Umfend similar games & best alternatives

Umfend

PlayStation 4, PC (Microsoft Windows), PlayStation 5 • 2018

Should you play it?

The glass sphere burst in the night of 1996. The world of distortion opened its gates and took away from you someone very important. However, in 2005, the past emerges again to hunt you once more. An atmospheric horror about love and time.

What works
  • Atmospheric and emotional storytelling
  • Unique art style and sound design
  • Engaging exploration and mystery
  • Short and accessible gameplay
  • Thought-provoking narrative
Things to keep in mind
  • Very short playtime
  • Some technical bugs and glitches
  • Slow player movement
  • Minimal gameplay depth
  • Story can be confusing or ambiguous

What to play next

Top picks

Games that feel the closest overall

  • 1000xRESIST

  • Blackwood Crossing

  • The Big Con

  • UNREAL LIFE

  • Port of Call

  • Dreamfall Chapters

  • Space Pilgrim Episode III: Delta Pavonis

  • The Haunted Building

  • The Crown of Leaves

Hidden Gems

Less popular games with surprisingly high similarity

  • Blackwood Crossing

  • The Haunted Building

  • I'a I'a Cofflhu Fhtagnyaa

If you liked…

Recommendations by what you enjoyed most

  • Story

    Submachine: Legacy

  • Escapism

    Yomawari: Midnight Shadows

  • Exploration

    CINERIS SOMNIA

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).

Umfend: A very typical example of its motivational profile. Motivations that often define this kind of title include Strategy, Survival, Violence, Competence. Here, the score leans higher than usual among comparable games on Intimacy, Expression, Exploration.

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 can explore environments and choose when to interact with objects and characters, but the story progression is mostly linear with limited freedom."

    Capsule for Mercury Abbey Mercury Abbey

    "Players have freedom to explore environments and piece together story at their own pace, though gameplay is mostly walking and interacting with objects."

  • Competence

    Game with the same Competence vibe

    1

    "Gameplay involves simple puzzles and exploration with minimal difficulty, providing some skill engagement but mostly straightforward tasks."

    Capsule for Lorelai Lorelai

    "Gameplay involves simple exploration and light puzzle-solving with minimal challenge or skill required."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements; focus is on personal experience and story exploration."

    Capsule for Layers of Fear 2 (2019) Layers of Fear 2 (2019)

    "No competitive elements; focus is on personal experience and story discovery."

  • Continuation

    Game with the same Continuation vibe

    1

    "Short game with some replay value for story interpretation and secrets, but not designed for long habitual play."

    Capsule for That Which Gave Chase That Which Gave Chase

    "Short game with some replay value for story interpretation and collectible hunting, but limited long-term engagement."

  • Cooperation

    Game with the same Cooperation vibe

    -5

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

    Capsule for What Remains of Edith Finch What Remains of Edith Finch

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

  • Creativity

    Game with the same Creativity vibe

    3

    "Creative storytelling with symbolic elements and unique narrative style, though no player creation or modification."

    Capsule for Lynne Lynne

    "Creative narrative style with environmental storytelling and symbolic elements; some player interpretation encouraged."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of dominance or control over others; experience is personal and introspective."

    Capsule for Small Radios Big Televisions Small Radios Big Televisions

    "No elements of dominance or control over others; experience is introspective and personal."

  • Escapism

    Game with the same Escapism vibe

    4

    "The atmospheric horror setting and emotional story provide strong immersion and escape from reality."

    Capsule for Yomawari: Midnight Shadows Yomawari: Midnight Shadows

    "Atmospheric horror and emotional story provide escape from reality and immersion in a surreal world."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily driven by interest in story and atmosphere rather than obligation."

    Capsule for Alan Wake Alan Wake

    "Players engage voluntarily driven by interest in story and atmosphere rather than obligation."

  • Experimenting

    Game with the same Experimenting vibe

    2

    "Exploration and discovery of secrets and puzzles encourage some experimentation, though gameplay is somewhat routine."

    Capsule for Killing Time: Resurrected Killing Time: Resurrected

    "Some exploration and discovery of hidden story elements encourage experimentation, though gameplay is simple."

