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To the Moon similar games & best alternatives

To the Moon

PC (Microsoft Windows) • 2012

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Quick resume

A story-driven experience about two doctors traversing backwards through a dying man's memories to artificially fulfill his last wish.

Global score

96/100

Genres

Adventure, Indie, Role-playing (RPG)

Similar games

    Pros

    • Exceptional emotional storytelling
    • Beautiful soundtrack
    • Memorable characters
    • Short, impactful experience
    • Accessible gameplay

    Cons

    • Simple and repetitive gameplay
    • Clunky controls
    • Limited player agency
    • Dated graphics
    • Some minor bugs and achievement issues

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      -3

      "Gameplay is linear and story-driven with limited player control and expression, following a fixed narrative path."

      Capsule for Senua’s Saga: Hellblade II Senua’s Saga: Hellblade II

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    • Competence

      Game with the same Competence vibe

      -4

      "Gameplay involves simple exploration and interaction with minimal challenge or skill testing."

      Capsule for A Work of Art A Work of Art

      "Gameplay involves simple puzzles and walking simulator elements with minimal skill or challenge."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements or comparison with others; focus is on personal story experience."

      Capsule for Fluffy Store Fluffy Store

      "No competitive elements or comparison with others; focus is on personal story experience."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players often engage in a single, continuous session due to short length and emotional narrative."

      Capsule for Old Man's Journey Old Man's Journey

      "Players often engage in full playthroughs and some replay for emotional impact, but sessions are short."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience with no multiplayer or cooperative gameplay."

      Capsule for Stray Stray

      "Single-player experience with no multiplayer or cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      -4

      "Players follow a fixed story with no creation or modification elements."

      Capsule for The Song of Saya The Song of Saya

      "Players follow a fixed narrative with no creation or modification elements."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others."

      Capsule for Hello Charlotte EP2: Requiem Aeternam Deo Hello Charlotte EP2: Requiem Aeternam Deo

      "No elements of exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong emotional immersion and escapism through storytelling, music, and character-driven drama."

      Capsule for Life is Strange: Before the Storm Life is Strange: Before the Storm

      "Strong emotional immersion and escapism through story and music, providing distraction from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily driven by intrinsic interest in story and emotional experience."

      Capsule for Rakuen Rakuen

      "Players engage voluntarily driven by intrinsic interest in story and emotional experience."

    • Experimenting

      Game with the same Experimenting vibe

      -4

      "Gameplay is straightforward and linear with no exploration of mechanics or testing limits; familiar visual novel format."

      Capsule for Serre Serre

      "Gameplay is straightforward and linear with little novelty or experimentation."

    • Exploration

      Game with the same Exploration vibe

      -3

      "Limited exploration of small, familiar environments; focus is on narrative discovery rather than spatial exploration."

      Capsule for Actual Sunlight Actual Sunlight

      "Some exploration of memory fragments and environments but within a limited, familiar narrative structure."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or self-expression features."

      Capsule for Getting Over It with Bennett Foddy Getting Over It with Bennett Foddy

      "No character customization or self-expression features."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Story involves imaginative fiction, time loops, and sci-fi elements, though grounded in emotional realism."

      Capsule for Impostor Factory Impostor Factory

      "Narrative involves fictional memory alteration and sci-fi elements, but grounded in emotional realism."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Primarily a solo experience with minimal social interaction."

      Capsule for Monument Valley 2 Monument Valley 2

      "Primarily a solo experience with minimal social interaction."

    • Growth

      Game with the same Growth vibe

      2

      "Players gain insight and emotional understanding through narrative exploration, though no skill growth."

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

      "Players gain emotional insight and narrative understanding, though limited skill growth."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity involved."

      Capsule for Grand Theft Auto V Enhanced Grand Theft Auto V Enhanced

      "Sedentary gameplay with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention to follow the story; not designed for background or casual intermittent play."

      Capsule for A Bird Story A Bird Story

      "Requires focused attention to follow story; not suited for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Emotional connection to characters and story fosters a sense of closeness and empathy."

      Capsule for Contrast Contrast

      "Emotional connection to characters and story fosters a sense of closeness and empathy."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements."

      Capsule for High On Life High On Life

      "No leadership or group management elements."

    • Progression

      Game with the same Progression vibe

      1

      "Narrative progression through story events rather than item or power accumulation."

      Capsule for A Bird Story A Bird Story

      "Narrative progression through story milestones rather than item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "Generally relaxing and emotionally cathartic experience with gentle pacing."

      Capsule for Kindred Spirits on the Roof Kindred Spirits on the Roof

      "Calm pacing and emotional flow provide a relaxing and cathartic experience."

    • Sensation

      Game with the same Sensation vibe

      2

      "Atmosphere and music provide emotional engagement and sensory stimulation, though graphics are simple."

      Capsule for Labyronia RPG 2 Labyronia RPG 2

      "Music and emotional tone provide sensory and emotional stimulation, though graphics are simple."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems."

      Capsule for Alan Wake Alan Wake

      "No social recognition or status systems."

    • Story

      Game with the same Story vibe

      5

      "Core focus on narrative immersion and emotional storytelling."

      Capsule for Florence Florence

      "Core focus on narrative immersion with strong emotional storytelling."

    • Strategy

      Game with the same Strategy vibe

      -4

      "Minimal strategic or problem-solving gameplay; mostly linear exploration."

      Capsule for Bad Parenting 1: Mr. Red Face Bad Parenting 1: Mr. Red Face

      "Minimal strategic or problem-solving gameplay; mostly linear story progression."

    • Thrill

      Game with the same Thrill vibe

      -3

      "Emotional tension and poignancy replace suspense or risk-based thrills."

      Capsule for Necrobarista Necrobarista

      "Emotional tension rather than suspense or risk-based thrill."

    • Value

      Game with the same Value vibe

      3

      "Highly praised for narrative depth and emotional impact despite short length; recommended especially on sale."

      Capsule for The Red Strings Club The Red Strings Club

      "Highly praised for emotional and narrative value despite short length and simple gameplay."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay elements."

      Capsule for The Journey Down: Chapter Two The Journey Down: Chapter Two

      "No combat or destructive gameplay elements."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat avoidance mechanics."

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      "No survival or threat avoidance mechanics."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Idle, Creativity.

    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