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The House in Fata Morgana

PC (Microsoft Windows), iOS, Nintendo 3DS, Android • 2016

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Quick resume

A gothic suspense tale set in a cursed mansion. "The House in Fata Morgana" is a full-length visual novel spanning nearly a millennium that deals in tragedy, human nature, and insanity.

Global score

95/100

Genres

Adventure, Visual Novel, Indie

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    Pros

    • Deep and emotionally powerful story
    • Unique gothic art style
    • Haunting and memorable soundtrack
    • Complex character development
    • Multiple endings and narrative twists

    Cons

    • Slow pacing in early chapters
    • Lack of voice acting
    • Limited interactivity and gameplay
    • 4:3 aspect ratio with simple backgrounds
    • Some narrative repetition and length

    Motivations

    • Autonomy

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      "Players experience a story-driven visual novel with some choices affecting endings, allowing personal decision-making within a narrative framework."

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    • Competence

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      "Gameplay consists mainly of reading text and viewing CGs; no skill challenges or complex mechanics."

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    • Competition

      Game with the same Competition vibe

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      "No competitive elements; focus is on personal story experience without comparison to others."

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      "No competitive elements; focus is on personal story experience without comparison to others."

    • Continuation

      Game with the same Continuation vibe

      4

      "Long playtime (10-15 hours), with players investing time to explore multiple routes and endings, indicating habitual engagement."

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      "Long playtime (20-50 hours), with many players engaged deeply and repeatedly returning to explore all endings."

    • Cooperation

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

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    • Creativity

      Game with the same Creativity vibe

      3

      "Narrative structure with two interwoven storylines and atmospheric storytelling shows creative design."

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      "Unique gothic art style and narrative structure with multiple interwoven stories and thematic depth."

    • Domination

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      "No social dominance or power dynamics; interactions are narrative and solitary."

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      "No social dominance or power dynamics; interactions are solitary and narrative-focused."

    • Escapism

      Game with the same Escapism vibe

      5

      "Strong escapism through immersive storytelling, emotional engagement, and fantasy elements."

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      "Strong escapism through immersive storytelling, emotional engagement, and gothic atmosphere."

    • Expectation

      Game with the same Expectation vibe

      -4

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

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

    • Experimenting

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      2

      "Some exploration of story branches and minigames, but mostly following narrative structure."

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      "Some exploration of narrative branches and endings, but mostly linear story progression."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore different time periods and environments within the mansion, discovering new areas and secrets."

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      "Exploration of multiple time periods and character perspectives within the mansion's history."

    • Expression

      Game with the same Expression vibe

      -4

      "Minimal customization; players experience preset characters and story presentation."

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      "Limited customization; players experience predefined characters and story presentation."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Historical setting blended with supernatural elements like demons and fantasy lore."

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    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Primarily a solitary experience with minimal social interaction."

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      "Primarily a solitary experience with minimal social interaction."

    • Growth

      Game with the same Growth vibe

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      "Players develop understanding of characters and story through choices, encouraging reflection and learning."

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      "Players develop understanding of complex characters, themes, and story through reading and reflection."

    • Health

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      -5

      "Sedentary gameplay focused on reading; no physical activity involved."

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    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused reading and attention; not suitable for casual or background play."

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      "Requires focused attention and sustained reading; not suitable for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Emotional connections with characters through story, but no real social intimacy."

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      "Emotional intimacy through deep character relationships and narrative, but no social interaction."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements present."

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      "No leadership or group management elements present."

    • Progression

      Game with the same Progression vibe

      1

      "Narrative progression through story and endings rather than item or power accumulation."

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      "Narrative progression through story chapters and endings; no item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Atmospheric and emotional experience provides moments of flow and catharsis, though some tension exists."

      Capsule for INMOST INMOST

      "Emotional and atmospheric experience with moments of tension and catharsis; mixed relaxation."

    • Sensation

      Game with the same Sensation vibe

      4

      "Strong sensory stimulation through detailed pixel art, haunting soundtrack, and emotional storytelling."

      Capsule for Decarnation Decarnation

      "Strong sensory engagement through haunting music, gothic art, and emotional storytelling."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition mechanics; experience is personal and private."

      Capsule for STEINS;GATE STEINS;GATE

      "No social status or recognition mechanics; experience is personal and private."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with complex plot, character development, and thematic depth central to the experience."

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      "Central focus on narrative immersion with complex plot, character development, and thematic depth."

    • Strategy

      Game with the same Strategy vibe

      -4

      "Minimal strategic or problem-solving elements; mostly linear reading."

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      "Minimal strategic or problem-solving elements; mostly linear reading with occasional choices."

    • Thrill

      Game with the same Thrill vibe

      2

      "Emotional tension and suspense arise from story events and choices, though no high-risk gameplay."

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      "Some suspense and mystery elements create emotional tension, but no high-risk gameplay."

    • Value

      Game with the same Value vibe

      4

      "Highly praised for story, music, and atmosphere; considered good value for price."

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      "Highly praised for story, music, and art; considered worth the price and time investment."

    • Violence

      Game with the same Violence vibe

      3

      "Includes violent and dark themes, but violence is narrative-driven rather than action-focused."

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      "Narrative includes themes of violence and tragedy, but no player-driven violent gameplay."

    • Survival

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

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    Analysis

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

    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