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The Moon Sliver similar games & best alternatives

The Moon Sliver

PC (Microsoft Windows), Mac • 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

    • 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."

      Capsule for RiME RiME

      "Players freely explore the island in any order, choosing how to uncover the story and solve light puzzles."

    • Competence

      Game with the same Competence vibe

      -2

      "Gameplay involves simple tasks and one easy puzzle; minimal skill or challenge required."

      Capsule for Answer Knot Answer Knot

      "Gameplay involves simple exploration and light puzzle solving with minimal challenge or skill testing."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements; focus is on personal exploration and narrative experience."

      Capsule for The Vanishing of Ethan Carter The Vanishing of Ethan Carter

      "No competitive elements; focus is on personal exploration and narrative experience."

    • Continuation

      Game with the same Continuation vibe

      1

      "Short game designed for one sitting; some players replay for alternate dialogue or developer commentary."

      Capsule for Subsurface Circular 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."

      Capsule for Fantasynth One 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."

      Capsule for Zero Escape: Zero Time Dilemma 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."

      Capsule for Windosill 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."

      Capsule for New York Mysteries: High Voltage Collector's Edition New York Mysteries: High Voltage Collector's Edition

      "Strong atmosphere and narrative provide immersive escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Silence 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."

      Capsule for Gone Home Gone Home

      "Non-linear exploration encourages trying different paths and piecing story elements together."

    • Exploration

      Game with the same Exploration vibe

      4

      "Strong emphasis on exploring multiple islands, discovering secrets, and uncovering story elements through environment."

      Capsule for Radiation Island 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."

      Capsule for Dark Arcana: The Carnival Dark Arcana: The Carnival

      "No character customization or player expression; fixed narrative and presentation."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Story includes supernatural and psychological thriller elements, creating an imaginative fiction."

      Capsule for Erica Erica

      "Story involves supernatural and psychological horror elements, creating an imaginative setting."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Solo experience with no social or community features."

      Capsule for Alone in the Dark Prologue Alone in the Dark Prologue

      "Solo experience with no social or community features."

    • Growth

      Game with the same Growth vibe

      2

      "Players learn story details and character backgrounds; limited skill growth but narrative development is present."

      Capsule for Find Love or Die Trying Find Love or Die Trying

      "Players learn story details and piece together narrative; minimal skill growth."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity involved."

      Capsule for World of Tanks Blitz 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."

      Capsule for Anthology Of The Killer Anthology Of The Killer

      "Requires continuous attention to explore and read; some waiting for night progression."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social interaction or relationship building; solitary experience."

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

      Capsule for High On Life 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."

      Capsule for ARAYA ARAYA

      "Progression through story advancement and unlocking new areas via keys and puzzles."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Atmospheric music and pacing create a contemplative, immersive experience."

      Capsule for The Red Strings Club The Red Strings Club

      "Atmospheric pacing and ambient music create a contemplative, immersive experience."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visuals and sound design contribute to mood but sensory stimulation is moderate and subtle."

      Capsule for Event[0] 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."

      Capsule for Alan Wake 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."

      Capsule for Aporia: Beyond The Valley Aporia: Beyond The Valley

      "Core focus on narrative immersion through environmental storytelling and text."

    • Strategy

      Game with the same Strategy vibe

      -3

      "Minimal problem solving with simple puzzles; no complex planning or strategy."

      Capsule for Fingerbones Fingerbones

      "Minimal puzzle solving with straightforward solutions; no complex strategy required."

    • Thrill

      Game with the same Thrill vibe

      3

      "Psychological horror and suspense build tension and deliver moments of unease and fright."

      Capsule for The Windows Are Gone The Windows Are Gone

      "Psychological horror and tension build suspense and unease."

    • Value

      Game with the same Value vibe

      4

      "Players find the short but impactful experience worth the low price."

      Capsule for A Wolf in Autumn 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."

      Capsule for Lifeless Planet Premier Edition Lifeless Planet Premier Edition

      "No combat or destructive gameplay; focus on exploration and story."

    • 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."

      Capsule for Krypta FM 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