The Wake: Mourning Father, Mourning Mother similar games & best alternatives

The Wake: Mourning Father, Mourning Mother

PC (Microsoft Windows), Mac • 2020

Should you play it?

The Wake is a record of past wounds opened at a three-day funeral. The journal is encoded with a simple substitution cipher that the player must break in order to reveal the writer’s psyche and discover the contradictions that define him.

What works
  • Deep, emotionally resonant narrative
  • Unique cipher puzzle mechanics
  • Introspective and personal storytelling
  • Accessible puzzle difficulty with in-game aids
  • Atmospheric music and presentation
Things to keep in mind
  • Short playtime and limited gameplay depth
  • Puzzle mechanics can feel repetitive or frustrating
  • Story may be too personal or niche for some players
  • Interface and text readability issues
  • Lack of traditional game elements or variety

What to play next

Top picks

Games that feel the closest overall

  • Journal

  • As Long As You're Here

  • Odyssey - The Story of Science

  • Greyfox RPG

  • Perfect Tides

  • Biphase

  • The Lion's Song: Episode 1 - Silence

  • Banter Schooldays!!三〇一室无一人

  • The Star Named EOS

Hidden Gems

Less popular games with surprisingly high similarity

  • Journal

  • As Long As You're Here

  • Odyssey - The Story of Science

If you liked…

Recommendations by what you enjoyed most

  • Story

    HOW WE KNOW WE'RE ALIVE

  • Autonomy

    The Walking Fish 2: Final Frontier

  • Escapism

    Press Any Button

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 Wake: Mourning Father, Mourning Mother: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Violence, Fantasy, Story, Thrill. Here, the score leans higher than usual among comparable games on Story, Intimacy. It leans lower than usual among comparable games on Fantasy.

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 have freedom to explore, solve puzzles, and make choices affecting story interpretation."

    Capsule for The Walking Fish 2: Final Frontier The Walking Fish 2: Final Frontier

    "Players direct their own puzzle-solving and exploration of the story, with freedom to approach cipher decoding and narrative interpretation."

  • Competence

    Game with the same Competence vibe

    2

    "Puzzle solving requires attention and logic but is generally light and accessible, with some variation in difficulty."

    Capsule for Ticy Adventure Club : Queen of the Spring Ticy Adventure Club : Queen of the Spring

    "Puzzle solving requires some skill and reasoning, but difficulty is moderate and aided by in-game tools and hints."

  • Competition

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    "No competitive elements; focus is on personal story experience without comparison to others."

    Capsule for CLANNAD CLANNAD

    "No competitive elements; focus is on personal experience and story engagement without comparison to others."

  • Continuation

    Game with the same Continuation vibe

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    "Short playtime (~1 hour) encourages a single-session experience; some players report emotional impact that may encourage reflection but not habitual long-term play."

    Capsule for and Roger and Roger

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  • Cooperation

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    "Single-player experience focused on individual interaction with puzzles and story; no multiplayer or cooperative gameplay."

    Capsule for Crushed In Time Crushed In Time

    "Single-player experience focused on individual interaction with puzzles and story; no cooperative gameplay."

  • Creativity

    Game with the same Creativity vibe

    2

    "Players creatively solve puzzles and interrogations, but within a structured narrative and predefined scenarios."

    Capsule for Dry Drowning Dry Drowning

    "Players creatively decode ciphers and interpret narrative layers, though within a fixed story and puzzle framework."

  • Domination

    Game with the same Domination vibe

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    "No elements of exerting control or superiority over others; interactions are solitary and introspective."

    Capsule for The Rise of the Golden Idol The Rise of the Golden Idol

    "No elements of exerting control or superiority over others; interactions are solitary and introspective."

  • Escapism

    Game with the same Escapism vibe

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    "Players engage with philosophical and emotional themes, providing distraction and emotional catharsis."

    Capsule for Press Any Button Press Any Button

    "Players engage with a deeply personal and emotional story that may provide distraction and emotional catharsis."

  • Expectation

    Game with the same Expectation vibe

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    "Engagement is voluntary and driven by intrinsic interest in puzzles and creativity rather than obligation."

    Capsule for King Rabbit - Puzzle King Rabbit - Puzzle

    "Engagement appears driven by intrinsic interest in the narrative and puzzles rather than external obligation."

  • Experimenting

    Game with the same Experimenting vibe

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    "Some novelty in puzzle types and cooperative mechanics, but overall puzzles follow established patterns."

    Capsule for Unboxing the Cryptic Killer Unboxing the Cryptic Killer

    "Some novelty in cipher types and puzzle solving, though puzzle mechanics are relatively simple and consistent."

