The Long Reach similar games & best alternatives

The Long Reach

PlayStation 4, Linux, PC (Microsoft Windows), Mac, PlayStation Vita, Xbox One, Nintendo Switch • 2018

Should you play it?

At its heart The Long Reach is an adventure game. Closer inspection also reveals it’s a thrilling horror story, flavoured with sci-fi ideology, psychological context and a skeptical view on the human psyche.

What works
  • Strong atmospheric pixel art and sound design
  • Engaging psychological horror story
  • Interesting and varied puzzles
  • Multiple endings and achievements
  • Immersive and tense gameplay
Things to keep in mind
  • Short game length
  • Some obtuse or frustrating puzzles
  • Repetitive backtracking
  • Dialogue can be juvenile or inconsistent
  • Minor bugs and control issues

What to play next

Top picks

Games that feel the closest overall

  • Lamentum

  • Paper Dolls: Original / 纸人

  • Doorways: Holy Mountains of Flesh

  • The Bridge Curse Road to Salvation

  • The Beast Inside

  • Project Nightmares Case 36: Henrietta Kedward

  • Poppy Playtime

  • Aooni

  • The Coma: Recut

Hidden Gems

Less popular games with surprisingly high similarity

  • Lamentum

  • Doorways: Holy Mountains of Flesh

  • Project Nightmares Case 36: Henrietta Kedward

If you liked…

Recommendations by what you enjoyed most

  • Story

    Decay: The Mare

  • Autonomy

    Mr. Hopp's Playhouse

  • Escapism

    The Blackout Club

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 Long Reach: A very typical example of its motivational profile. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Leadership. Here, the score leans higher than usual among comparable games on Violence. It leans lower than usual among comparable games on Expression, Value.

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 control the character's movement and decisions, including exploration and puzzle solving, with some freedom in approach."

    Capsule for Mr. Hopp's Playhouse Mr. Hopp's Playhouse

    "Players control character movement and decision making in puzzles and dialogue, with some freedom in exploration and puzzle solving."

  • Competence

    Game with the same Competence vibe

    2

    "Puzzles require some skill and observation, but are relatively simple and sometimes obscure; gameplay involves exploration and puzzle solving."

    Capsule for Scauage Scauage

    "Puzzles require logical reasoning and some challenge, but many are simple or occasionally obtuse; gameplay involves some skill in stealth and timing."

  • Competition

    Game with the same Competition vibe

    -5

    "Singleplayer experience focused on personal progress without any player-vs-player or ranking elements."

    Capsule for The Horror at Highrook The Horror at Highrook

    "Singleplayer experience focused on personal progress without any competitive elements or comparison to others."

  • Continuation

    Game with the same Continuation vibe

    1

    "Short game with some replayability due to multiple endings, but limited long-term engagement."

    Capsule for The Story of Henry Bishop The Story of Henry Bishop

    "Short game with some replayability due to multiple endings and achievements, but limited long-term engagement."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely singleplayer with no cooperative gameplay or multiplayer features."

    Capsule for Metro: Last Light Redux Metro: Last Light Redux

    "Entirely singleplayer with no multiplayer or cooperative gameplay."

  • Creativity

    Game with the same Creativity vibe

    2

    "Players experiment with puzzle solutions and item combinations, but within predefined game structures."

    Capsule for Agent A: A puzzle in disguise Agent A: A puzzle in disguise

    "Players experiment with item combinations and puzzle solutions; some abstract and creative puzzle design."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; purely individual experience."

    Capsule for Paranormal Activity: The Lost Soul Paranormal Activity: The Lost Soul

    "No elements of exerting control or superiority over others; purely individual experience."

  • Escapism

    Game with the same Escapism vibe

    3

    "Immersive horror atmosphere and story provide strong escapism and distraction from real life."

    Capsule for The Blackout Club The Blackout Club

    "Immersive horror atmosphere and story provide distraction and escapism from real life."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for enjoyment and interest, not out of obligation or external pressure."

    Capsule for Deponia: The Complete Journey Deponia: The Complete Journey

    "Players engage voluntarily for interest and enjoyment, not out of obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    2

    "Encourages trying different item combinations and puzzle approaches."

    Capsule for 1 Moment Of Time: Silentville 1 Moment Of Time: Silentville

    "Encourages trying different item uses and puzzle approaches; some trial and error involved."

