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The Alters similar games & best alternatives

The Alters

PC (Microsoft Windows), Xbox Series X|S, PlayStation 5 • 2025

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Quick resume

Explore an emotional sci-fi game with a unique blend of survival, adventure, and base-building elements. Help Jan Dolski, the sole survivor of an ill-fated space expedition, create alternative versions of himself to escape a hostile planet and tackle personal turmoils with this unconventional crew.

Global score

90/100

Genres

Adventure, Simulator

Similar games

    Pros

    • Deep and original narrative
    • Unique clone mechanic and character dynamics
    • Engaging survival and base management gameplay
    • High replayability with branching story paths
    • Immersive visuals and sound design

    Cons

    • Stressful time pressure can be frustrating
    • Some bugs and occasional crashes reported
    • Limited player improvisation due to scripted events
    • Lack of manual save feature
    • Some ui and pacing issues especially in mid-game

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players make meaningful choices that affect story outcomes, indicating control over narrative direction."

      Capsule for She Sees Red - Interactive Movie She Sees Red - Interactive Movie

      "Players make meaningful choices affecting story and gameplay, but must follow a narrative sequence with some scripted events limiting improvisation."

    • Competence

      Game with the same Competence vibe

      4

      "The game involves managing complex logistics, base building, and crew morale, requiring skill and strategic planning, though some tasks like resource gathering can feel repetitive."

      Capsule for Ground of Aces Ground of Aces

      "Game involves managing complex base building, resource gathering, and crew morale under time pressure, requiring skill and strategic planning."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal survival and story progression without competitive or ranked multiplayer elements."

      Capsule for Last Train Home Last Train Home

      "Focus is on personal survival and story progression without competitive or ranked multiplayer elements."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long sessions, emotional investment, and replaying to see multiple endings."

      Capsule for Heart of the Woods Heart of the Woods

      "Players report long sessions, emotional investment, and replaying to explore different story branches and endings."

    • Cooperation

      Game with the same Cooperation vibe

      3

      "Players manage and cooperate with a fixed team of companions with unique personalities and abilities."

      Capsule for Shadowrun: Dragonfall - Director's Cut Shadowrun: Dragonfall - Director's Cut

      "Players manage a team of Alters with distinct personalities and skills, requiring coordination and balancing their needs."

    • Creativity

      Game with the same Creativity vibe

      2

      "Base building and customization features exist but are limited; potential for more creative expression as game develops."

      Capsule for QANGA QANGA

      "Base building and resource management allow some customization, but constrained by circular base design and scripted gameplay."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions emphasize balanced relationships and survival rather than exerting control or superiority over others."

      Capsule for Beat Cop Beat Cop

      "Interactions emphasize managing relationships and mutual survival rather than exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive sci-fi world and story provide strong escape from reality for players."

      Capsule for Sierra Ops - Space Strategy Visual Novel Sierra Ops - Space Strategy Visual Novel

      "Players engage in a sci-fi world with immersive story and atmosphere, providing a strong escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -3

      "Players engage voluntarily out of interest and emotional connection rather than obligation."

      Capsule for Memory Oblivion Box Memory Oblivion Box

      "Players engage voluntarily out of interest and emotional connection rather than obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Some experimentation with different characters and minor gameplay variations, but largely linear and scripted."

      Capsule for The Happyhills Homicide 2: Out For Blood The Happyhills Homicide 2: Out For Blood

      "Some exploration and trying different strategies, but gameplay is partly scripted with limited room for improvisation."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore detailed alien environments, uncover puzzles, and find hidden items, though maps are limited in number."

      Capsule for The Hive The Hive

      "Players explore alien environments and discover resources and story elements, though exploration is limited and guided."

    • Expression

      Game with the same Expression vibe

      2

      "Players can customize crew names and some gear, allowing personal expression."

      Capsule for Bomber Crew Bomber Crew

      "Some customization of base and crew management, but limited character personalization beyond narrative choices."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Strong speculative sci-fi setting with clones, cosmic horrors, and surreal elements, blending imaginative fiction with emotional themes."

      Capsule for 1000xRESIST 1000xRESIST

      "Strong sci-fi narrative with clones, alternate selves, and speculative fiction themes."

    • Fellowship

      Game with the same Fellowship vibe

      2

      "Focus on small group dynamics among survivors, but limited social multiplayer or community interaction."