  • Exploration

    Game with the same Exploration vibe

    4

    "Core gameplay involves discovering new areas, piecing together story clues, and navigating evolving environments."

    Capsule for CINERIS SOMNIA CINERIS SOMNIA

    "Core gameplay involves exploring environments, finding items, and uncovering story fragments."

  • Expression

    Game with the same Expression vibe

    2

    "Some character customization and cosmetic options exist, but limited overall."

    Capsule for Goblin Company Goblin Company

    "Limited character customization but some visual options like graphic style switching allow personal preference."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Strong psychological and cosmic horror themes with surreal and supernatural elements create an imaginative fictional experience."

    Capsule for MOLE MOLE

    "Surreal, supernatural, and psychological horror themes create an imaginative fictional experience."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; entirely solo experience."

    Capsule for The Emerald Maiden: Symphony of Dreams The Emerald Maiden: Symphony of Dreams

    "No social or community features; entirely solo experience."

  • Growth

    Game with the same Growth vibe

    1

    "Light learning through puzzle solving and story comprehension, but limited skill development."

    Capsule for Maize Maize

    "Some learning involved in piecing story together and solving light puzzles, but limited skill development."

  • 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 during play; no background or idle gameplay elements."

    Capsule for Dawn Dawn

    "Requires focused attention during play; no background or idle gameplay elements."

  • Intimacy

    Game with the same Intimacy vibe

    3

    "The narrative explores close emotional bonds, especially familial love and loss, evoking intimate feelings."

    Capsule for SnowNight SnowNight

    "Emotional narrative about love and loss fosters a sense of personal connection and intimacy."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management; single-player story-driven game."

    Capsule for BioShock™ BioShock™

    "No leadership or group management elements; single-player story-driven game."

  • Progression

    Game with the same Progression vibe

    2

    "Some progression through story and achievements, but no complex item or upgrade systems."

    Capsule for Copycat Copycat

    "Progression through story advancement and collectible acquisition, though no complex upgrade systems."

  • Relaxation

    Game with the same Relaxation vibe

    1

    "Atmospheric and emotional pacing offers moments of calm, though tension and psychological pressure are present."

    Capsule for DISTRAINT 2 DISTRAINT 2

    "Atmosphere creates tension and unease but pacing is slow and meditative rather than stressful."

  • Sensation

    Game with the same Sensation vibe

    3

    "Effective use of sound design, lighting, and atmosphere to create emotional and sensory impact."

    Capsule for The Survey The Survey

    "Effective use of sound design, lighting, and visual style to evoke emotional and sensory responses."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems present."

    Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

    "No social recognition or status systems present."

  • Story

    Game with the same Story vibe

    5

    "Strong narrative immersion through environmental storytelling, notes, and interconnected plot elements."

    Capsule for Submachine: Legacy Submachine: Legacy

    "Strong focus on narrative immersion through environmental storytelling and abstract plot."

  • Strategy

    Game with the same Strategy vibe

    -2

    "Minimal strategic or problem-solving demands; mostly straightforward tasks and simple puzzles."

    Capsule for Here Comes Niko! Here Comes Niko!

    "Minimal strategic or problem-solving demands; mostly straightforward exploration and simple puzzles."

  • Thrill

    Game with the same Thrill vibe

    2

    "Contains suspenseful and eerie moments with subtle horror elements rather than intense thrills or jump scares."

    Capsule for No Players Online No Players Online

    "Contains suspenseful and eerie moments with some jump scares, but overall mild horror tension."

  • Value

    Game with the same Value vibe

    1

    "Generally considered good value especially on sale; some criticism of short length and price at full cost."

    Capsule for Final Vendetta Final Vendetta

    "Generally considered good value especially on sale given short length and quality of experience."

  • Violence

    Game with the same Violence vibe

    -5

    "No combat or destructive gameplay; focus on exploration and story."

    Capsule for Lifeless Planet Premier Edition Lifeless Planet Premier Edition

    "No combat or destructive gameplay; focus on exploration and story."

  • Survival

    Game with the same Survival vibe

    -5

    "No survival mechanics or threat of failure; player cannot die."

    Capsule for The Lost Crown The Lost Crown

    "No survival mechanics or threat of failure; player cannot die or lose progress."

Last update: 09/07/2026