  • Exploration

    Game with the same Exploration vibe

    2

    "Exploring rooms to find puzzle pieces is a key part of gameplay, though environments are limited and repetitive."

    Capsule for Musaic Box Musaic Box

    "Exploring multiple rooms and environments to find items and clues is a core part of gameplay."

  • Expression

    Game with the same Expression vibe

    -5

    "No character customization or cosmetic personalization; standardized pixel art and fixed presentation."

    Capsule for 异化之恶〇Abnormal Treatment 异化之恶〇Abnormal Treatment

    "No character customization or cosmetic personalization; fixed pixel art presentation."

  • Fantasy

    Game with the same Fantasy vibe

    3

    "Psychological horror with surreal and supernatural elements, not strictly realistic."

    Capsule for From The Darkness From The Darkness

    "Sci-fi horror narrative with surreal and psychological elements, not grounded in realistic scenarios."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; entirely solo play."

    Capsule for Katana ZERO Katana ZERO

    "No social or community features; entirely solo play."

  • Growth

    Game with the same Growth vibe

    2

    "Players develop problem-solving skills and understanding of the story through puzzle completion and exploration."

    Capsule for Decay: The Mare Decay: The Mare

    "Players develop problem-solving skills and understanding of story through puzzle solving and exploration."

  • 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 player attention for exploration and puzzle solving; no background or idle gameplay elements."

    Capsule for The Spirit and the Mouse The Spirit and the Mouse

    "Requires focused attention and puzzle solving; no background or idle gameplay elements."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "Minimal social interaction; no close relationships or emotional sharing."

    Capsule for DREDGE DREDGE

    "Minimal social interaction; no formation of relationships or emotional sharing with others."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements; singleplayer experience."

    Capsule for killer7 killer7

    "No leadership or group management roles; singleplayer experience."

  • Progression

    Game with the same Progression vibe

    2

    "Progression through collecting items, solving puzzles, and unlocking multiple endings."

    Capsule for [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル

    "Progression through collecting items, solving puzzles, and unlocking story elements."

  • Relaxation

    Game with the same Relaxation vibe

    -1

    "Atmosphere is tense and eerie rather than relaxing; some players find it suspenseful and unsettling."

    Capsule for Stories Untold Stories Untold

    "Atmosphere is tense and eerie with moments of suspense; some players find it engaging rather than relaxing."

  • Sensation

    Game with the same Sensation vibe

    2

    "Atmospheric audio and pixel art provide moderate sensory stimulation and emotional engagement."

    Capsule for March of the Living March of the Living

    "Pixel art visuals and atmospheric sound design provide sensory stimulation and emotional engagement."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; individual experience without external evaluation."

    Capsule for Braid Braid

    "No social recognition or status systems; individual experience without external evaluation."

  • Story

    Game with the same Story vibe

    4

    "Strong narrative focus with psychological horror story and multiple endings that engage players."

    Capsule for Decay: The Mare Decay: The Mare

    "Strong narrative focus with psychological horror story, multiple endings, and character interactions."

  • Strategy

    Game with the same Strategy vibe

    2

    "Requires logical thinking, planning, and timing to solve puzzles and avoid enemies."

    Capsule for See No Evil See No Evil

    "Requires logical thinking and planning to solve puzzles and avoid enemies."

  • Thrill

    Game with the same Thrill vibe

    3

    "Horror elements and jump scares create suspense and tension."

    Capsule for The Story of Henry Bishop The Story of Henry Bishop

    "Horror elements and stealth sections create suspense and occasional jump scares."

  • Value

    Game with the same Value vibe

    1

    "Generally considered good value for price especially on sale, though some note short length."

    Capsule for Under Leaves Under Leaves

    "Generally considered good value on sale; some reviews note price is high for short length."

  • Violence

    Game with the same Violence vibe

    3

    "Includes combat avoidance and survival against a violent antagonist; some graphic scenes but limited gore."

    Capsule for Livestream: Escape from Hotel Izanami Livestream: Escape from Hotel Izanami

    "Contains gore, violent scenes, and threats from enemies; combat is avoidance rather than direct."

  • Survival

    Game with the same Survival vibe

    2

    "Stealth and hiding mechanics require avoiding threats to survive and progress."

    Capsule for Palmyra Orphanage Palmyra Orphanage

    "Stealth and hiding mechanics require avoiding enemies to survive and progress."

Last update: 11/07/2026