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The Upturned similar games & best alternatives

The Upturned

PC (Microsoft Windows) • 2022

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Quick resume

A frantic adventure. Welcome to the Upturned Inn: a grand hotel for the dead! You just want to find your room.

Global score

99/100

Genres

Action, Adventure, Indie

Similar games

    Pros

    • Excellent blend of horror and comedy
    • Engaging physics-based gameplay
    • Charming characters and story
    • Good value for price
    • Unique and creative level design

    Cons

    • Limited replayability after first playthrough
    • Some levels can be frustrating or repetitive
    • Ending is ambiguous or less climactic
    • Save system quirks and occasional bugs
    • No multiplayer or social features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have control over combat style, special moves, and puzzle solving approaches, reflecting high personal freedom."

      Capsule for FIGHT KNIGHT FIGHT KNIGHT

      "Players have control over their actions including throwing objects, solving puzzles, and choosing how to approach enemies, indicating a strong sense of personal freedom and decision-making."

    • Competence

      Game with the same Competence vibe

      3

      "The game offers moderate challenge with puzzles and timing-based platforming requiring skill and reaction, but not overly difficult."

      Capsule for Toby: The Secret Mine Toby: The Secret Mine

      "The game offers a moderate challenge with puzzles and platforming that require skill and timing, providing feedback through success and failure (dying 10-25 times), but is not overly difficult."

    • Competition

      Game with the same Competition vibe

      -5

      "The game is single-player focused with no competitive elements or leaderboards; players engage at their own pace without comparison to others."

      Capsule for Yomawari: Midnight Shadows Yomawari: Midnight Shadows

      "The game is single-player focused with no mention of competitive elements or leaderboards; players engage at their own pace without comparison to others."

    • Continuation

      Game with the same Continuation vibe

      3

      "Many players report replayability and nostalgia-driven repeated play sessions."

      Capsule for Hello Neighbor Alpha 2 Hello Neighbor Alpha 2

      "Players report being emotionally invested and wanting to keep playing, though replayability is limited due to the comedic and horror elements losing impact on repeats."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "The game is a single-player experience with no cooperative multiplayer or teamwork elements."

      Capsule for Mortal Sin Mortal Sin

      "The game is a single-player experience with no cooperative multiplayer or teamwork elements."

    • Creativity

      Game with the same Creativity vibe

      4

      "Players creatively use various throwable fruit items and movement mechanics to solve puzzles and traverse levels in multiple ways."

      Capsule for Big Hops Big Hops

      "Players can creatively use physics-based throwing mechanics and interact with many objects in unique ways, including decorating their elevator with collected items."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over other players; interactions are with the game environment only."

      Capsule for Volgarr the Viking Volgarr the Viking

      "No evidence of exerting control or superiority over others; interactions are primarily with game environment and NPCs, not other players."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a fun, lighthearted survival horror experience with humor and story that offers distraction and emotional engagement."

      Capsule for My Friendly Neighborhood My Friendly Neighborhood

      "Players use the game as a fun, chaotic, and immersive escape blending horror and comedy, providing distraction and emotional engagement."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of intrinsic interest and enjoyment, with no indication of obligation or external pressure to play."

      Capsule for Critter Crunch Critter Crunch

      "Players engage voluntarily out of intrinsic interest and enjoyment, with no indication of obligation or external pressure to play."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "The game encourages trying different strategies and experimenting with physics-based puzzles and character abilities."

      Capsule for Shift Happens Shift Happens

      "The game encourages trying new mechanics and creative problem solving with physics and puzzles, though within a structured progression."

    • Exploration

      Game with the same Exploration vibe

      2

      "Exploration of new floors and rooms occurs, but environments are mostly known hotel spaces; some discovery of secrets and events."

      Capsule for Hotel Renovator Hotel Renovator

      "Players explore multiple floors and environments with unique hazards and secrets, but within a defined hotel setting and level structure."

    • Expression

      Game with the same Expression vibe

      3

      "Customization of stores, apartments, and character appearance allows for player self-expression."

      Capsule for Big Ambitions Big Ambitions

      "Players can customize their elevator with collected items, allowing some degree of self-expression and personalization."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Game features imaginative horror fiction with zombies, cultists, supernatural elements, and surreal scenarios."

