Tide—1927— similar games & best alternatives

Tide—1927—

2023

Should you play it?

In the 16th year of the Republic of China, Shanghai. Bai Youfu, a young girl who was dissatisfied with the arranged marriage, saw the news of her fiancé's murder in the newspaper one day, pointing to the innocent woman as the murderer. In order to protect her father, she decides to leave home.

What works
  • Deep and engaging historical narrative
  • Multiple endings and branching storylines
  • Strong character development and emotional depth
  • Beautiful cg art and atmospheric music
  • Independent development with thoughtful cultural context
Things to keep in mind
  • Protagonist often perceived as passive or lacking agency
  • Limited gameplay mechanics beyond reading and choice
  • Some storylines or character arcs feel abrupt or underdeveloped
  • Lack of voice acting and full localization limits accessibility
  • Ui and technical issues reported (e.g., windowed mode only)

What to play next

Top picks

Games that feel the closest overall

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  • My Big Sister

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  • Space Pilgrim Episode IV: Sol

  • The logic of the miniature garden

  • Free Will

  • Tina: Swordswoman of the Scarlet Prison

  • 第七号列车 - Train No. 7

Search more ->

Hidden Gems

Less popular games with surprisingly high similarity

  • Mercury Abbey

  • Soul Touch

  • Sorry! I surrounded beauty!

If you liked…

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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 to preview that game in the panel on the right; click to keep that comparison.
  • 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).

Tide—1927—: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Survival, Violence, Competition, Thrill. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Competence, Expression.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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  • Competence

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  • Competition

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    "No evidence of competitive elements; gameplay is single-player, story-driven, with no player-vs-player or ranking systems."

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  • Continuation

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    "Multiple endings and branching storylines encourage replay and extended play sessions."

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  • Cooperation

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  • Creativity

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    "Players explore different narrative branches and endings, but no creation or modification of game elements."

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  • Domination

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    "No indications of exerting control or superiority over others; interactions are narrative and character-driven."

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  • Escapism

    Game with the same Escapism vibe

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    "Players immerse in a heavy, emotional narrative to escape and reflect on real historical and social issues."

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  • Expectation

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    "Players engage voluntarily out of interest in history and story; no obligation or pressure."

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  • Experimenting

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    "Multiple story branches and endings encourage players to try different choices and explore new narrative possibilities."

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  • Exploration

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    "Players discover new story branches, hidden endings, and character backgrounds through exploration of narrative paths."

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  • Expression

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    "Limited customization; players experience preset characters and storylines without avatar personalization."

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  • Fantasy

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    "Set in a historical period with some fictionalized elements and dramatization."

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  • Fellowship

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    "Focus on individual play and narrative without social or community features."

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  • Growth

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    "Narrative centers on protagonist's psychological growth and maturation; players learn story and improve skills."

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  • Health

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    "No physical activity or health-related gameplay elements; sedentary visual novel format."

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  • Idle

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    "Requires focused reading and decision-making; not designed for casual or background play."

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  • Intimacy

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    "Emotional connections and relationships between characters are central, with romantic and friendship themes."

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    "Emotional connections and relationships with characters are central, including romantic and friendship bonds."

  • Leadership

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    "No leadership or group management mechanics; player follows narrative paths without directing others."

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  • Progression

    Game with the same Progression vibe

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    "Progression through unlocking story branches, endings, and character information; no item or power accumulation."

    Capsule for Knell of St. Godhrkar Knell of St. Godhrkar

    "Progression through unlocking story branches, endings, and character insights rather than item or power accumulation."

  • Relaxation

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    "Calm, contemplative atmosphere with soothing music balances the emotional tension of the story."

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  • Sensation

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    "Visual and auditory elements support mood but are understated; focus is on narrative rather than sensory stimulation."

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  • Status

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    "No social status or recognition systems; gameplay is private and individual."

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  • Story

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    "Strong narrative focus with multiple endings, character development, and mature themes driving player engagement."

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  • Strategy

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    "Some decision making with consequences, but limited complex problem solving or planning."

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  • Thrill

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    "Emotional tension and suspense arise from story events and choices, though no high-risk gameplay."

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  • Value

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    "Players report good value for time with extensive content and engaging story."

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  • Violence

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    "Violence is depicted narratively but not enjoyed as gameplay; focus is on story and emotional impact rather than combat."

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    "Violence is depicted narratively but not enjoyed as gameplay; focus is on story impact rather than combat."

  • Survival

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    "No survival mechanics; stable narrative environment without resource or threat management."

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Last update: 19/07/2026