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The Almost Gone similar games & best alternatives

The Almost Gone

PC (Microsoft Windows), iOS, Mac, Android, Nintendo Switch • 2020

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Quick resume

Experience the intricate dioramas and connections of your life, and the ripples we all make, in this award-winning narrative puzzle game about death, loss, and mental health.

Global score

80/100

Genres

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

Similar games

    Pros

    • Unique rotating diorama puzzle mechanic
    • Atmospheric and emotional narrative
    • Beautiful minimalist art style
    • Accessible puzzle difficulty
    • Immersive sound design

    Cons

    • Story ending is ambiguous and unsatisfying for some
    • Short game length
    • Some tedious achievements requiring idling
    • Navigation between rooms can be confusing
    • Controls can feel clunky or unintuitive

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players explore environments and solve puzzles at their own pace with some freedom in interactions."

      Capsule for The Journey Down: Chapter One The Journey Down: Chapter One

      "Players explore dioramas and solve puzzles with freedom to rotate environments and investigate at their own pace."

    • Competence

      Game with the same Competence vibe

      2

      "Puzzles are logical and straightforward, providing some challenge but generally easy, allowing players to feel effective without frustration."

      Capsule for The Silent Age The Silent Age

      "Puzzles are generally straightforward with some requiring attention to detail; players feel satisfaction when solving but difficulty is moderate."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements or player comparison; focus is on individual puzzle solving and story progression."

      Capsule for Dreamscapes: The Sandman - Premium Edition Dreamscapes: The Sandman - Premium Edition

      "No competitive elements or player comparison; focus is on individual puzzle solving and story exploration."

    • Continuation

      Game with the same Continuation vibe

      1

      "Players often engage for a few hours; some replay for achievements but overall short length limits habitual long sessions."

      Capsule for Type:Rider Type:Rider

      "Some players engaged enough to complete the game in one sitting and replay for achievements, but overall short length limits long-term habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for The Henry Stickmin Collection The Henry Stickmin Collection

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

    • Creativity

      Game with the same Creativity vibe

      2

      "Players creatively solve puzzles using inventory items and environmental clues, but within a structured narrative."

      Capsule for Unforeseen Incidents Unforeseen Incidents

      "Players creatively piece together story elements and solve puzzles using environmental clues; limited creation or modification of game elements."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; purely individual experience."

      Capsule for Poppy Playtime Poppy Playtime

      "No elements of exerting control or superiority over others; purely individual experience."

    • Escapism

      Game with the same Escapism vibe

      3

      "Players use the game to experience a fictional, emotionally intense story, providing escape from reality."

      Capsule for Ambre - a heartbreaking kinetic novel Ambre - a heartbreaking kinetic novel

      "Players use the game to immerse in a dark, emotional narrative that provides a form of escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in puzzles and story; no indication of obligation or external pressure."

      Capsule for The Cave The Cave

      "Players engage voluntarily out of interest in puzzles and story; no obligation or external pressure noted."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Some exploration and puzzle solving encourages trying different paths and interactions."

      Capsule for Rental Rental

      "Exploration of rotating dioramas and puzzle solving encourages trying different perspectives and approaches."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore various rooms and environments to uncover story elements and solve puzzles."

      Capsule for Lucid Dream Lucid Dream

      "Players explore multiple interconnected rooms and environments, discovering clues and story details."

    • Expression

      Game with the same Expression vibe

      -5

      "No customization or self-expression elements; presentation is fixed and standardized."

      Capsule for CALENDULA CALENDULA

      "No customization or self-expression features; presentation is fixed and standardized."

    • Fantasy

      Game with the same Fantasy vibe

      1

      "Story is grounded in realistic and emotional life experiences with some narrative fiction elements."

      Capsule for Before Your Eyes Before Your Eyes

      "Story involves abstract and metaphorical elements related to trauma and death, but grounded in realistic emotional themes."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Experience is solitary with no social or community interaction."

      Capsule for Dear Esther: Landmark Edition Dear Esther: Landmark Edition

      "Experience is solitary with no social or community interaction."

    • Growth

      Game with the same Growth vibe

      2

      "Players develop puzzle-solving skills and gain narrative understanding."

      Capsule for The White Door The White Door

      "Players develop puzzle-solving skills and interpret narrative clues, gaining insight into story and mechanics."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity or health-related gameplay elements."

      Capsule for Dujanah Dujanah

      "No physical activity or health-related gameplay elements."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and active engagement to solve puzzles and progress; not designed for casual or background play."

      Capsule for Ether One Ether One

      "Requires focused attention to solve puzzles and explore; some achievements encourage idling but core gameplay demands engagement."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Minimal social interaction; emotional connection mainly with story and characters, not other players."

      Capsule for Milo and the Christmas Gift Milo and the Christmas Gift

      "Minimal social interaction; emotional connection is with story and characters rather than other players."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements present."

      Capsule for Stray Stray

      "No leadership or group management elements present."

    • Progression

      Game with the same Progression vibe

      3

      "Players collect items and unlock new areas and story segments."

      Capsule for The Curse of Monkey Island The Curse of Monkey Island

      "Players progress by collecting items and unlocking new areas and story segments."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Atmosphere is moody and immersive, balancing tension with contemplative pacing."

      Capsule for Serena Serena

      "Atmosphere and pacing provide a contemplative, sometimes tense experience but generally balanced for flow."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visuals and sound design create an eerie and emotional sensory experience."

      Capsule for Serena Serena

      "Visuals and sound design create an eerie and immersive mood, though not highly stimulating or intense."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems."

      Capsule for Alan Wake Alan Wake

      "No social recognition or status systems."

    • Story

      Game with the same Story vibe

      4

      "Strong narrative focus with engaging characters and plot, though incomplete ending."

      Capsule for NAIRI: Tower of Shirin NAIRI: Tower of Shirin

      "Strong narrative focus with emotional depth and mystery, though some find the ending ambiguous or unsatisfying."

    • Strategy

      Game with the same Strategy vibe

      1

      "Puzzles require some logical thinking and planning but are generally straightforward."

      Capsule for Abyss: The Wraiths of Eden Abyss: The Wraiths of Eden

      "Puzzles require some logical thinking and observation but are generally straightforward without complex planning."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense and eerie atmosphere create mild thrill, but not high-risk or adrenaline gameplay."

      Capsule for Cube Escape: Paradox Cube Escape: Paradox

      "Atmosphere creates suspense and unease, contributing to a mild thrill experience."

    • Value

      Game with the same Value vibe

      0

      "Mixed opinions on value due to short length but high replayability; generally considered worth price especially on sale."

      Capsule for My Friend Pedro My Friend Pedro

      "Mixed opinions on value; short length and some tedious achievements affect perceived return, but many find it worth price on sale."

    • Violence

      Game with the same Violence vibe

      -4

      "Focus is on puzzle solving and narrative; no emphasis on combat or destruction."

      Capsule for Resonance Resonance

      "No combat or destruction; focus is on puzzle solving and narrative exploration."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat avoidance mechanics; stable puzzle environment."

      Capsule for Baba Is You Baba Is You

      "No survival mechanics or threat avoidance; stable puzzle environment."

    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 Thrill. It leans lower than usual among comparable games on Expression, Value.

    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