Viviette similar games & best alternatives

Viviette

PC (Microsoft Windows), Nintendo Switch • 2018

Should you play it?

Exploration, puzzles and a touch of classic horror awaits you! Uncover the secrets and mysteries of Neuville's Mansion. Test your logic against diverse puzzles, locate and use a variety of items, and don't lose your sense of direction, as navigation itself becomes an obstacle in your path!

What works
  • Excellent pixel art and atmospheric sound design
  • Engaging and challenging puzzles
  • Immersive horror story with multiple endings
  • Smooth and intuitive controls
  • Good replayability for a short game
Things to keep in mind
  • Some puzzles are obtuse or require trial and error
  • Lack of map makes navigation confusing
  • Enemy ai can be inconsistent and reduce tension
  • Short game length with limited content after completion
  • Good ending requires obscure actions, may need guide

What to play next

Top picks

Games that feel the closest overall

  • Never Again

  • Silence of the Sleep

  • Amanda the Adventurer 2

  • Soul Axiom

  • Prognostic

  • No one lives under the lighthouse Director's cut

  • Layers of Fear

  • Stray Cat Crossing

  • Penumbra: Black Plague Gold Edition

Hidden Gems

Less popular games with surprisingly high similarity

  • Soul Axiom

  • Prognostic

  • Stray Cat Crossing

If you liked…

Recommendations by what you enjoyed most

  • Autonomy

    Fausts Alptraum

  • Escapism

    Remothered: Tormented Fathers

  • Exploration

    Perception

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).

Viviette: A very typical example of its motivational profile. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Exploration. It leans lower than usual among comparable games on Violence, Relaxation.

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

    4

    "Players explore a large mansion freely, interact with many items, solve puzzles, and choose actions with multiple endings."

    Capsule for Fausts Alptraum Fausts Alptraum

    "Players explore the mansion freely, solve puzzles, and make decisions affecting endings, showing strong control over actions."

  • Competence

    Game with the same Competence vibe

    3

    "Puzzles require logical thinking and experimentation; some are challenging and require skillful observation, though some rely on trial and error."

    Capsule for STASIS STASIS

    "Puzzles require observation, logic, and memory; some are challenging and require trial and error, providing skill tests."

  • Competition

    Game with the same Competition vibe

    -4

    "No evidence of competitive elements; gameplay is single-player and focused on personal progress without comparison to others."

    Capsule for Hot And Lovely 3 Hot And Lovely 3

    "No evidence of competitive elements; gameplay is solo and focused on personal progress without comparison."

  • Continuation

    Game with the same Continuation vibe

    2

    "Multiple endings and achievements encourage replay, but game is short and not designed for long habitual play."

    Capsule for Trick & Treat Trick & Treat

    "Short game with replayability for multiple endings and achievements encourages repeated play but not long habitual sessions."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player experience with no multiplayer or cooperative elements."

    Capsule for MiSide MiSide

    "Entirely single-player experience with no multiplayer or cooperative elements."

  • Creativity

    Game with the same Creativity vibe

    3

    "Players engage in creative problem solving and note-taking; some puzzles encourage thinking outside the box."

    Capsule for Between Time: Escape Room Between Time: Escape Room

    "Players creatively solve puzzles and explore; game design encourages thinking outside the box and piecing clues together."

  • Domination

    Game with the same Domination vibe

    -5

    "No social dominance or power over others; interactions are individual and narrative-driven."

    Capsule for Assassin's Creed™: Director's Cut Edition Assassin's Creed™: Director's Cut Edition

    "No social dominance or power over others; interactions are individual and narrative-driven."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong horror atmosphere and story provide immersive escape from reality and tension relief."

    Capsule for Remothered: Tormented Fathers Remothered: Tormented Fathers

    "Immersive horror atmosphere and story provide strong escape from reality and tension relief."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for intrinsic interest in horror and puzzles, no indication of obligation or pressure."

    Capsule for Into The Gloom Into The Gloom

    "Players engage voluntarily for intrinsic interest in horror and puzzles; no obligation or external pressure noted."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Players explore environments and experiment with puzzle solutions; some trial and error involved."

    Capsule for Doorways: Holy Mountains of Flesh Doorways: Holy Mountains of Flesh

    "Players experiment with puzzle solutions and exploration; some trial and error involved to discover correct actions."

  • Exploration

    Game with the same Exploration vibe

    4

    "Core gameplay involves discovering new areas, secrets, and story elements in a changing mansion environment."

    Capsule for Perception Perception

    "Core gameplay involves exploring a large mansion with no map, learning layout organically, and uncovering secrets."

