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Voyager-19 similar games & best alternatives

Voyager-19

PC (Microsoft Windows) • 2024

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Quick resume

A short horror game where you control a decaying spacecraft exploring distant star systems.

Global score

89/100

Genres

Indie, Adventure

Similar games

    Pros

    • Strong atmospheric and audio design
    • Unique cosmic horror concept
    • Immersive tension and suspense
    • Intuitive but clunky controls add to immersion
    • Affordable price for the experience

    Cons

    • Very short playtime with limited replayability
    • Tedious power management and menu navigation
    • Lack of varied gameplay or multiple endings
    • Minimal interaction with 3d environment
    • Some players find controls frustrating near the end

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have control over ship management, sail adjustment, engine operation, and puzzle solving, allowing freedom in how to operate the vessel."

      Capsule for FAR: Changing Tides FAR: Changing Tides

      "Players manage ship systems and power allocation manually, requiring active decision-making and control."

    • Competence

      Game with the same Competence vibe

      2

      "Gameplay involves some skill in navigation and puzzle solving, but overall tasks are straightforward and not highly challenging."

      Capsule for Titan Chaser Titan Chaser

      "Gameplay involves skillful navigation of menus and power management, though some find it tedious rather than challenging."

    • Competition

      Game with the same Competition vibe

      -5

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

      Capsule for Neverending Nightmares Neverending Nightmares

      "No competitive or ranked elements; focus is on solo exploration and personal experience."

    • Continuation

      Game with the same Continuation vibe

      -3

      "Very short game (~15-30 minutes) with limited replayability; players generally do not engage in long or habitual sessions."

      Capsule for Resonance of the Ocean Resonance of the Ocean

      "Short playtime (~40-60 minutes) with limited replayability; players generally do not engage in long or repeated 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

      1

      "Limited creative freedom beyond tactical decisions; gameplay follows structured missions with some strategic variation."

      Capsule for Brothers in Arms: Earned in Blood™ Brothers in Arms: Earned in Blood™

      "Some freedom in managing power and navigation, but overall gameplay follows a fixed sequence with limited creative expression."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control over others; purely individual experience."

      Capsule for Exo One Exo One

      "No elements of exerting control over others; purely individual experience."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong atmospheric horror and psychological themes provide immersive escape from reality."

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

      "Strong atmospheric horror and isolation themes provide immersive escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic interest in horror and exploration, not out of obligation."

      Capsule for DreadOut DreadOut

      "Players engage voluntarily out of interest in cosmic horror and exploration, not due to obligation."

    • Experimenting

      Game with the same Experimenting vibe

      -1

      "Some exploration and puzzle solving, but mostly following established paths and routines."

      Capsule for Amenti Amenti

      "Some minor experimentation with power management and navigation, but mostly following established routines."

    • Exploration

      Game with the same Exploration vibe

      3

      "Exploration of new star systems and planets is a core part of gameplay, though within a known galaxy."

      Capsule for Space Empires V Space Empires V

      "Exploration of different star systems and planets is central, though environments are limited and scripted."

    • Expression

      Game with the same Expression vibe

      -4

      "No character customization or avatar personalization; presentation is standardized."

      Capsule for Max Payne Max Payne

      "No character customization or avatar personalization; presentation is standardized."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Analog horror and sci-fi elements create an imaginative, fictional setting with surreal and cosmic horror themes."

      Capsule for Cave Crawler Cave Crawler

      "Cosmic horror and sci-fi themes create an imaginative, fictional experience."

    • Fellowship

      Game with the same Fellowship vibe

      -5

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

      Capsule for Remember Me Remember Me

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

    • Growth

      Game with the same Growth vibe

      1

      "Some learning involved in mastering ship controls and combat, though limited progression systems currently."

      Capsule for The Orville - Interactive Fan Experience The Orville - Interactive Fan Experience

      "Some learning curve in managing ship systems and controls, but limited skill development overall."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity involved."

      Capsule for World of Tanks Blitz World of Tanks Blitz

      "Sedentary gameplay with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires attention to navigation and resource management; not suitable for passive or background play."

      Capsule for RymdResa RymdResa

      "Requires focused attention on menu navigation and power management; not suitable for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social interactions or relationship building."

      Capsule for The House of Da Vinci The House of Da Vinci

      "No social interactions or relationship building."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles."

      Capsule for Burger Burger

      "No leadership or group management roles."

    • Progression

      Game with the same Progression vibe

      2

      "Ship upgrades and resource accumulation provide a sense of progression alongside story advancement."

      Capsule for OPUS: Echo of Starsong - Full Bloom Edition OPUS: Echo of Starsong - Full Bloom Edition

      "Progression through missions and story, with gradual loss of ship power and increasing difficulty."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Tense and suspenseful atmosphere creates anxiety rather than relaxation."

      Capsule for Fears to Fathom - Home Alone Fears to Fathom - Home Alone

      "Tense and anxiety-inducing atmosphere with moments of suspense; not primarily relaxing."

    • Sensation

      Game with the same Sensation vibe

      3

      "Eerie sound design and atmospheric visuals provide sensory stimulation and emotional engagement."

      Capsule for Dark Fall: The Journal Dark Fall: The Journal

      "Strong audio-visual atmosphere and eerie sound design provide sensory stimulation and emotional engagement."

    • 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

      4

      "Narrative and lore are central, with mystery and unfolding plot driving engagement."

      Capsule for Andy's Apple Farm Andy's Apple Farm

      "Narrative and lore are central, with unfolding mystery and cosmic horror elements."

    • Strategy

      Game with the same Strategy vibe

      1

      "Some strategic tuning and driving decisions, but overall straightforward gameplay."

      Capsule for Drift Of The Hill Drift Of The Hill

      "Some strategic power management and navigation decisions, but overall straightforward gameplay."

    • Thrill

      Game with the same Thrill vibe

      3

      "Builds suspense and unease through atmosphere and occasional scares, though lacks intense or frequent jump scares."

      Capsule for [Chilla's Art] The Ghost Train | 幽霊列車 [Chilla's Art] The Ghost Train | 幽霊列車

      "Builds suspense and tension through atmosphere and limited scares."

    • Value

      Game with the same Value vibe

      3

      "Generally considered good value for price given quality of experience, though short length noted."

      Capsule for The Vanishing of Ethan Carter The Vanishing of Ethan Carter

      "Generally considered good value for price given the unique experience, despite short length."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay elements."

      Capsule for To the Moon To the Moon

      "No combat or destructive gameplay elements."

    • Survival

      Game with the same Survival vibe

      3

      "Survival mode and escalating difficulty require avoiding failure and managing threats."

      Capsule for One Finger Death Punch 2 One Finger Death Punch 2

      "Managing limited power and avoiding failure creates survival tension."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. It leans lower than usual among comparable games on Violence, Continuation, Experimenting.

    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