparison; focus is on personal story experience."

      Capsule for Senren*Banka Senren*Banka

      "No competitive elements or player comparison; focus is on personal story experience."

    • Continuation

      Game with the same Continuation vibe

      1

      "Players show interest in replaying for achievements and exploring, but game is short and linear, limiting habitual play."

      Capsule for The Uncertain: Last Quiet Day The Uncertain: Last Quiet Day

      "Some players report long play sessions and interest in replaying for achievements, but others find pacing slow and lose motivation."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Stray Stray

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

    • Creativity

      Game with the same Creativity vibe

      1

      "Limited player creativity; mostly following narrative and puzzle solutions with minor interaction choices."

      Capsule for Blackwell Unbound Blackwell Unbound

      "Limited player creativity; some interaction with environment and minor puzzle solving but mostly predefined narrative."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control over others; solo narrative experience."

      Capsule for Observation Observation

      "No elements of dominating or controlling others; story-driven solo experience."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong immersion in a detailed cyberpunk world with themes of virtual reality and futuristic technology offers escape from reality."

      Capsule for Technobabylon Technobabylon

      "Strong immersion in a dystopian cyberpunk world providing escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for story and atmosphere; no indication of obligation or external pressure."

      Capsule for BLUE REFLECTION BLUE REFLECTION

      "Players engage voluntarily for story and atmosphere; no indication of obligation or pressure."

    • Experimenting

      Game with the same Experimenting vibe

      -2

      "Mostly linear narrative with some puzzle solving; limited exploration of new mechanics or experimentation."

      Capsule for If On A Winter's Night, Four Travelers If On A Winter's Night, Four Travelers

      "Mostly linear progression with limited exploration or experimentation; some minor puzzle variations."

    • Exploration

      Game with the same Exploration vibe

      -2

      "Limited locations and environments with little spatial exploration; focus on narrative discovery."

      Capsule for The Blackwell Legacy The Blackwell Legacy

      "Environments are relatively small and revisited; limited discovery beyond narrative progression."

    • Expression

      Game with the same Expression vibe

      -3

      "No character customization; presentation is fixed with artistic style and UI."

      Capsule for It gets so lonely here It gets so lonely here

      "No character customization; fixed visual style and presentation."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Set in a cyberpunk dystopia with speculative technology and philosophical themes."

      Capsule for The Red Strings Club The Red Strings Club

      "Futuristic cyberpunk setting with speculative technology and philosophical themes."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Solo narrative experience without social or community features."

      Capsule for The Descendant The Descendant

      "Solo narrative experience without social or community features."

    • Growth

      Game with the same Growth vibe

      2

      "Players learn about the story and characters, and develop understanding through narrative progression."

      Capsule for Dordogne Dordogne

      "Players engage in understanding complex story and characters; some learning about themes like transhumanism."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity elements."

      Capsule for Sultan's Game Sultan's Game

      "Sedentary gameplay with no physical activity elements."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention on story and puzzles; not designed for casual or background play."

      Capsule for Lorelai Lorelai

      "Requires sustained attention to story and puzzles; not designed for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Some emotional engagement with characters and story, but limited social interaction."

      Capsule for Yesterday Origins Yesterday Origins

      "Emotional engagement with characters and story, but limited social interaction."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements."

      Capsule for High On Life High On Life

      "No leadership or group management elements."

    • Progression

      Game with the same Progression vibe

      1

      "Progression is narrative and puzzle-based with some unlocking of secrets; no item or upgrade accumulation."

      Capsule for Bendy: Secrets of the Machine Bendy: Secrets of the Machine

      "Progression is narrative-based with some puzzle completion; no item or upgrade accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Generally a calm experience with moments of tension from story events, but overall relaxing narrative flow."

      Capsule for Dreamfall: The Longest Journey Dreamfall: The Longest Journey

      "Generally a calm, atmospheric experience with moments of tension in story."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visual and auditory style is subtle and artistic rather than intense; provides moderate sensory stimulation."

      Capsule for The Bridge The Bridge

      "Visual and auditory style is distinctive and immersive, providing sensory engagement."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition systems."

      Capsule for Half-Life: Alyx Half-Life: Alyx

      "No social status or recognition systems."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with complex characters, philosophical themes, and integrated storytelling."

      Capsule for Iconoclasts Iconoclasts

      "Strong narrative focus with complex story, character development, and philosophical themes."

    • Strategy

      Game with the same Strategy vibe

      -3

      "Minimal strategic or problem-solving demands; puzzles are simple and straightforward."

      Capsule for Minute of Islands Minute of Islands

      "Minimal strategic or problem-solving demands; puzzles are simple and infrequent."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense and mystery in story, but gameplay is low risk and controlled."

      Capsule for Grim Legends: The Forsaken Bride Grim Legends: The Forsaken Bride

      "Some suspense and mystery in story, but gameplay is low risk and predictable."

    • Value

      Game with the same Value vibe

      4

      "Highly praised for story, music, and atmosphere; considered good value for price."

      Capsule for VA-11 Hall-A: Cyberpunk Bartender Action VA-11 Hall-A: Cyberpunk Bartender Action

      "Good value especially on sale; praised for story and atmosphere relative to price."

    • Violence

      Game with the same Violence vibe

      -4

      "No combat or destruction focus; gameplay centers on movement and exploration."

      Capsule for Orbo's Odyssey Orbo's Odyssey

      "No combat focus; gameplay centers on exploration and narrative."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat avoidance mechanics."

      Capsule for To the Moon To the Moon

      "No survival or threat avoidance mechanics."

    Analysis

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

    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