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That Dragon, Cancer similar games & best alternatives

That Dragon, Cancer

PC (Microsoft Windows), Mac, iOS, Android, Ouya, Linux • 2016

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Quick resume

An immersive, narrative videogame that retells Joel Green’s 4-year fight against cancer through about two hours of poetic, imaginative gameplay that explores themes of faith, hope and love.

Global score

90/100

Genres

Adventure, Indie, Point-and-click, Simulator, Puzzle

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    Pros

    • Deeply emotional and personal narrative
    • Unique artistic and symbolic storytelling
    • Authentic voice acting by family members
    • Thought-provoking and impactful experience
    • Short but meaningful playtime

    Cons

    • Minimal and clunky gameplay mechanics
    • Linear and limited player agency
    • Strong christian themes may alienate some players
    • Short duration may feel insufficient for some
    • Some confusing navigation and progression

    Motivations

    • Autonomy

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      2

      "Players control the protagonist's actions and decisions in a narrative-driven experience with some puzzle elements, allowing personal agency within a linear story."

      Capsule for Morphine Morphine

      "Players have limited control, mostly point-and-click exploration and interaction with narrative elements, reflecting some personal agency but within a linear story."

    • Competence

      Game with the same Competence vibe

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      "Gameplay involves simple exploration and easy puzzles with minimal skill challenge, focusing on story rather than technical mastery."

      Capsule for Finding Paradise Finding Paradise

      "Gameplay is minimal and simple, with few challenges or skill tests; focus is on narrative experience rather than technical mastery."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements; the experience is personal and introspective without comparison to others."

      Capsule for Wednesdays Wednesdays

      "No competitive elements; experience is personal and introspective without comparison to others."

    • Continuation

      Game with the same Continuation vibe

      -2

      "Short game length (~2-4 hours) and limited replayability reduce habitual or long-term engagement."

      Capsule for SILT SILT

      "Short playtime (~2 hours) and emotionally intense content may limit habitual or prolonged play sessions."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience focused on individual reflection; no cooperative or multiplayer features."

      Capsule for Locke(d) Locke(d)

      "Single-player experience focused on individual reflection; no multiplayer or cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      1

      "Some creative elements in story and character development, but no player-driven creation or modification"

      Capsule for Highway Blossoms Highway Blossoms

      "Some creative narrative and symbolic elements, but limited player-driven creation or modification."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; experience is individual and empathetic."

      Capsule for Before Your Eyes Before Your Eyes

      "No elements of exerting control or superiority over others; experience is empathetic and equal."

    • Escapism

      Game with the same Escapism vibe

      3

      "Players engage emotionally with story, using the game as a brief emotional escape."

      Capsule for Pretentious Game Pretentious Game

      "Players engage in a deeply emotional narrative that offers a form of escape through immersion in a personal story."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of personal interest and emotional connection, not obligation or external pressure."

      Capsule for If Found... If Found...

      "Players engage voluntarily out of personal interest and emotional connection, not obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      -3

      "Gameplay is mostly linear and narrative-driven with limited experimentation or novel mechanics."

      Capsule for Finding Paradise Finding Paradise

      "Gameplay is linear and narrative-driven with limited exploration or experimentation."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players discover character stories and connections, exploring narrative elements within a fixed environment."

      Capsule for Check it Out! Check it Out!

      "Players explore symbolic and narrative environments, discovering story elements and emotional content."

    • Expression

      Game with the same Expression vibe

      -2

      "Limited character customization; focus is on narrative and atmosphere rather than self-expression."

      Capsule for SILENT HILL 2 SILENT HILL 2

      "Limited customization or self-expression; focus is on experiencing the creators' story."

    • Fantasy

      Game with the same Fantasy vibe

      1

      "While grounded in a realistic setting, the story includes symbolic and emotional narrative elements that add a light fantasy layer."

      Capsule for The Lost Dachshund The Lost Dachshund

      "Includes symbolic and imaginative elements (e.g., dragon metaphor), but grounded in a real-life story."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Experience is solitary and introspective with minimal social interaction."

      Capsule for Life Tastes Like Cardboard Life Tastes Like Cardboard

      "Experience is solitary and introspective, with minimal social interaction."

    • Growth

      Game with the same Growth vibe

      3

      "Players reflect on heavy themes and personal emotions, gaining insight and emotional growth through narrative."

      Capsule for HOPE LEFT ME HOPE LEFT ME

      "Players gain emotional insight and personal reflection through the narrative experience."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for Terror At Oakheart Terror At Oakheart

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

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention and emotional engagement; not designed for background or casual play."

      Capsule for When the Darkness comes When the Darkness comes

      "Requires focused attention and emotional engagement; not suited for background or casual play."

    • Intimacy

      Game with the same Intimacy vibe

      4

      "Strong emotional connections and relationships are central to the narrative experience."

      Capsule for Always Sometimes Monsters Always Sometimes Monsters

      "Strong emotional connection and sharing of intimate family experiences conveyed through narrative."

    • Leadership

      Game with the same Leadership vibe

      -5

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

      Capsule for Everlasting Summer Everlasting Summer

      "No leadership or group management elements; experience is personal and individual."

    • Progression

      Game with the same Progression vibe

      1

      "Narrative progression through story chapters rather than item or power accumulation."

      Capsule for Alfred Hitchcock - Vertigo Alfred Hitchcock - Vertigo

      "Narrative progression through story chapters and emotional development rather than item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      -3

      "Emotional tension and challenge dominate; not primarily a relaxing or flow experience."

      Capsule for and Roger and Roger

      "Emotionally intense and sometimes distressing; not primarily designed for relaxation or flow."

    • Sensation

      Game with the same Sensation vibe

      2

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

      Capsule for Valiant Hearts: The Great War™ / Soldats Inconnus : Mémoires de la Grande Guerre™ Valiant Hearts: The Great War™ / Soldats Inconnus : Mémoires de la Grande Guerre™

      "Artistic visuals and music provide sensory and emotional stimulation, though subdued and reflective."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition systems; focus is on private emotional experience."

      Capsule for Lost Words: Beyond the Page Lost Words: Beyond the Page

      "No social status or recognition systems; focus is on private emotional experience."

    • Story

      Game with the same Story vibe

      5

      "Central focus on narrative immersion and emotional storytelling."

      Capsule for Last Day of June Last Day of June

      "Central focus on narrative immersion and emotional storytelling based on a true and personal story."

    • 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; experience is linear and narrative-driven."

    • Thrill

      Game with the same Thrill vibe

      -4

      "Low suspense or risk; the experience is emotionally moving but lacks traditional thrill or tension."

      Capsule for A Story Beside A Story Beside

      "Lacks suspense or risk; emotional tension is present but not thrilling in a traditional sense."

    • Value

      Game with the same Value vibe

      1

      "Players find value in emotional experience and art despite short length; some note price is high for duration."

      Capsule for Herdling Herdling

      "Players perceive emotional and artistic value despite short length and limited gameplay."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destruction; focus is on narrative and emotional experience."

      Capsule for Actual Sunlight Actual Sunlight

      "No combat or destruction; focus is on emotional and narrative experience."

    • Survival

      Game with the same Survival vibe

      3

      "Themes of coping with mental illness and avoiding psychological breakdowns reflect survival in an emotional sense."

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      "Themes of coping with illness and mortality are central, reflecting a struggle to survive emotionally and physically."

    Analysis

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

    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