  • Exploration

    Game with the same Exploration vibe

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    "Exploration of story through multiple perspectives and uncovering different narrative layers."

    Capsule for Mayjasmine Episode01 - What is God? Mayjasmine Episode01 - What is God?

    "Exploration of story through decoding and reading, uncovering hidden meanings and emotional layers."

  • Expression

    Game with the same Expression vibe

    -3

    "Limited character customization or visual expression; presentation is fixed and focused on narrative text and art."

    Capsule for SeaBed SeaBed

    "Limited customization or self-expression; presentation is fixed and narrative-driven."

  • Fantasy

    Game with the same Fantasy vibe

    -5

    "Grounded in realistic, autobiographical themes and settings without fantasy or improbable elements."

    Capsule for Home is Where One Starts... Home is Where One Starts...

    "Strongly grounded in realistic, autobiographical themes and family dynamics; no fantasy elements."

  • Fellowship

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    "Experience is solitary with minimal social interaction or community involvement."

    Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

    "Experience is solitary with minimal social interaction or community involvement."

  • Growth

    Game with the same Growth vibe

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    "Players develop puzzle-solving skills and emotional understanding through story progression."

    Capsule for The Last Campfire The Last Campfire

    "Players develop puzzle-solving skills and engage in emotional and intellectual reflection prompted by the story."

  • 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 focused attention on puzzles and reading; not suitable for casual or background play."

    Capsule for Darkness Within 1: In Pursuit of Loath Nolder Darkness Within 1: In Pursuit of Loath Nolder

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

  • Intimacy

    Game with the same Intimacy vibe

    2

    "Emotional intimacy through deep character relationships and narrative, but no social interaction."

    Capsule for The House in Fata Morgana The House in Fata Morgana

    "Emotional intimacy through deep narrative engagement, though no direct social or relational interactions."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements; entirely single-player and self-directed."

    Capsule for looK INside - Chapter 1 looK INside - Chapter 1

    "No leadership or group management elements; entirely single-player and self-directed."

  • Progression

    Game with the same Progression vibe

    1

    "Progression through chapters and puzzle completion, but no item collection or upgrades."

    Capsule for Insomnia: Theater in the Head Insomnia: Theater in the Head

    "Progression through story chapters and puzzle completion, but no accumulation of items or upgrades."

  • Relaxation

    Game with the same Relaxation vibe

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    "Some players find puzzles relaxing and engaging, others find certain puzzles frustrating."

    Capsule for First Class Escape: The Train of Thought First Class Escape: The Train of Thought

    "Some players find the experience contemplative and calming, though others find puzzles frustrating."

  • Sensation

    Game with the same Sensation vibe

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    "Atmospheric audio and visuals create mood but sensory stimulation is subtle and somber."

    Capsule for This War of Mine This War of Mine

    "Atmospheric music and visuals provide moderate sensory stimulation, but overall subdued and somber tone."

  • Status

    Game with the same Status vibe

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    "No social recognition or status systems; experience is private and personal."

    Capsule for Without a Dawn Without a Dawn

    "No social recognition or status systems; experience is private and personal."

  • Story

    Game with the same Story vibe

    5

    "Core focus on narrative immersion with a strong, emotional story."

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    "Core focus on narrative immersion with a deeply personal, emotional story driving the experience."

  • Strategy

    Game with the same Strategy vibe

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    "Puzzles require logical thinking and problem solving but are generally straightforward."

    Capsule for Boxes: Lost Fragments Boxes: Lost Fragments

    "Requires logical thinking and puzzle-solving strategies, though puzzles are relatively simple and guided."

  • Thrill

    Game with the same Thrill vibe

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    "Low suspense or risk; experience is contemplative rather than thrilling or tense."

    Capsule for Deathless Death Deathless Death

    "Low suspense or risk; experience is contemplative rather than thrilling or tense."

  • Value

    Game with the same Value vibe

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    "Generally perceived as good value for price given quality and length, especially on sale."

    Capsule for Unboxing the Cryptic Killer Unboxing the Cryptic Killer

    "Generally perceived as good value for price during sales; short but meaningful experience."

  • Violence

    Game with the same Violence vibe

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    "No violent content; focus on emotional and narrative themes."

    Capsule for 第七号列车 - Train No. 7 第七号列车 - Train No. 7

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  • Survival

    Game with the same Survival vibe

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    "No survival or threat avoidance mechanics; stable, low-risk gameplay environment."

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    "No survival or threat avoidance mechanics; stable, low-risk gameplay environment."

Last update: 12/07/2026