What Comes After similar games & best alternatives
What Comes After
2020
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Quick resume
What Comes After is a side-scrolling adventure and a short heartwarming story about learning how to love yourself. Help Vivi in her journey on the train to the afterlife and back.
Global score
90/100
Genres
Adventure, Casual, Indie
Similar games
Pros
- Heartfelt and emotional story
- Thought-provoking themes on life and death
- Simple and charming art style
- Soothing soundtrack
- Accessible gameplay suitable for all players
Cons
- Very short playtime
- Minimal gameplay mechanics
- Limited replayability
- Some dialogue feels surface-level
- Achievements had minor bugs
Motivations
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Autonomy
Game with the same Autonomy vibe
3"Players make choices that influence dialogue and endings, showing some control over the narrative."
Trapped with Jester
"Players control Vivi's movement and choose to talk to various characters, but narrative choices are limited to two endings, indicating moderate player control."
-
Competence
Game with the same Competence vibe
-3"Gameplay is minimal and simple, with few challenges or skill tests; focus is on narrative experience rather than technical mastery."
That Dragon, Cancer
"Gameplay is simple walking and dialogue interaction with no skill-based challenges, focusing on narrative rather than technical mastery."
-
Competition
Game with the same Competition vibe
-5"No competitive elements or comparison to others; experience is personal and introspective."
Paratopic
"No competitive elements or comparison to others; experience is personal and introspective."
-
Continuation
Game with the same Continuation vibe
1"Short game (~2-3 hours) with some replay value for achievements, but generally a one-time experience."
Father's Day
"Short playtime (~1-2 hours) with some replay for alternate endings and achievements, but generally a one-time experience."
-
Cooperation
Game with the same Cooperation vibe
-5"Single player experience focused on individual reflection without multiplayer or teamwork."
TREE
"Single-player experience focused on individual reflection without multiplayer or teamwork."
-
Creativity
Game with the same Creativity vibe
1"Limited player creativity; some interaction with environment and minor puzzle solving but mostly predefined narrative."
State of Mind
"Limited player creativity; some interaction with environment (petting animals) but mostly predefined narrative."
-
Domination
Game with the same Domination vibe
-5"No elements of exerting control or superiority over others; interactions are cooperative and empathetic."
Spiritfarer®: Farewell Edition
"No elements of exerting control or superiority over others; interactions are empathetic and equal."
-
Escapism
Game with the same Escapism vibe
4"Players use the game to engage with heavy emotional themes and escape real-life stress through immersive narrative and gameplay."
In Between
"Players use the game to reflect, find comfort, and escape real-life stress through emotional narrative and themes of life and death."
-
Expectation
Game with the same Expectation vibe
-4"Players engage voluntarily out of personal desire and emotional connection rather than obligation or pressure."
FINAL FANTASY XV WINDOWS EDITION
"Players engage voluntarily for personal meaning and emotional connection rather than obligation or external pressure."
-
Experimenting
Game with the same Experimenting vibe
-3"Gameplay is linear and narrative-driven with limited exploration or experimentation."
That Dragon, Cancer
"Gameplay is linear with limited exploration of mechanics; focus is on story rather than experimentation."
-
Exploration
Game with the same Exploration vibe
2"Players explore train cars and environments, uncovering clues and story elements, though within a limited and familiar setting."
[Chilla's Art] The Ghost Train | 幽霊列車
"Exploration of different characters and their stories on the train offers some discovery, though environment is limited."
-
Expression
Game with the same Expression vibe
-4"No character customization or player expression; presentation is fixed and narrative-driven."
Labyrinthine Dreams
"No character customization or player-driven expression; presentation is fixed and narrative-driven."
-
Fantasy
Game with the same Fantasy vibe
3"The game features imaginative elements such as ghosts, fish people, and an afterlife setting, blending fantasy with a grounded narrative."
I Am Dead
"Game features imaginative afterlife setting with ghosts, animals, and plants personified, blending fantasy with real-life themes."
-
Fellowship
Game with the same Fellowship vibe
-4"Experience is solitary and introspective, with minimal social interaction."
That Dragon, Cancer
"Experience is solitary and introspective, with minimal social or community interaction."
-
Growth
Game with the same Growth vibe
5"Strong emphasis on personal development, emotional growth, and self-reflection through narrative."
Perfect Tides
"Strong emphasis on personal development, self-reflection, and emotional growth through narrative."
-
Health
Game with the same Health vibe
-5"Sedentary gameplay with no physical activity or health-related mechanics."
Murder House
"Sedentary gameplay with no physical activity or health-related mechanics."
-
Idle
Game with the same Idle vibe
-4"Requires focused attention on narrative and choices; not designed for background or idle play."
Beacon Pines
"Requires focused attention on reading and narrative; not designed for background or idle play."
-
Intimacy
Game with the same Intimacy vibe
3"Emotional narrative fosters deep personal connection and empathy, though limited social interaction."
Arise: A Simple Story
"Emotional and intimate themes foster deep personal connection, though social interaction is limited to narrative."
-
Leadership
Game with the same Leadership vibe
-5"No leadership or group management elements; player follows a narrative path."
Kaori After Story
"No leadership or group management elements; player follows a set narrative path."
-
Progression
Game with the same Progression vibe
2"Progression is narrative-based through unlocking endings and achievements rather than item or power accumulation."
The Stanley Parable
"Progression is narrative-based with unlocking achievements and two endings, but no item or power accumulation."
-
Relaxation
Game with the same Relaxation vibe
4"Calm pacing and reflective tone promote relaxation and emotional catharsis."
Adios
"Calm pacing, soothing music, and reflective tone promote relaxation and emotional catharsis."
-
Sensation
Game with the same Sensation vibe
2"Pleasant visuals and music provide mild sensory stimulation without intense excitement."
My Sticker Book
"Simple visuals and music provide gentle sensory stimulation without intense excitement."
-
Status
Game with the same Status vibe
-5"No social status or recognition mechanics; experience is private and personal."
Higurashi When They Cry Hou - Ch.4 Himatsubushi
"No social status or recognition mechanics; experience is private and personal."
-
Story
Game with the same Story vibe
5"Strong narrative immersion with deep character interactions and emotional storytelling."
Fall of Porcupine
"Core focus on narrative immersion with deep, emotional storytelling and character interactions."
-
Strategy
Game with the same Strategy vibe
-5"No strategic or problem-solving gameplay; linear story progression."
Necrobarista
"No strategic or problem-solving gameplay; linear story progression."
-
Thrill
Game with the same Thrill vibe
-4"No suspense or risk; experience is calm and contemplative."
Insomnia: Theater in the Head
"No suspense or risk; experience is contemplative and emotionally steady."
-
Value
Game with the same Value vibe
3"Players perceive strong emotional and narrative value despite relatively short length."
The MISSING: J.J. Macfield and the Island of Memories
"Players perceive good value in emotional impact and meaningful story despite short length."
-
Violence
Game with the same Violence vibe
-5"No violence; focus on constructive and empathetic interactions."
Coffee Talk
"No violence or combat; focus on constructive, empathetic interactions."
-
Survival
Game with the same Survival vibe
-5"No survival or threat mechanics; stable, safe narrative environment."
memories
"No survival or threat mechanics; stable, safe narrative environment."
Analysis
Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. Here, the score leans higher than usual among comparable games on Intimacy, Growth. It leans lower than usual among comparable games on Idle.
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