The Moon Sliver similar games & best alternatives
The Moon Sliver
2014
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Quick resume
You are on a bleak, cold, windy island. And you seem to be alone... but fires and candles still burn. As you explore, a story of guilt, loneliness, and faith begins to take shape. And it becomes obvious that something is hunting you...
Global score
76/100
Genres
Adventure, Indie
Similar games
Pros
- Strong narrative and atmosphere
- Immersive psychological horror experience
- Non-linear exploration
- Low price point
- Short, focused gameplay
Cons
- Very short length
- Minimal gameplay challenge
- Basic graphics and presentation
- No save feature
- Some minor ui and puzzle frustrations
Motivations
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Autonomy
Game with the same Autonomy vibe
4"Players freely explore the island, solve puzzles at their own pace, and choose paths to follow with minimal handholding."
RiME
"Players freely explore the island in any order, choosing how to uncover the story and solve light puzzles."
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Competence
Game with the same Competence vibe
-2"Gameplay involves simple tasks and one easy puzzle; minimal skill or challenge required."
Answer Knot
"Gameplay involves simple exploration and light puzzle solving with minimal challenge or skill testing."
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Competition
Game with the same Competition vibe
-5"No competitive elements; focus is on personal exploration and narrative experience."
The Vanishing of Ethan Carter
"No competitive elements; focus is on personal exploration and narrative experience."
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Continuation
Game with the same Continuation vibe
1"Short game designed for one sitting; some players replay for alternate dialogue or developer commentary."
Subsurface Circular
"Short game designed for one sitting; some players felt compelled to replay for story details."
-
Cooperation
Game with the same Cooperation vibe
-5"Entirely single-player, no cooperative or multiplayer features."
Fantasynth One
"Entirely single-player, no cooperative or multiplayer features."
-
Creativity
Game with the same Creativity vibe
3"Players creatively solve puzzles and piece together story fragments; narrative structure is non-linear and innovative."
Zero Escape: Zero Time Dilemma
"Players piece together story non-linearly and interpret narrative; some puzzle solving and exploration."
-
Domination
Game with the same Domination vibe
-5"No elements of dominance or control over others; purely individual experience."
Windosill
"No elements of dominance or control over others; purely individual experience."
-
Escapism
Game with the same Escapism vibe
4"Strong narrative and atmospheric setting provide immersive escape from reality."
New York Mysteries: High Voltage Collector's Edition
"Strong atmosphere and narrative provide immersive escape from reality."
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Expectation
Game with the same Expectation vibe
-4"Players engage voluntarily for story and atmosphere; no obligation or external pressure noted."
Silence
"Players engage voluntarily for story and atmosphere; no obligation or external pressure."
-
Experimenting
Game with the same Experimenting vibe
2"Encourages exploration and discovery of story elements in non-linear ways."
Gone Home
"Non-linear exploration encourages trying different paths and piecing story elements together."
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Exploration
Game with the same Exploration vibe
4"Strong emphasis on exploring multiple islands, discovering secrets, and uncovering story elements through environment."
Radiation Island
"Exploring a small open island and uncovering story through environmental cues and notes."
-
Expression
Game with the same Expression vibe
-5"No character customization or player expression; fixed narrative and visuals."
Dark Arcana: The Carnival
"No character customization or player expression; fixed narrative and presentation."
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Fantasy
Game with the same Fantasy vibe
3"Story includes supernatural and psychological thriller elements, creating an imaginative fiction."
Erica
"Story involves supernatural and psychological horror elements, creating an imaginative setting."
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Fellowship
Game with the same Fellowship vibe
-5"Solo experience with no social or community features."
Alone in the Dark Prologue
"Solo experience with no social or community features."
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Growth
Game with the same Growth vibe
2"Players learn story details and character backgrounds; limited skill growth but narrative development is present."
Find Love or Die Trying
"Players learn story details and piece together narrative; minimal skill growth."
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Health
Game with the same Health vibe
-5"Sedentary gameplay with no physical activity involved."
World of Tanks Blitz
"Sedentary gameplay with no physical activity involved."
-
Idle
Game with the same Idle vibe
-3"Requires focused attention on reading and exploration; not designed for background or idle play."
Anthology Of The Killer
"Requires continuous attention to explore and read; some waiting for night progression."
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Intimacy
Game with the same Intimacy vibe
-5"No social interaction or relationship building; solitary experience."
[Chilla's Art] Inunaki Tunnel | 犬鳴トンネル
"No social interaction or relationship building; solitary experience."
-
Leadership
Game with the same Leadership vibe
-5"No leadership or group management elements."
High On Life
"No leadership or group management elements."
-
Progression
Game with the same Progression vibe
2"Progression through collecting keys and items to unlock new areas and advance story."
ARAYA
"Progression through story advancement and unlocking new areas via keys and puzzles."
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Relaxation
Game with the same Relaxation vibe
3"Atmospheric music and pacing create a contemplative, immersive experience."
The Red Strings Club
"Atmospheric pacing and ambient music create a contemplative, immersive experience."
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Sensation
Game with the same Sensation vibe
2"Visuals and sound design contribute to mood but sensory stimulation is moderate and subtle."
Event[0]
"Mood and tension built through sound design and lighting rather than intense sensory stimulation."
-
Status
Game with the same Status vibe
-5"No social recognition or status systems."
Alan Wake
"No social recognition or status systems."
-
Story
Game with the same Story vibe
5"Narrative immersion through environmental storytelling and visual narrative is a core motivation."
Aporia: Beyond The Valley
"Core focus on narrative immersion through environmental storytelling and text."
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Strategy
Game with the same Strategy vibe
-3"Minimal problem solving with simple puzzles; no complex planning or strategy."
Fingerbones
"Minimal puzzle solving with straightforward solutions; no complex strategy required."
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Thrill
Game with the same Thrill vibe
3"Psychological horror and suspense build tension and deliver moments of unease and fright."
The Windows Are Gone
"Psychological horror and tension build suspense and unease."
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Value
Game with the same Value vibe
4"Players find the short but impactful experience worth the low price."
A Wolf in Autumn
"Players generally feel the short experience is worth the low price."
-
Violence
Game with the same Violence vibe
-5"No combat or destructive gameplay; focus on exploration and story."
Lifeless Planet Premier Edition
"No combat or destructive gameplay; focus on exploration and story."
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Survival
Game with the same Survival vibe
1"Some tension from limited resources like flashlight batteries and navigating at night, but no strong survival mechanics."
Krypta FM
"Some tension from flashlight battery management and dark environments, but no real survival mechanics."
Analysis
Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Survival, Violence, Fellowship, Expression. Here, the score leans higher than usual among comparable games on Survival. It leans lower than usual among comparable games on Strategy, Competence.
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