The Bad Kids similar games & best alternatives

The Bad Kids

PC (Microsoft Windows) • 2023

Should you play it?

As an adaptation of the popular suspecse TV series, Cat's Cradle, this game combines investigation, solving puzzles and reasoning with original stories, which can build a more Immersive experience. Game will build new stories based on original setting and focus on the inner world of the character.

What works
  • Strong psychological narrative and character development
  • Engaging puzzles and minigames
  • Atmospheric art and sound design
  • Multiple endings and replay value
  • Reasonable price point
Things to keep in mind
  • Technical issues with subtitles and saving
  • Some puzzles are obscure or frustrating
  • Linear gameplay with limited player agency
  • Repetitive qte and chase sequences
  • Lack of chapter select limits replay convenience

What to play next

Top picks

Games that feel the closest overall

  • A Wolf in Autumn

  • DISTRAINT: Deluxe Edition

  • Amnesia: Rebirth

  • The Rainy Port Keelung 雨港基隆

  • Observer: System Redux

  • A Light in the Dark

  • Homebody

  • Traum

  • Morphine

Hidden Gems

Less popular games with surprisingly high similarity

  • A Wolf in Autumn

  • The Rainy Port Keelung 雨港基隆

  • Homebody

If you liked…

Recommendations by what you enjoyed most

  • Story

    Once in Yaissor

  • Autonomy

    Mayjasmine Episode01 - What is God?

  • Creativity

    The Haunted Building

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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 (hidden on purpose).

The Bad Kids: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Story, Fantasy, Exploration, Intimacy. Here, the score leans higher than usual among comparable games on Story, Intimacy. It leans lower than usual among comparable games on Relaxation.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    3

    "Players have some agency in narrative choices and perspective shifts, but overall story progression is mostly linear with limited impact from decisions."

    Capsule for Mayjasmine Episode01 - What is God? Mayjasmine Episode01 - What is God?

    "Players have some control over decisions influencing story progression and perception, but overall narrative is focused and linear."

  • Competence

    Game with the same Competence vibe

    2

    "Puzzles and mini-games provide moderate challenge requiring problem solving and some skill, but are generally accessible and not overly difficult."

    Capsule for A Space for the Unbound A Space for the Unbound

    "Puzzles and minigames provide moderate challenge and require logical thinking, though some are obscure and occasionally frustrating."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; gameplay is single-player and story-driven without comparison to others."

    Capsule for All Dream Long A Flower Storm All Dream Long A Flower Storm

    "No competitive elements; gameplay is single-player and story-driven without comparison to others."

  • Continuation

    Game with the same Continuation vibe

    1

    "Players enjoy the game enough to replay chapters but overall game length is short, limiting long habitual play."

    Capsule for The Room The Room

    "Players tend to engage for a full playthrough (~7 hours) with some replay value for different endings, but no chapter select limits repeated play."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player experience with no cooperative or multiplayer features."

    Capsule for Little Inferno Little Inferno

    "Entirely single-player experience with no cooperative or multiplayer features."

  • Creativity

    Game with the same Creativity vibe

    3

    "Players explore and piece together story elements with some puzzle interaction, and the narrative branches allow creative decision-making."

    Capsule for The Haunted Building The Haunted Building

    "Players explore and piece together story through investigation and puzzle solving; some creative interpretation encouraged."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; interactions are narrative and personal."

    Capsule for Life is Strange - Episode 1 Life is Strange - Episode 1

    "No elements of exerting control or superiority over others; interactions are narrative and personal."

  • Escapism

    Game with the same Escapism vibe

    2

    "While the game is immersive and engaging, it confronts real-world issues and can be emotionally challenging rather than purely escapist."

    Capsule for Psycholonials Psycholonials

    "Players engage with heavy psychological themes and moral dilemmas, offering immersion but not escapism from real life."

  • Expectation

    Game with the same Expectation vibe

    -3

    "Engagement driven by intrinsic interest and personal desire rather than external pressure or obligation."

    Capsule for Rocky Idle Rocky Idle

    "Engagement driven by intrinsic interest in story and psychological depth rather than obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    1

    "Some exploration and puzzle experimentation, but mostly linear progression."

    Capsule for Find Yourself Find Yourself

    "Some exploration and puzzle experimentation, but mostly linear progression with established gameplay routines."

  • Exploration

    Game with the same Exploration vibe

    2

    "Players discover new areas and secrets while progressing through the game, but within a limited environment."

    Capsule for Somewhere in the Shadow Somewhere in the Shadow

    "Players explore confined environments carefully to find clues and secrets, though areas are limited and focused."

