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The World Next Door similar games & best alternatives

The World Next Door

PC (Microsoft Windows), Nintendo Switch, Mac • 2019

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Quick resume

An addictive mix of lightning-fast puzzle battles, powerful storytelling and immersive visual novel elements, The World Next Door follows Jun, a rebellious teen girl trapped in a parallel realm inhabited by magical creatures, who must find her way home before time runs out.

Global score

80/100

Genres

Action, Adventure, Indie, Visual Novel, Puzzle

Similar games

    Pros

    • Unique and engaging combat system
    • Beautiful art and character design
    • Charming story and characters
    • Relaxing soundtrack and atmosphere
    • Accessible difficulty with assist mode

    Cons

    • Short game length
    • Some combat control issues and jankiness
    • Abrupt and incomplete feeling ending
    • Limited character development depth
    • Minimal replayability and branching

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can choose dialogue options freely and decide when to engage or avoid battles, with some customization of equipment loadouts affecting combat style."

      Capsule for Get In The Car, Loser! Get In The Car, Loser!

      "Players can make dialogue choices affecting character interactions and select companions for battles, indicating some control over actions and decisions."

    • Competence

      Game with the same Competence vibe

      3

      "Combat involves skillful spellcasting and combos; puzzles and exploration provide moderate challenge; some repetitive tasks reduce skill variation."

      Capsule for Hogwarts Legacy Hogwarts Legacy

      "Combat involves skillful real-time match-3 puzzle mechanics with strategic spellcasting and dodging, providing a moderate challenge."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is primarily on solo exploration and puzzle solving; multiplayer modes exist but are rarely played and not central to the experience."

      Capsule for Insanely Twisted Shadow Planet Insanely Twisted Shadow Planet

      "Focus is on single-player story and puzzles with minimal competitive elements; multiplayer versus mode exists but is rarely mentioned."

    • Continuation

      Game with the same Continuation vibe

      -4

      "Very short game (~30-60 minutes) with limited replay value; players tend to finish in one or two sittings."

      Capsule for Florence Florence

      "Game is short (3-6 hours), with some players finishing in one or two sittings; limited replayability due to linear story and few endings."

    • Cooperation

      Game with the same Cooperation vibe

      1

      "Multiplayer allows playing with friends, but mostly players engage in solo skirmishes or campaigns."

      Capsule for Aeon Command Aeon Command

      "Players can invite friends into battles for buffs, but mostly gameplay and story are single-player focused with limited cooperation."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players recruit and customize party composition and experiment with different combat strategies and character skills."

      Capsule for LISA: The Painful LISA: The Painful

      "Unique combat system mixing match-3 with movement and spellcasting; players customize party composition and dialogue choices."

    • Domination

      Game with the same Domination vibe

      -5

      "Interactions emphasize mutual respect and friendship; no evidence of exerting control or superiority over others."

      Capsule for World's Dawn World's Dawn

      "Interactions emphasize friendship and equal relationships; no evidence of exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players enjoy immersion in a fictional, humorous, and nostalgic adventure world, escaping real life."

      Capsule for Runaway, A Road Adventure Runaway, A Road Adventure

      "Players enjoy immersion in a magical alternate world with charming characters and story, providing a pleasant escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -5

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

      Capsule for Moonring Moonring

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

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players can try different dialogue choices and combat strategies, but overall gameplay is structured and linear."

      Capsule for Long Gone Days Long Gone Days

      "Players try different strategies in combat and explore dialogue options, though story progression is mostly linear."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players explore several small areas and discover story elements and mini-games."

      Capsule for Leaving Lyndow Leaving Lyndow

      "Players explore a small world with shrines and side quests, discovering character stories and optional puzzles."

    • Expression

      Game with the same Expression vibe

      2

      "Character customization is limited, but players express themselves through choice of dialogue and decisions."

      Capsule for The Crown of Leaves The Crown of Leaves

      "Players express themselves through dialogue choices and party selection, though character customization is limited."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Set in a magical, fantastical world with imaginative characters and story elements."

      Capsule for Greak: Memories of Azur Greak: Memories of Azur

      "Set in a magical alternate dimension with fantastical creatures and magic, strongly embodying imaginative fiction."