  • Expression

    Game with the same Expression vibe

    -3

    "Limited customization or self-expression; focus is on narrative and puzzle solving rather than avatar personalization."

    Capsule for Candle Candle

    "Limited character customization or self-expression; focus is on narrative and puzzle solving rather than avatar personalization."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Game features supernatural and psychological horror elements, creating an imaginative fictional experience."

    Capsule for Apartament 1406: Horror Apartament 1406: Horror

    "Game features supernatural elements, possession, and horror fiction, creating an imaginative fictional experience."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; entirely solo play with minimal social interaction."

    Capsule for Sanfu Sanfu

    "No social or community features; entirely solo play with minimal social interaction."

  • Growth

    Game with the same Growth vibe

    3

    "Players develop puzzle-solving skills and understanding of narrative through repeated play and exploration."

    Capsule for KOEWOTAYORINI / 声之寄托 KOEWOTAYORINI / 声之寄托

    "Players develop puzzle-solving skills and understanding of story through repeated play and observation."

  • Health

    Game with the same Health vibe

    -5

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

    Capsule for The Forever Winter The Forever Winter

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

  • Idle

    Game with the same Idle vibe

    -4

    "Requires focused attention on puzzles and exploration; not designed for casual or background play."

    Capsule for Machinarium Machinarium

    "Requires focused attention on puzzles and exploration; no casual or background play indicated."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No close social interactions or relationship building; narrative is solitary."

    Capsule for The Spectrum Retreat The Spectrum Retreat

    "No close social relationships or emotional sharing; narrative is personal but not socially interactive."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; single-player experience."

    Capsule for Inscryption Inscryption

    "No leadership or group management roles; single-player experience."

  • Progression

    Game with the same Progression vibe

    3

    "Players collect keys and items to unlock new areas and advance the story."

    Capsule for Black Rose Black Rose

    "Players collect keys and items to unlock new areas and progress story; clear sense of advancement."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "Tense atmosphere and constant threats create sustained tension rather than relaxation."

    Capsule for Sons Of The Forest Sons Of The Forest

    "Tense atmosphere and stalking mechanics create sustained tension rather than relaxation or flow."

  • Sensation

    Game with the same Sensation vibe

    3

    "Engaging pixel art, sound design, and jump scares provide sensory stimulation and emotional excitement."

    Capsule for Five Nights at Freddy's: Into the Pit Five Nights at Freddy's: Into the Pit

    "Engaging pixel art, lighting, sound design, and jump scares provide sensory stimulation and emotional impact."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; achievements are personal and not publicly ranked."

    Capsule for STAR WARS Jedi: Fallen Order™ STAR WARS Jedi: Fallen Order™

    "No social recognition or status systems; achievements are personal and not publicly ranked."

  • Story

    Game with the same Story vibe

    4

    "Narrative immersion through environmental storytelling, character interactions, and multiple endings."

    Capsule for Resident Evil (1996) Resident Evil (1996)

    "Narrative immersion through environmental storytelling, notes, multiple endings, and character interactions."

  • Strategy

    Game with the same Strategy vibe

    3

    "Players must plan ability use, explore efficiently, and solve puzzles requiring some strategy."

    Capsule for Shantae: Risky's Revenge - Director's Cut Shantae: Risky's Revenge - Director's Cut

    "Players must plan puzzle solutions, manage stamina and stealth, and navigate complex mansion layout."

  • Thrill

    Game with the same Thrill vibe

    3

    "Jump scares, enemy ambushes, and survival tension provide moments of suspense and excitement."

    Capsule for Dino Trauma Dino Trauma

    "Stalking enemy and jump scares create suspense and moments of relief, though some find threat less intense over time."

  • Value

    Game with the same Value vibe

    3

    "Good value for price given quality, charm, and replayability despite short length."

    Capsule for SHEEPO SHEEPO

    "Good value for price with quality pixel art, sound, and replayability despite short length."

  • Violence

    Game with the same Violence vibe

    -3

    "No combat or destructive gameplay; focus on evasion and puzzle solving rather than violence."

    Capsule for The Bridge Curse 2: The Extrication The Bridge Curse 2: The Extrication

    "No combat or destructive gameplay; focus on evasion and puzzle solving rather than violence."

  • Survival

    Game with the same Survival vibe

    3

    "Stealth mechanics focus on avoiding detection and death, requiring careful resource and risk management."

    Capsule for Thief Gold (1999) Thief Gold (1999)

    "Avoiding capture by possessed sister and environmental hazards requires resource/stamina management and stealth."

Last update: 12/07/2026