      Capsule for Nightmare of Decay Nightmare of Decay

      "The game features imaginative fiction with undead hotels, quirky characters, and surreal horror-comedy scenarios."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "The experience is solitary with minimal social interaction beyond NPC dialogues."

      Capsule for Sherlock Holmes: The Awakened (2008) Sherlock Holmes: The Awakened (2008)

      "The experience is solitary with minimal social interaction beyond NPC characters."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop skills in platforming, puzzle solving, and combat through practice and learning."

      Capsule for Tomb Raider I (1996) Tomb Raider I (1996)

      "Players develop skills in platforming, puzzle solving, and managing chaotic combat scenarios, showing learning and improvement."

    • Health

      Game with the same Health vibe

      -5

      "Game is a sedentary single-player experience with no physical activity or health-related features."

      Capsule for Like a Dragon: Ishin! Like a Dragon: Ishin!

      "The game is a sedentary single-player experience with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during combat and platforming; not a background or idle game."

      Capsule for Olija Olija

      "The game requires focused attention during platforming and combat, with some players noting fatigue after extended sessions."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited to lighthearted NPC interactions without deep emotional or social bonding."

      Capsule for Tall Trails Tall Trails

      "Social connections are limited to lighthearted NPC interactions without deep emotional sharing or relationship building."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; the player acts independently."

      Capsule for Nancy Drew®: Ghost of Thornton Hall Nancy Drew®: Ghost of Thornton Hall

      "No leadership or group management elements; the player acts independently."

    • Progression

      Game with the same Progression vibe

      3

      "Players collect items and unlock achievements and bonus content, showing clear progression."

      Capsule for Abyss: The Wraiths of Eden Abyss: The Wraiths of Eden

      "Players collect items, unlock bonus levels, and advance through floors, showing clear progression and accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Game balances tension with humor and casual play, providing some relaxation but also moments of stress."

      Capsule for HALF DEAD 2 HALF DEAD 2

      "The game balances tension and humor, providing moments of flow and catharsis but also frequent panic and stress."

    • Sensation

      Game with the same Sensation vibe

      3

      "The game provides sensory stimulation through unique visuals, eerie audio, and jump scares."

      Capsule for Eronoctosis: Put Yourself Together Eronoctosis: Put Yourself Together

      "The game offers sensory stimulation through chaotic physics, jump scares, humorous dialogue, and a fitting soundtrack."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems; achievements are personal and not publicly ranked."

      Capsule for Bad North: Jotunn Edition Bad North: Jotunn Edition

      "No social recognition or status systems; achievements are personal and not publicly ranked."

    • Story

      Game with the same Story vibe

      3

      "The game has an engaging narrative with multiple endings and lore, though some find it incomplete or ambiguous."

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

      "The game has a narrative with characters, plot development, and emotional engagement, though some find the ending ambiguous."

    • Strategy

      Game with the same Strategy vibe

      2

      "Players engage in puzzle solving and planning, though combat and exploration are straightforward."

      Capsule for Little Big Adventure – Twinsen’s Quest Little Big Adventure – Twinsen’s Quest

      "Players use problem solving and planning to navigate puzzles and enemy encounters, though the gameplay is relatively straightforward."

    • Thrill

      Game with the same Thrill vibe

      4

      "Game delivers suspense, jump scares, and adrenaline-inducing chase sequences."

      Capsule for The Designer's Curse The Designer's Curse

      "The game delivers suspense, jump scares, and frantic chase sequences that create excitement and relief."

    • Value

      Game with the same Value vibe

      4

      "Players feel the game offers good value for its price with satisfying gameplay and humor."

      Capsule for Terror of Hemasaurus Terror of Hemasaurus

      "Players feel the game offers excellent value for its $10 price with quality content, humor, and gameplay."

    • Violence

      Game with the same Violence vibe

      3

      "Combat and destruction are core gameplay elements; players enjoy explosive and chaotic violence."

      Capsule for THE FINALS THE FINALS

      "Players engage in combat by throwing objects at enemies and destroying furniture, enjoying chaotic destruction."

    • Survival

      Game with the same Survival vibe

      3

      "Players must avoid death and manage threats in tense scenarios, adding survival challenge."

      Capsule for USAC: Code Breach USAC: Code Breach

      "Players must avoid death by managing threats and using resources strategically, with tense survival moments."

    Analysis

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

    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