    • Fellowship

      Game with the same Fellowship vibe

      3

      "Strong emphasis on community and bonding with other characters; social interactions are key."

      Capsule for BLUE REFLECTION BLUE REFLECTION

      "Strong emphasis on friendships and community among characters; players build relationships through dialogue and side quests."

    • Growth

      Game with the same Growth vibe

      2

      "Players develop skills in combat and understanding story, but limited character progression."

      Capsule for Alan Wake Alan Wake

      "Players learn combat mechanics and develop strategies; story offers some character development but limited depth."

    • Health

      Game with the same Health vibe

      -5

      "Game is sedentary with no physical activity or health-related features."

      Capsule for For The King For The King

      "Game is sedentary with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during combat and story; not designed for background or idle play."

      Capsule for The Legend of Heroes: Trails of Cold Steel IV The Legend of Heroes: Trails of Cold Steel IV

      "Requires focused attention during combat and story segments; not designed for background or idle play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Players form emotional connections with characters through dialogue and story, fostering meaningful relationships."

      Capsule for Minds Beneath Us Minds Beneath Us

      "Players form meaningful connections with characters through dialogue and side quests, fostering emotional engagement."

    • Leadership

      Game with the same Leadership vibe

      1

      "Players manage party composition and skills but do not lead other players or groups."

      Capsule for Born of Bread Born of Bread

      "Players select party members and manage combat roles but do not lead or manage groups beyond this."

    • Progression

      Game with the same Progression vibe

      3

      "Players collect items, unlock upgrades, and complete quests to progress."

      Capsule for Super Chipflake Ü: Quest for the Uncooked Schnitzel Super Chipflake Ü: Quest for the Uncooked Schnitzel

      "Players collect items, complete side quests, and unlock abilities; some achievements tied to progression."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Chill soundtrack and smooth gameplay provide a relaxing experience for many players."

      Capsule for Marble Skies Marble Skies

      "Generally relaxing and charming experience with a chill soundtrack and moderate challenge."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable art, music, and sound design provide sensory stimulation and emotional engagement."

      Capsule for The Murder of Sonic the Hedgehog The Murder of Sonic the Hedgehog

      "Enjoyable visual art, music, and sound design provide sensory stimulation and emotional engagement."

    • Status

      Game with the same Status vibe

      -4

      "Game focuses on personal story and relationships without social recognition or status competition."

      Capsule for A Little Lily Princess A Little Lily Princess

      "Game focuses on personal story and relationships without social recognition or status competition."

    • Story

      Game with the same Story vibe

      4

      "Narrative-driven with multiple endings, character interactions, and meaningful player choices influencing plot."

      Capsule for Dead Age Dead Age

      "Narrative-driven with character interactions, dialogue choices, and an overarching plot, though some find ending abrupt."

    • Strategy

      Game with the same Strategy vibe

      3

      "Combat requires planning use of action points, skill combos, and positioning."

      Capsule for Megadimension Neptunia VIIR Megadimension Neptunia VIIR

      "Combat requires planning spell combos, positioning, and timing to overcome enemies effectively."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some tension in combat and boss fights, but overall experience is more relaxed than thrilling."

      Capsule for Crea Crea

      "Some tension in combat due to enemy attacks and time pressure, but overall experience is more relaxing than thrilling."

    • Value

      Game with the same Value vibe

      3

      "Generally considered good value especially on sale; short length noted but quality praised."

      Capsule for Tails of Iron Tails of Iron

      "Generally considered good value especially on sale; short length noted but quality and charm appreciated."

    • Violence

      Game with the same Violence vibe

      1

      "Combat involves defeating enemies but is stylized and not focused on graphic violence or destruction."

      Capsule for Slots & Daggers Slots & Daggers

      "Combat involves magical attacks on enemies but is stylized and not focused on graphic violence."

    • Survival

      Game with the same Survival vibe

      2

      "Players manage health and resources to avoid failure in combat; some strategic defense required."

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      "Players manage health and avoid damage in combat to survive battles; failure results in minor setbacks."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Intimacy, Survival, Violence, Competition. Here, the score leans higher than usual among comparable games on Survival, Leadership. It leans lower than usual among comparable games on Continuation.

    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