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The Medium

PC (Microsoft Windows), Xbox Series X|S, PlayStation 5, Mac • 2021

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Quick resume

Discover a dark mystery only a medium can solve. Travel to an abandoned communist resort and use your unique psychic abilities to uncover its deeply disturbing secrets, solve dual-reality puzzles, survive encounters with sinister spirits, and explore two realities at the same time.

Global score

89/100

Genres

Adventure

Similar games

    Pros

    • Unique dual-world split-screen mechanic
    • Engaging psychological horror story
    • Strong atmosphere and sound design
    • Beautiful and detailed environments
    • Accessible puzzles and gameplay

    Cons

    • Fixed camera angles can be frustrating
    • Performance issues and stuttering reported
    • Short game length with limited replay value
    • Some puzzles and stealth sections can be repetitive
    • Lack of player control over camera and limited gameplay depth

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can explore environments and solve puzzles with some freedom, but the game is mostly linear with fixed progression paths."

      Capsule for Daymare: 1994 Sandcastle Daymare: 1994 Sandcastle

      "Players can explore environments and solve puzzles with some freedom, but the game is largely linear with fixed camera angles and guided progression."

    • Competence

      Game with the same Competence vibe

      2

      "Puzzles provide moderate challenge and require thinking, but are generally not very difficult; stealth sections are easy and sometimes frustrating."

      Capsule for REVEIL REVEIL

      "Puzzles and stealth sections provide moderate challenge, but gameplay is generally straightforward and accessible."

    • Competition

      Game with the same Competition vibe

      -5

      "Single-player experience focused on personal story and exploration without competitive elements."

      Capsule for In Sound Mind In Sound Mind

      "Single-player experience focused on personal story and exploration without competitive elements."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players report engaging story and gameplay encouraging completion, but limited replay value and short length reduce habitual play."

      Capsule for Rise of the Argonauts Rise of the Argonauts

      "Players report engaging story and atmosphere encouraging completion, but limited replay value and relatively short length."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely single-player with no multiplayer or cooperative gameplay."

      Capsule for Half-Life: Alyx Half-Life: Alyx

      "Entirely single-player with no multiplayer or cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      4

      "Innovative mechanics involving split-screen merging and perspective manipulation encourage creative problem solving."

      Capsule for DYO DYO

      "Innovative dual-world split-screen mechanic and unique puzzle design encourage creative problem solving."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power dynamics; experience is individual and narrative-driven."

      Capsule for Sakura Spirit Sakura Spirit

      "No social dominance or power dynamics; experience is personal and narrative-driven."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong atmospheric and psychological horror elements provide immersive escape from reality."

      Capsule for The Lightkeeper The Lightkeeper

      "Strong atmospheric and psychological horror elements provide immersive escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -3

      "Players engage voluntarily for story and atmosphere, not out of obligation."

      Capsule for Kona Kona

      "Players engage voluntarily for story and atmosphere; no indication of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players explore different realities and try various puzzle solutions, encouraging experimentation within the game world."

      Capsule for Fran Bow Fran Bow

      "The dual-world mechanic and puzzle solving encourage players to experiment with interacting in two realities."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore detailed environments and uncover lore, though within mostly linear paths and limited freedom."

      Capsule for Through the Woods Through the Woods

      "Players explore detailed environments and uncover lore, though within a linear structure."

    • Expression

      Game with the same Expression vibe

      -4

      "No character customization or player expression; presentation is fixed and artistically directed."

      Capsule for A Bird Story A Bird Story

      "No character customization or player-driven expression; presentation is fixed and cinematic."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strong supernatural and horror themes with imaginative ghosts, cursed objects, and paranormal scenarios."

      Capsule for Project Unknown Project Unknown

      "Strong supernatural and psychological horror themes with imaginative spirit world and paranormal elements."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Solo experience with minimal social interaction or community involvement."

      Capsule for Botany Manor Botany Manor

      "Solo experience with minimal social interaction or community involvement."

    • Growth

      Game with the same Growth vibe

      2

      "Players develop puzzle-solving skills and progress through story, but limited complexity and learning opportunities."

      Capsule for Sacra Terra: Angelic Night Sacra Terra: Angelic Night

      "Players develop puzzle-solving skills and understanding of story, but limited skill progression."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay typical of narrative adventure games."

      Capsule for The Wolf Among Us The Wolf Among Us

      "Sedentary gameplay typical of story-driven adventure games."

    • Idle

      Game with the same Idle vibe

      -3

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

      Capsule for KARMA: The Dark World KARMA: The Dark World

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

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Emotional connection to characters and story provides mild intimacy, but no social relationship building."

      Capsule for CAT & ONION CAT & ONION

      "Emotional narrative and character development foster some emotional connection, but no social intimacy."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; single-player narrative experience."

      Capsule for Fran Bow Fran Bow

      "No leadership or group management elements; single-player narrative experience."

    • Progression

      Game with the same Progression vibe

      2

      "Story and puzzle progression drive the experience; no item collection or upgrades."

      Capsule for Cats and the Other Lives Cats and the Other Lives

      "Story and puzzle progression drive the experience; no item collection or upgrades."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Atmospheric and suspenseful, but tension is maintained rather than relaxation or flow."

      Capsule for Decay: The Mare Decay: The Mare

      "Atmospheric and slow-paced with moments of tension; overall a balance between relaxation and suspense."

    • Sensation

      Game with the same Sensation vibe

      4

      "Immersive sound design and visuals provide strong sensory stimulation and emotional engagement."

      Capsule for Hell Let Loose Hell Let Loose

      "Strong audiovisual design with immersive sound and visuals create emotional and sensory engagement."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition systems present."

      Capsule for The Rewinder The Rewinder

      "No social status or recognition systems present."

    • Story

      Game with the same Story vibe

      5

      "Narrative-driven game with deep psychological horror story and meta-narrative elements."

      Capsule for Masochisia Masochisia

      "Narrative-driven game with deep psychological horror story and strong character development."

    • Strategy

      Game with the same Strategy vibe

      1

      "Puzzles require some reasoning and problem solving but overall gameplay is simple and linear."

      Capsule for Stray Cat Crossing Stray Cat Crossing

      "Puzzles require some problem solving but overall gameplay is simple and linear."

    • Thrill

      Game with the same Thrill vibe

      3

      "Chase sequences and jump scares provide moments of suspense and tension."

      Capsule for Layers of Fear 2 (2019) Layers of Fear 2 (2019)

      "Psychological horror and chase sequences provide suspense and tension, though not intense jump scares."

    • Value

      Game with the same Value vibe

      2

      "Generally considered worth the price, especially on sale; short length noted but story and atmosphere praised."

      Capsule for The Final Station The Final Station

      "Generally considered worth the price especially on sale; praised for story and atmosphere."

    • Violence

      Game with the same Violence vibe

      -4

      "Minimal combat; focus on puzzle solving and exploration rather than destruction."

      Capsule for The Mooseman The Mooseman

      "Minimal combat; focus on exploration and puzzle solving rather than destruction."

    • Survival

      Game with the same Survival vibe

      1

      "Some stealth and chase sequences require avoiding threats, but overall low-risk gameplay."

      Capsule for Bye Sweet Carole Bye Sweet Carole

      "Some stealth and chase sequences require avoidance of threats, but overall low risk gameplay."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Intimacy, Creativity. It leans lower than usual among comparable games on Violence.

    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