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The White Laboratory similar games & best alternatives

The White Laboratory

PC (Microsoft Windows) • 2019

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Quick resume

The White Laboratory is a sandbox style physics-based tower defense and RTS game in which you modularly build and command robotic structures. Use them to defend against or conquer other disobedient mechanical blocks on a facility floating in the atmosphere of a remote gas planet.

Global score

78/100

Genres

Indie, Strategy

Similar games

    Pros

    • Innovative modular tower defense and rts hybrid
    • High creativity and freedom in building
    • Realistic physics simulation
    • Minimalist sci-fi aesthetic
    • Sandbox mode for experimentation

    Cons

    • Limited content and short campaign
    • Clunky controls and camera issues
    • Physics can be wonky and frustrating
    • Lack of multiplayer or social features
    • Bugs and crashes reported by users

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      5

      "Players have full control over building, wiring, and creating their own worlds and minigames with extensive freedom."

      Capsule for Brickadia Brickadia

      "Players have full freedom to build and customize towers and units with modular parts, deciding their own strategies and designs."

    • Competence

      Game with the same Competence vibe

      4

      "Game requires skillful block placement, managing physics, and strategic use of powers, with a learning curve and skill mastery."

      Capsule for Tricky Towers Tricky Towers

      "The game requires skillful management of physics-based building, strategic placement, and real-time adjustments, with a notable learning curve."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on single-player experience with no mention of multiplayer or leaderboards; players compete against game challenges rather than others."

      Capsule for Reverse Collapse: Code Name Bakery Reverse Collapse: Code Name Bakery

      "Focus is on single-player experience with no multiplayer or leaderboards; players compete against game challenges rather than others."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players enjoy repeated play in sandbox and wave modes, but limited content may reduce long-term habitual play."

      Capsule for Project Gunship Project Gunship

      "Players enjoy the unique mechanics and sandbox mode, but limited content and bugs reduce long-term engagement."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "No multiplayer or cooperative gameplay; all play is solo and individual."

      Capsule for Furious Angels Furious Angels

      "No multiplayer or cooperative gameplay; all play is individual and self-directed."

    • Creativity

      Game with the same Creativity vibe

      5

      "High creativity in building structures, customizing world map tiles, creating sects, and shaping the sandbox environment."

      Capsule for The Matchless Kungfu The Matchless Kungfu

      "High creativity encouraged through modular building of towers and flying units, with sandbox mode for experimentation."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of dominance or power over others; gameplay is individual and cooperative social dynamics are absent."

      Capsule for Zet Zillions Zet Zillions

      "No evidence of dominance or power over others; gameplay is solitary and cooperative social dynamics are absent."

    • Escapism

      Game with the same Escapism vibe

      3

      "Players use the game as a challenging distraction and social experience, escaping real life through intense gameplay."

      Capsule for FORCED: Slightly Better Edition FORCED: Slightly Better Edition

      "Players use the game as a challenging distraction and creative outlet, escaping real life through strategic and building gameplay."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment; no indication of obligation or external pressure."

      Capsule for Atomic Heart Atomic Heart

      "Players engage voluntarily out of interest and enjoyment; no indication of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      5

      "Strong emphasis on trying new designs, testing mechanics, and exploring building possibilities."

      Capsule for MachineCraft MachineCraft

      "Strong emphasis on trying new designs, testing physics, and experimenting with different tower and unit configurations."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore diverse levels and sandbox environments, uncover secrets and lore."

      Capsule for BONELAB BONELAB

      "Players explore different levels and strategies, including non-linear progression and sandbox challenges."

    • Expression

      Game with the same Expression vibe

      4

      "Players express themselves through unique factory designs and blueprint creations."

      Capsule for Factorio Factorio

      "Players express themselves through unique tower and unit designs, saved in an invention database."

    • Fantasy

      Game with the same Fantasy vibe

      -2

      "Game is grounded in a surreal but plausible physics-based challenge rather than imaginative fiction or roleplaying."

      Capsule for Pogostuck: Rage With Your Friends Pogostuck: Rage With Your Friends

      "Game is grounded in realistic physics and plausible sci-fi setting rather than high fantasy or improbable fiction."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No community or social features; play is solitary without shared achievements or group identity."

      Capsule for Merge Maestro Merge Maestro

      "No social or community features; play is solitary without group identity or shared achievements."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop skills in building and understanding game physics, though no formal progression."

      Capsule for People Playground People Playground

      "Players develop skills in physics-based building and strategy, though content limitations restrict extended growth."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity or health-related features."

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

      "Sedentary gameplay with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and micromanagement; not suited for casual or background play."

      Capsule for Space Empires V Space Empires V

      "Requires focused attention and micromanagement; not suited for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional connections are formed; interactions are limited to gameplay."

      Capsule for NOT A HERO NOT A HERO

      "No social or emotional connections formed; interactions are limited to single-player gameplay."

    • Leadership
      Insufficient data

      No nearest game available

    • Progression

      Game with the same Progression vibe

      3

      "Players accumulate items, upgrades, and level progress, though some find progression limited or repetitive."

      Capsule for Backrooms: Extractions Backrooms: Extractions

      "Players accumulate and manage modular parts and upgrades, but progression is limited by content and level design."

    • Relaxation

      Game with the same Relaxation vibe

      -1

      "Gameplay can be tense and challenging, with moments of flow but also frequent pressure and difficulty spikes."

      Capsule for Mindustry Mindustry

      "Gameplay can be tense and challenging, with some players finding it stressful due to difficulty spikes and physics issues."

    • Sensation

      Game with the same Sensation vibe

      2

      "Pleasant visuals and sound design enhance enjoyment but sensory stimulation is moderate and not intense."

      Capsule for Windward Horizon Windward Horizon

      "Enjoyment from visual style, sound design, and physics-based interactions, though sensory input is moderate and minimalistic."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems present."

      Capsule for Crying Suns Crying Suns

      "No social recognition or status systems present."

    • Story

      Game with the same Story vibe

      1

      "Simple narrative backdrop for gameplay; story is minimal and mostly context."

      Capsule for Pang Adventures Pang Adventures

      "Minimal narrative context; some background and setting provided but gameplay is mostly mechanics-driven."

    • Strategy

      Game with the same Strategy vibe

      5

      "Strong strategic elements in tower placement, unit control, and resource management."

      Capsule for Toy Soldiers Toy Soldiers

      "Strong strategic elements in tower placement, resource management, and real-time tactical decisions."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some tension from challenging waves and randomness, but overall moderate suspense."

      Capsule for Rogue Tower Rogue Tower

      "Some tension and challenge from enemy waves and physics unpredictability, but not high suspense or risk."

    • Value

      Game with the same Value vibe

      1

      "Generally considered worth the price by players, though some mention short length and bugs affecting value."

      Capsule for Fears to Fathom - Woodbury Getaway Fears to Fathom - Woodbury Getaway

      "Generally considered worth the price by players, though some feel content is lacking and bugs reduce value."

    • Violence

      Game with the same Violence vibe

      2

      "Combat involves defeating enemies, but violence is abstract and cartoonish rather than graphic."

      Capsule for Spin Hero Spin Hero

      "Combat involves destroying enemy units and structures, but violence is abstract and mechanical rather than graphic."

    • Survival

      Game with the same Survival vibe

      4

      "Core gameplay involves defending against waves of enemies, managing resources, and avoiding base destruction."

      Capsule for Protolife Protolife

      "Core gameplay involves defending base and surviving enemy attacks with resource and structural management."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Fellowship, Cooperation, Leadership, Violence. It leans lower than usual among comparable games on Fantasy, Relaxation, Value.

    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