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We Went Back similar games & best alternatives

We Went Back

PC (Microsoft Windows) • 2020

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Quick resume

We Went Back is a time-looping horror game in which you wake up in an abandoned space station utterly alone. The exit door is locked and you must find a way to escape what lurks within. Find clues, experience dynamically changing environments and confront terror in order to find a way out.

Global score

86/100

Genres

Adventure, Free To Play, Indie, Puzzle

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    Pros

    • Free to play
    • Great atmosphere and sound design
    • Engaging puzzle and exploration mechanics
    • Well-executed sci-fi horror setting
    • Short and accessible gameplay

    Cons

    • Very short playtime
    • Limited replay value
    • Some bugs and performance issues
    • Monster design less impressive
    • Lack of control customization

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players freely explore the space station, examine objects, and solve puzzles at their own pace with no forced linearity."

      Capsule for The Station The Station

      "Players explore the space station freely, searching for clues and deciding where to go next within a looping environment."

    • Competence

      Game with the same Competence vibe

      2

      "The game involves light puzzle solving and exploration with some skill in navigation and item use, but overall challenges are not very difficult."

      Capsule for Don't Knock Twice Don't Knock Twice

      "The game involves light puzzles and clue-finding that require some observation and problem-solving, but overall the challenges are straightforward and not very difficult."

    • Competition

      Game with the same Competition vibe

      -5

      "No evidence of competitive elements; gameplay is solo and focused on personal puzzle solving."

      Capsule for PUSH PUSH

      "No evidence of competitive elements; gameplay is solo and focused on personal exploration and puzzle solving."

    • Continuation

      Game with the same Continuation vibe

      -3

      "Short playtime (~15-20 minutes) with limited replay value; some players replay for achievements but generally low habitual play."

      Capsule for Little Man Has a Day Little Man Has a Day

      "Short playtime (~30-60 minutes) and limited replay value after achievements are completed suggest low habitual or extended play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for 100 New Year Cats 100 New Year Cats

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

    • Creativity

      Game with the same Creativity vibe

      1

      "Players interact with environment and solve puzzles creatively, but within a fixed narrative and level design."

      Capsule for Brothers: A Tale of Two Sons Remake Brothers: A Tale of Two Sons Remake

      "Some creativity in environmental storytelling and puzzle design, but players mostly follow a set path and puzzle structure."

    • Domination

      Game with the same Domination vibe

      -5

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

      Capsule for Poppy Playtime Poppy Playtime

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

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong escapism through immersive horror atmosphere and tension, providing distraction from real life."

      Capsule for [Chilla's Art] Night Security | 夜間警備 [Chilla's Art] Night Security | 夜間警備

      "Strong escapism through immersive horror atmosphere and tension, providing distraction from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for entertainment and curiosity, with no obligation or external pressure noted."

      Capsule for Reminiscence Reminiscence

      "Players engage voluntarily for entertainment and curiosity, with no obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      1

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

      Capsule for [Chilla's Art] The Convenience Store | 夜勤事件 [Chilla's Art] The Convenience Store | 夜勤事件

      "Some exploration of environmental changes and puzzle solving, but mostly within a fixed loop and limited mechanics."

    • Exploration

      Game with the same Exploration vibe

      3

      "Exploration of a large space station with backtracking and discovery of hidden terminals and lore."

      Capsule for The Swapper The Swapper

      "Players explore a looping space station environment with subtle changes and hidden clues to discover."

    • Expression

      Game with the same Expression vibe

      -5

      "No character or environment customization; players experience a fixed setting and presentation."

      Capsule for Suite 776 Suite 776

      "No character or environment customization; players experience a fixed presentation."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Set in a sci-fi space station with psychological and surreal narrative elements."

      Capsule for Verde Station Verde Station

      "Set in a sci-fi horror space station with supernatural and cosmic horror elements, providing an imaginative fictional experience."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; strictly single-player."

      Capsule for Closure Closure

      "No social or community features; strictly single-player."

    • Growth

      Game with the same Growth vibe

      2

      "Players learn puzzle solutions and story details, gaining knowledge and skills during play."

      Capsule for Trick & Treat Trick & Treat

      "Players learn puzzle solutions and environmental cues, gaining some knowledge and skill in navigating the game."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity or health-related gameplay elements; sedentary play."

      Capsule for Neva Neva

      "No physical activity or health-related gameplay elements; sedentary play."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during play; not designed for background or idle gaming."

      Capsule for WORLD OF HORROR WORLD OF HORROR

      "Requires focused attention during play; not designed for background or idle gaming."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional connections formed through gameplay."

      Capsule for Nodebuster Nodebuster

      "No social or emotional connections formed through gameplay."

    • Leadership

      Game with the same Leadership vibe

      -5

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

      Capsule for Five Nights at Freddy's: Security Breach Five Nights at Freddy's: Security Breach

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

    • Progression

      Game with the same Progression vibe

      2

      "Players progress by solving puzzles and collecting items, advancing through the escape scenario."

      Capsule for Escape Memoirs: Mini Stories Escape Memoirs: Mini Stories

      "Players collect clues and achievements to progress and complete the escape puzzle."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Atmosphere is tense and unsettling at times, but some players find it immersive and emotionally engaging rather than purely stressful."

      Capsule for Fran Bow Fran Bow

      "Atmosphere is tense and suspenseful but not overwhelmingly stressful; some players find it engaging and immersive."

    • Sensation

      Game with the same Sensation vibe

      3

      "Strong sensory stimulation through atmospheric visuals, sound design, and jump scares."

      Capsule for Until Dawn™ Until Dawn™

      "Strong sensory stimulation through atmospheric visuals, sound design, and jump scares."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems present."

      Capsule for Obey the Voice™ Obey the Voice™

      "No social recognition or status systems present."

    • Story

      Game with the same Story vibe

      3

      "Narrative is subtle and atmospheric, revealed through exploration and environmental storytelling."

      Capsule for Omno Omno

      "Narrative is conveyed through environmental storytelling and subtle clues, creating an immersive but somewhat ambiguous plot."

    • Strategy

      Game with the same Strategy vibe

      1

      "Light puzzle-solving requires some reasoning but no deep strategic planning."

      Capsule for Spirit of the North Spirit of the North

      "Light puzzle-solving and clue gathering require some reasoning but no deep strategic planning."

    • Thrill

      Game with the same Thrill vibe

      4

      "Jump scares and suspense create moments of thrill and tension relief."

      Capsule for Missing Hiker Missing Hiker

      "Jump scares and suspenseful atmosphere create moments of tension and relief."

    • Value

      Game with the same Value vibe

      5

      "Highly praised as a free, short, and well-made horror experience offering good value for time."

      Capsule for Mimic Search Mimic Search

      "Highly praised for being a free, polished, and enjoyable horror experience with good content for the time invested."

    • Violence

      Game with the same Violence vibe

      -3

      "Minimal violence; focus is on puzzle solving and exploration rather than combat or destruction."

      Capsule for Dark Arcana: The Carnival Dark Arcana: The Carnival

      "Minimal violence; focus is on escape and puzzle solving rather than combat or destruction."

    • Survival

      Game with the same Survival vibe

      3

      "Players must avoid monsters and survive threats while solving puzzles, adding survival tension."

      Capsule for Somewhere in the Shadow Somewhere in the Shadow

      "Players must avoid threats and survive encounters with the monster while solving puzzles to escape."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Value. It leans lower than usual among comparable games on Violence, Continuation.

    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