  • Expression

    Game with the same Expression vibe

    -4

    "Limited customization or personalization; players experience a fixed visual and narrative presentation."

    Capsule for Through Abandoned: The Forest Through Abandoned: The Forest

    "Minimal customization or personalization; players follow preset narrative and visual presentation."

  • Fantasy

    Game with the same Fantasy vibe

    -3

    "Story grounded in psychological realism and social issues, though some surreal or symbolic elements appear."

    Capsule for The Butterfly Collector The Butterfly Collector

    "Story grounded in realistic psychological drama and social issues, with only slight surreal or symbolic elements."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "Solo experience with no social or community features."

    Capsule for The Flayed Man The Flayed Man

    "Solo experience with no social or community features."

  • Growth

    Game with the same Growth vibe

    3

    "Players develop skills in puzzle solving, deduction, and understanding complex narratives."

    Capsule for PARANORMASIGHT: The Mermaid's Curse PARANORMASIGHT: The Mermaid's Curse

    "Players develop understanding of complex narrative and character psychology; some skill growth in puzzle solving."

  • Health

    Game with the same Health vibe

    -5

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

    Capsule for Source of Madness Source of Madness

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

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention to puzzles and narrative; not designed for casual or background play."

    Capsule for The Fall Part 2: Unbound The Fall Part 2: Unbound

    "Requires focused attention due to puzzles and narrative; not suitable for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    2

    "Narrative fosters emotional connection to characters and story, though social interaction is limited to in-game dialogue."

    Capsule for NORCO NORCO

    "Narrative fosters emotional connection with characters and themes, though social interaction is limited to story."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; player follows story without directing others."

    Capsule for Knights College Knights College

    "No leadership or group management elements; player follows story without directing others."

  • Progression

    Game with the same Progression vibe

    2

    "Progression through story chapters and unlocking endings; no item or power accumulation."

    Capsule for True Love ~Confide to the Maple~ True Love ~Confide to the Maple~

    "Progression through story chapters and unlocking endings; some item collection for puzzles but no power accumulation."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "Atmosphere is tense and unsettling rather than relaxing or cathartic."

    Capsule for A Wolf in Autumn A Wolf in Autumn

    "Atmosphere is tense and emotionally heavy rather than relaxing or cathartic."

  • Sensation

    Game with the same Sensation vibe

    1

    "Minimalist audiovisual presentation provides subtle sensory stimulation rather than intense excitement."

    Capsule for MOLEK-SYNTEZ MOLEK-SYNTEZ

    "Subtle audiovisual design creates unease and emotional tension rather than intense sensory stimulation."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems present."

    Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

    "No social recognition or status systems present."

  • Story

    Game with the same Story vibe

    5

    "Strong narrative focus with complex themes, character development, and multiple endings."

    Capsule for Once in Yaissor Once in Yaissor

    "Strong narrative focus with complex psychological themes, character development, and multiple endings."

  • Strategy

    Game with the same Strategy vibe

    1

    "Requires some problem solving and logical thinking for puzzles, but no complex strategic planning."

    Capsule for Space Pilgrim Episode II: Epsilon Indi Space Pilgrim Episode II: Epsilon Indi

    "Requires logical deduction and puzzle solving but limited strategic planning or complex problem solving."

  • Thrill

    Game with the same Thrill vibe

    2

    "Some suspense and emotional tension in story, but no high-risk or adrenaline gameplay."

    Capsule for Life is Strange Remastered Life is Strange Remastered

    "Psychological tension and suspense present, but no high-risk or adrenaline-driven gameplay."

  • Value

    Game with the same Value vibe

    3

    "Good value for money with many hours of content, though some consider price high relative to content."

    Capsule for Temtem Temtem

    "Reasonably priced with about 7 hours of content; some technical issues noted but overall good value for narrative experience."

  • Violence

    Game with the same Violence vibe

    1

    "Some dark themes and implied violence in story, but gameplay focuses on exploration and puzzles rather than combat."

    Capsule for At Home Alone Final At Home Alone Final

    "Contains some violence and dark themes but gameplay focuses more on investigation and psychological horror than combat."

  • Survival

    Game with the same Survival vibe

    1

    "Some elements of overcoming threats and managing risks, but focus is on narrative rather than survival mechanics."

    Capsule for Fallen Hero: Rebirth Fallen Hero: Rebirth

    "Some elements of avoiding threats and managing situations, but low-risk and narrative-driven rather than survival-focused."

Last update: 09/07/2026