The Forest of Drizzling Rain similar games & best alternatives

The Forest of Drizzling Rain

PC (Microsoft Windows) • 2022

Should you play it?

Alas, it was the "promised place," where Shiori was never meant to go. Finally, a remake of The Forest of Drizzling Rain, that masterpiece of an exploration horror game with multiple endings from the creator of the big hit Angels of Death!

What works
  • Deep and emotional storytelling
  • Beautiful pixel art and atmospheric audio
  • Expanded content and multiple endings
  • Immersive exploration and lore
  • Meaningful character development
Things to keep in mind
  • Slow pacing with long dialogue sections
  • Some untranslated puzzles requiring guides
  • Save system requires frequent manual saves
  • Limited horror scares for some players
  • Some players find side quests and fishing minigame tedious

What to play next

Top picks

Games that feel the closest overall

  • Minds Beneath Us

  • HIVESWAP: ACT 2

  • Tales of the Black Forest

  • LAST EMBRYO -EITHER OF BRAVE TO STORY-

  • Angels with Scaly Wings™ / 鱗羽の天使

  • Neo Cab

  • Major\Minor

  • The Forgotten City

  • OMORI

Hidden Gems

Less popular games with surprisingly high similarity

  • LAST EMBRYO -EITHER OF BRAVE TO STORY-

  • Stories from Sol: The Gun-Dog

  • Boyhood's End

If you liked…

Recommendations by what you enjoyed most

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 Forest of Drizzling Rain: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Survival, Violence, Competition, Thrill. Here, the score leans higher than usual among comparable games on Fellowship, Survival, Intimacy.

Why this game works

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

  • Autonomy

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    "Players have freedom to explore the village, make narrative choices affecting multiple endings, and engage in side activities like fishing and quests."

  • Competence

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    "Gameplay involves simple tasks and some puzzles; skill challenge is moderate with some tension and chase sequences."

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    "Gameplay involves puzzle-solving and exploration with some reflex-based chase sequences, but overall skill demands are moderate."

  • Competition

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    "No competitive elements or player comparison; focus is on personal exploration and story."

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    "No competitive elements or player comparison; focus is on personal story experience and exploration."

  • Continuation

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    "Multiple endings and extra chapters encourage replay and extended engagement."

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  • Cooperation

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    "Single-player experience focused on individual exploration and story; no multiplayer or cooperative play."

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  • Creativity

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    "Players explore different story routes and endings, experimenting with choices and narrative paths."

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    "Players experiment with different narrative paths and endings; some freedom in exploration and side quests."

  • Domination

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

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

  • Escapism

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    "The game offers immersive storytelling and atmospheric mystery that provides distraction and emotional engagement."

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  • Expectation

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    "Players engage voluntarily out of interest in story and atmosphere, not due to obligation or external pressure."

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    "Players engage voluntarily out of interest in story and atmosphere, not due to obligation or external pressure."

  • Experimenting

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    "Encourages trying different choices and exploring alternate endings, rewarding experimentation."

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  • Exploration

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    "Strong emphasis on discovering new areas, secrets, and hidden items across diverse locations."

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    "Strong emphasis on discovering new locations, lore, and secrets within the village and surrounding areas."

  • Expression

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    "Limited character customization; expression mainly through narrative choices rather than avatar personalization."

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    "Limited character customization; expression mainly through narrative choices rather than avatar personalization."

  • Fantasy

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    "Engages players in a fictional horror narrative with supernatural and imaginative elements."

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    "Engages players in supernatural folklore and psychological horror with fictional narrative elements."

  • Fellowship

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    "Narrative emphasizes group bonds and relationships among characters, fostering a sense of community within the story."

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    "Narrative focuses on relationships and emotional connections between characters, fostering a sense of community."

  • Growth

    Game with the same Growth vibe

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    "Players develop understanding of story and characters; some learning through puzzle solving."

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    "Players experience character development and story progression; some learning through puzzle solving."

  • Health

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    "Sedentary gameplay typical of RPG Maker games; no physical activity involved."

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    "Sedentary gameplay typical of RPG Maker adventure games; no physical activity involved."

  • Idle

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    "Requires focused attention on story and choices; some players find pacing slow but engagement is continuous."

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    "Requires focused attention on story and exploration; some pacing is slow but engagement is continuous."

  • Intimacy

    Game with the same Intimacy vibe

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    "Narrative and character interactions foster emotional connection and some intimate storytelling."

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    "Emotional storytelling and character interactions create meaningful social bonds within the narrative."

  • Leadership

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    "No leadership or management roles; players follow narrative paths without directing others."

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  • Progression

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    "Progression through unlocking new routes, story chapters, and endings provides a sense of advancement."

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    "Multiple endings, collectible bookmarks, and side quests provide a sense of advancement and achievement."

  • Relaxation

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    "Atmospheric and emotional storytelling provides a contemplative and sometimes soothing experience."

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    "Atmosphere balances tension and calm, with moments of peaceful village life and emotional storytelling."

  • Sensation

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    "Visual and auditory design create stimulating and immersive experience."

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    "Visual and auditory design create immersive and emotionally evocative sensory experiences."

  • Status

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    "No social status or recognition systems; focus is on personal narrative experience."

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    "No social status or recognition systems; focus is on personal narrative experience."

  • Story

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    "Strong narrative immersion with deep character development, multiple endings, and emotional storytelling."

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    "Strong narrative immersion with deep character development, multiple endings, and emotional storytelling."

  • Strategy

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    "Some puzzle solving and decision making involved, but overall straightforward gameplay."

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    "Some puzzle-solving and decision-making involved, but overall straightforward gameplay."

  • Thrill

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    "Psychological horror and suspense create tension and unease rather than frequent jump scares."

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    "Tense moments and chase sequences provide suspense, but horror is more psychological than jump-scare based."

  • Value

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    "Players report high satisfaction with content, story, and replayability relative to price."

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    "Players report high satisfaction with content volume, story depth, and replayability for the price."

  • Violence

    Game with the same Violence vibe

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    "Minimal combat; focus is on exploration and survival rather than destruction or fighting."

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  • Survival

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    "Some threat avoidance elements during chase sequences but generally low-risk gameplay."

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Last update: 11/07/2026