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welcome to heaven similar games & best alternatives

welcome to heaven

PC (Microsoft Windows), Mac, Linux • 2017

Related articles

Quick resume

Heaven... should feel better than this shouldn't it?

Global score

75/100

Genres

Adventure, Free To Play, Indie, Simulator

Similar games

    Pros

    • Thought-provoking moral choices
    • Short and free
    • Unique concept and setting
    • Engaging dialogue
    • Minimal system requirements

    Cons

    • Very short length
    • Limited gameplay mechanics
    • Poor graphics and repetitive music
    • Lack of meaningful story depth
    • No multiplayer or social features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      -2

      "Game is mostly on-rails with limited meaningful choices; players follow a preset narrative with minimal control over outcomes."

      Capsule for Loan Shark Loan Shark

      "Player makes judgment decisions but with limited meaningful impact and illusion of choice; mostly following preset dialogue options."

    • Competence

      Game with the same Competence vibe

      -3

      "Gameplay is simple and predictable, involving walking and dialogue choices without skill challenges or puzzles."

      Capsule for Journal Journal

      "Gameplay is simple and predictable, mostly walking and selecting dialogue; minimal skill or challenge."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements or comparison to others; purely single player experience."

      Capsule for The Mirror Lied The Mirror Lied

      "No competitive elements or comparison to others; purely single player experience."

    • Continuation

      Game with the same Continuation vibe

      -4

      "Very short game (~10-20 minutes) with limited replay value; players tend to finish quickly and move on."

      Capsule for GET OUT! GET OUT!

      "Short game (~10-20 minutes) with limited replay value; players tend to finish quickly and move on."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Deponia Doomsday Deponia Doomsday

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

    • Creativity

      Game with the same Creativity vibe

      1

      "Some player choice in dialogue and exploration, but limited creation or modification of game elements."

      Capsule for OXENFREE II: Lost Signals OXENFREE II: Lost Signals

      "Some exploration and dialogue choices, but mostly predefined content with minimal player-driven creation."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power over others; no multiplayer or social hierarchy."

      Capsule for Braveland Braveland

      "No social dominance or power over others; no multiplayer or social hierarchy."

    • Escapism

      Game with the same Escapism vibe

      3

      "Players use the game as a philosophical escape and mental exploration, often reflecting on real-life concepts through the narrative."

      Capsule for Locke(d) Locke(d)

      "Players use the game as a brief existential or philosophical escape, reflecting on life and morality."

    • Expectation

      Game with the same Expectation vibe

      -3

      "Players engage voluntarily out of interest or curiosity; no obligation or pressure noted."

      Capsule for Jesus Christ RPG Trilogy Jesus Christ RPG Trilogy

      "Players engage voluntarily out of curiosity or interest; no obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Some experimentation with choices and endings, but limited impact on overall story."

      Capsule for Sakura Angels Sakura Angels

      "Some experimentation with different judgment choices and endings, though limited in scope."

    • Exploration

      Game with the same Exploration vibe

      1

      "Small map with some secrets and Easter eggs encourages limited exploration."

      Capsule for Tattletail Tattletail

      "Small environment to explore with some hidden dialogue and easter eggs, but limited map size."

    • Expression

      Game with the same Expression vibe

      -4

      "No customization or avatar personalization; fixed character and visuals."

      Capsule for Color Symphony Color Symphony

      "No character customization or personalization; fixed avatars and environments."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Game is set in a surreal, dreamlike world with supernatural elements, evoking imaginative fiction."

      Capsule for Heartworm Heartworm

      "Game is set in a fictional afterlife with surreal and imaginative elements."

    • Fellowship

      Game with the same Fellowship vibe

      -5

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

      Capsule for Castlevania: Lords of Shadow 2 Castlevania: Lords of Shadow 2

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

    • Growth

      Game with the same Growth vibe

      1

      "Some self-reflection and insight encouraged, but limited learning or skill development."

      Capsule for The Confession The Confession

      "Some reflection on morality and personal beliefs encouraged, but minimal skill or knowledge growth."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for Moral Dilemma: The Interview Moral Dilemma: The Interview

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

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention during the short play session; not designed for idle or background play."

      Capsule for A Wolf in Autumn A Wolf in Autumn

      "Requires player attention during short play sessions; not designed for background or idle play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited emotional connection mainly through narrative; no social bonding features."

      Capsule for Edna & Harvey: Harvey's New Eyes Edna & Harvey: Harvey's New Eyes

      "Limited emotional connection through dialogue but no social bonding or relationship building."

    • Leadership

      Game with the same Leadership vibe

      -4

      "Player leads investigation and courtroom actions but no leadership over others or group management."

      Capsule for Aviary Attorney Aviary Attorney

      "Player acts as judge but no leadership or group management roles."

    • Progression

      Game with the same Progression vibe

      -4

      "No item collection or upgrades; static experience."

      Capsule for Almost Home Now Almost Home Now

      "No item collection or upgrades; static experience with two endings."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Calm, atmospheric experience with ambient soundscapes that some players find relaxing."

      Capsule for Antenna Antenna

      "Calm, slow-paced gameplay with ambient music; some players find it relaxing or contemplative."

    • Sensation

      Game with the same Sensation vibe

      -3

      "Minimal sensory stimulation; simple graphics and repetitive music."

      Capsule for Bonsai Bonsai

      "Minimal sensory stimulation; simple graphics and repetitive music."

    • 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

      2

      "Narrative is present with character development and plot twists, though some find it shallow or unengaging."

      Capsule for Children of Zodiarcs Children of Zodiarcs

      "Narrative driven by dialogue and moral judgment, though story is short and sometimes criticized as shallow."

    • Strategy

      Game with the same Strategy vibe

      -3

      "Choices have limited impact; no complex problem solving or planning required."

      Capsule for Sakura Fantasy Sakura Fantasy

      "Minimal strategic depth; choices have limited impact and no complex problem solving."

    • Thrill

      Game with the same Thrill vibe

      -4

      "No suspense or risk; very controlled and predictable experience."

      Capsule for Star Wars: Droid Repair Bay Star Wars: Droid Repair Bay

      "No suspense or risk; very controlled and predictable experience."

    • Value

      Game with the same Value vibe

      4

      "Free game with enjoyable short experience; players feel they get good value for their time."

      Capsule for Just A Humble Swordsmith Just A Humble Swordsmith

      "Free game with short playtime; players generally feel it offers good value for time invested."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay; focus on dialogue and emotional interaction."

      Capsule for Neo Cab Neo Cab

      "No combat or destructive gameplay; focus on dialogue and judgment."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival elements or threats; stable and safe environment."

      Capsule for Haven Moon Haven Moon

      "No survival elements or threats; stable and safe environment."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Experimenting. It leans lower than usual among comparable games on Sensation, 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