The House in Fata Morgana: A Requiem for Innocence similar games & best alternatives
The House in Fata Morgana: A Requiem for Innocence
2018
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Quick resume
"A Requiem for Innocence" is a companion to the visual novel "The House in Fata Morgana." It tells the tale of a young man dragged down by his ambitions and a girl both worshiped as a saint and maligned as a witch. For them, there is no happily ever after.
Global score
97/100
Genres
Adventure, Visual Novel
Similar games
Pros
- Masterful storytelling and writing
- Deep emotional engagement
- Beautiful art and soundtrack
- Expands and enriches original story
- Includes meaningful side stories and extras
Cons
- Requires playing original game first
- Shorter length than main game
- Some modern language anachronisms
- No gameplay variety beyond reading
- Heavy and tragic themes may be intense
Motivations
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Autonomy
Game with the same Autonomy vibe
-3"The game is a kinetic visual novel with minimal player choices that do not affect the outcome, indicating limited player control and following a preset narrative."
The Monster Inside
"The game is a kinetic visual novel with a fixed narrative; players follow a predetermined story with no meaningful choices or control over actions."
-
Competence
Game with the same Competence vibe
-4"Gameplay involves reading and experiencing a story with minimal skill challenge or variation; no complex mechanics or tests of skill."
AQUARIUM
"Gameplay involves reading and experiencing the story, with no skill tests or technical challenges."
-
Competition
Game with the same Competition vibe
-5"No competitive elements; focus is on personal narrative experience without comparison to others."
Gone Home
"No competitive elements; focus is on personal narrative experience without comparison to others."
-
Continuation
Game with the same Continuation vibe
4"Players engage in long sessions to explore multiple story fragments and endings, showing strong attachment and habitual play."
Zero Escape: Zero Time Dilemma
"Players engage deeply with the story, often playing through all episodes and extras, showing strong attachment and habitual play."
-
Cooperation
Game with the same Cooperation vibe
-5"Single-player experience focused on individual engagement with the narrative; no multiplayer or cooperative gameplay."
Higurashi When They Cry Hou - Ch.6 Tsumihoroboshi
"Single-player experience focused on individual engagement with the narrative; no multiplayer or collaborative elements."
-
Creativity
Game with the same Creativity vibe
-4"Players consume a fixed narrative and art with no creation or modification options."
Trap Shrine
"Players consume a fixed story and art with no creation or modification opportunities."
-
Domination
Game with the same Domination vibe
-5"No social or power dynamics over others; experience is solitary and narrative-driven."
Corona Blossom Vol.1 Gift From the Galaxy
"No social or power dynamics over others; experience is solitary and narrative-driven."
-
Escapism
Game with the same Escapism vibe
5"Strong escapism through immersive, atmospheric world and emotional storytelling that transports players from reality."
The Midnight Walk
"Strong escapism through immersive, emotional storytelling that allows players to experience different lives and emotions."
-
Expectation
Game with the same Expectation vibe
-4"Players engage voluntarily out of personal interest and emotional investment, not obligation or pressure."
Aliya: Timelink
"Players engage voluntarily out of personal interest and emotional investment, not obligation or external pressure."
-
Experimenting
Game with the same Experimenting vibe
-5"The story is fixed and linear with no exploration of different choices or mechanics."
Fox Hime
"Narrative is fixed with no exploration of mechanics or novel gameplay; reading is linear and predetermined."
-
Exploration
Game with the same Exploration vibe
-4"Exploration is limited to narrative routes; no open world or discovery elements."
The Ditzy Demons Are in Love With Me
"Exploration is limited to narrative discovery rather than spatial or mechanical exploration."
-
Expression
Game with the same Expression vibe
-5"No character customization or self-expression; presentation is fixed and standardized."
Fingerbones
"No character customization or self-expression; presentation is standardized and fixed."
-
Fantasy
Game with the same Fantasy vibe
4"Engages players in a dark fantasy horror setting with supernatural elements and narrative twists."
The Witch's House MV
"Engages players in a dark fantasy setting with gothic and tragic themes, distinct from realistic experiences."
-
Fellowship
Game with the same Fellowship vibe
-4"Minimal social interaction; experience is solitary without community features."
Supipara - Chapter 1 Spring Has Come!
"Minimal social interaction; experience is solitary and personal without community involvement."
-
Growth
Game with the same Growth vibe
3"Players develop understanding of complex story and characters, with emotional and intellectual growth."
Komorebi
"Players gain emotional and intellectual growth through complex storytelling and character development."
-
Health
Game with the same Health vibe
-5"Sedentary gameplay typical of visual novels; no physical activity involved."
ATRI -My Dear Moments-
"Sedentary gameplay typical of visual novels; no physical activity involved."
-
Idle
Game with the same Idle vibe
-4"Requires focused attention and continuous engagement to follow the narrative; not suitable for background or casual play."
Higurashi When They Cry Hou - Ch.6 Tsumihoroboshi
"Requires sustained attention and focus to follow the narrative; not suited for background or casual play."
-
Intimacy
Game with the same Intimacy vibe
3"Emotional connection to story and characters fosters a sense of intimacy despite lack of social interaction."
Undusted: Letters from the Past
"Strong emotional connections to characters and story foster a sense of intimacy despite lack of social interaction."
-
Leadership
Game with the same Leadership vibe
-5"No leadership or group management roles; purely individual experience."
MiSide
"No leadership or group management roles; purely individual experience."
-
Progression
Game with the same Progression vibe
2"Progression is narrative-based through unlocking endings and story layers rather than item or power accumulation."
We Know the Devil
"Progression is narrative-based through story completion rather than item or power accumulation."
-
Relaxation
Game with the same Relaxation vibe
3"Provides emotional catharsis and flow through immersive storytelling, though some tension and suspense are present."
Komorebi
"Provides emotional catharsis and flow through engrossing storytelling, though with heavy and intense themes."
-
Sensation
Game with the same Sensation vibe
2"Enjoyment comes from art, music, and narrative rather than intense sensory stimulation."
Six Ages: Ride Like the Wind
"Enjoyment derives from art, music, and emotional tone rather than intense sensory stimulation."
-
Status
Game with the same Status vibe
-5"No social recognition or status mechanics; experience is private and personal."
Lynne
"No social recognition or status mechanics; experience is private and personal."
-
Story
Game with the same Story vibe
5"Strong narrative immersion with complex plot, character development, and emotional engagement."
G-senjou no Maou - The Devil on G-String
"Strong narrative immersion with complex plot, character development, and emotional engagement."
-
Strategy
Game with the same Strategy vibe
-5"No strategic or problem-solving gameplay; straightforward reading experience."
AQUARIUM
"No strategic or problem-solving gameplay; reading experience is straightforward."
-
Thrill
Game with the same Thrill vibe
2"Emotional tension and suspense arise from story events and choices, though no high-risk gameplay."
Life is Strange 2
"Emotional tension and suspense arise from story events, but gameplay is controlled and predictable."
-
Value
Game with the same Value vibe
4"Players feel they receive strong emotional and narrative value for the time and money invested."
Night in the Woods
"Highly praised for emotional and narrative value; players feel rewarded for time invested."
-
Violence
Game with the same Violence vibe
-3"Some violent themes in story but no gameplay focus on combat or destruction."
Synergia
"Contains violent and tragic themes in story but no interactive combat or destruction gameplay."
-
Survival
Game with the same Survival vibe
-5"No survival or resource management mechanics; stable narrative environment."
Dreamfall Chapters
"No survival or resource management elements; story unfolds in stable narrative conditions."
Analysis
Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Idle, Creativity.
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