The Almost Gone similar games & best alternatives
The Almost Gone
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
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Autonomy
Game with the same Autonomy vibe
3"Players explore environments and solve puzzles at their own pace with some freedom in interactions."
The Journey Down: Chapter One
"Players explore dioramas and solve puzzles with freedom to rotate environments and investigate at their own pace."
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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."
The Silent Age
"Puzzles are generally straightforward with some requiring attention to detail; players feel satisfaction when solving but difficulty is moderate."
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Competition
Game with the same Competition vibe
-5"No competitive elements or player comparison; focus is on individual puzzle solving and story progression."
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."
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."
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."
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."
Poppy Playtime
"No elements of exerting control or superiority over others; purely individual experience."
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Escapism
Game with the same Escapism vibe
3"Players use the game to experience a fictional, emotionally intense story, providing escape from reality."
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."
The Cave
"Players engage voluntarily out of interest in puzzles and story; no obligation or external pressure noted."
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Experimenting
Game with the same Experimenting vibe
2"Some exploration and puzzle solving encourages trying different paths and interactions."
Rental
"Exploration of rotating dioramas and puzzle solving encourages trying different perspectives and approaches."
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Exploration
Game with the same Exploration vibe
3"Players explore various rooms and environments to uncover story elements and solve puzzles."
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."
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."
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."
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."
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."
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."
Ether One
"Requires focused attention to solve puzzles and explore; some achievements encourage idling but core gameplay demands engagement."
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Intimacy
Game with the same Intimacy vibe
-4"Minimal social interaction; emotional connection mainly with story and characters, not other players."
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."
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."
The Curse of Monkey Island
"Players progress by collecting items and unlocking new areas and story segments."
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Relaxation
Game with the same Relaxation vibe
2"Atmosphere is moody and immersive, balancing tension with contemplative pacing."
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."
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."
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."
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."
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."
Cube Escape: Paradox
"Atmosphere creates suspense and unease, contributing to a mild thrill experience."
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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."
My Friend Pedro
"Mixed opinions on value; short length and some tedious achievements affect perceived return, but many find it worth price on sale."
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Violence
Game with the same Violence vibe
-4"Focus is on puzzle solving and narrative; no emphasis on combat or destruction."
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."
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