      Capsule for Stranded: Alien Dawn Stranded: Alien Dawn

      "Focus on managing a group of Alters with social dynamics, but limited multiplayer or community interaction."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn resource management, crafting, and strategic planning, improving skills over multiple playthroughs."

      Capsule for Siege Survival: Gloria Victis Siege Survival: Gloria Victis

      "Players learn to manage resources, crew moods, and survival strategies, improving skills over multiple playthroughs."

    • Health

      Game with the same Health vibe

      -4

      "Game involves sedentary play with no physical activity elements."

      Capsule for We Who Are About To Die We Who Are About To Die

      "Game involves sedentary play with no physical activity elements."

    • Idle

      Game with the same Idle vibe

      -3

      "The game requires focused attention and continuous engagement with resource and time management."

      Capsule for Citizen Sleeper 2: Starward Vector Citizen Sleeper 2: Starward Vector

      "Requires focused attention and continuous engagement due to time pressure and resource management."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Bonding events and character interactions foster emotional connections and close relationships."

      Capsule for The Legend of Heroes: Trails of Cold Steel The Legend of Heroes: Trails of Cold Steel

      "Emotional connections and complex interactions with Alters create a sense of close relationships."

    • Leadership

      Game with the same Leadership vibe

      4

      "Player leads and manages the group, assigning tasks and making critical survival decisions."

      Capsule for Dead In Bermuda Dead In Bermuda

      "Player leads and manages a team of Alters, making decisions that affect group survival and morale."

    • Progression

      Game with the same Progression vibe

      4

      "Players accumulate traits, items, and unlock new story branches, showing clear progression and growth."

      Capsule for Creepy Redneck Dinosaur Mansion 3 Creepy Redneck Dinosaur Mansion 3

      "Players accumulate resources, build and upgrade base, and unlock story branches through progression."

    • Relaxation

      Game with the same Relaxation vibe

      -3

      "Game induces tension and stress due to time pressure and challenge, rather than relaxation."

      Capsule for Keep Talking and Nobody Explodes Keep Talking and Nobody Explodes

      "Game induces stress and tension due to time limits and survival challenges."

    • Sensation

      Game with the same Sensation vibe

      3

      "Vibrant visuals, sound design, and alien environments provide sensory stimulation and enjoyment."

      Capsule for Beyond Contact Beyond Contact

      "Visually appealing alien environments, immersive sound design, and emotional story provide sensory stimulation."

    • Status

      Game with the same Status vibe

      -4

      "Focus is on personal story and survival rather than social recognition or popularity."

      Capsule for Look Outside Look Outside

      "Focus is on personal story and survival rather than social recognition or popularity."

    • Story

      Game with the same Story vibe

      5

      "Narrative-driven game with branching plots, character development, and multiple endings central to experience."

      Capsule for The Dark Pictures Anthology: Man of Medan The Dark Pictures Anthology: Man of Medan

      "Narrative-driven game with deep, philosophical story and branching choices central to experience."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires planning, resource allocation, and problem solving."

      Capsule for Despotism 3k Despotism 3k

      "Requires planning, resource allocation, and problem solving under pressure."

    • Thrill

      Game with the same Thrill vibe

      3

      "Tense narrative moments and quick time events create suspense and emotional highs."

      Capsule for The Wolf Among Us The Wolf Among Us

      "Tense survival elements and time pressure create suspense and emotional highs."

    • Value

      Game with the same Value vibe

      4

      "Players feel the game offers good value for time and money due to depth, uniqueness, and replayability."

      Capsule for My Summer Car My Summer Car

      "Players feel the game offers excellent value for time and money due to quality, depth, and replayability."

    • Violence

      Game with the same Violence vibe

      -4

      "No focus on combat or destruction; gameplay centers on construction, maintenance, and survival."

      Capsule for My Winter Car My Winter Car

      "No combat focus; gameplay centers on survival, base building, and managing relationships."

    • Survival

      Game with the same Survival vibe

      5

      "Core gameplay revolves around managing threats, resource scarcity, and staying alive."

      Capsule for Star Shelter Star Shelter

      "Core gameplay revolves around managing threats, resource scarcity, and staying alive under harsh conditions."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Cooperation, Fellowship, Intimacy, Leadership. Here, the score leans higher than usual among comparable games on Leadership. It leans lower than usual among comparable games on Violence, 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