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What Remains of Edith Finch

PC (Microsoft Windows), Mac, iOS, PlayStation 4, Xbox One, Xbox Series X|S, Nintendo Switch, PlayStation 5 • 2017

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Quick resume

What Remains of Edith Finch is a collection of strange tales about a family in Washington state. As Edith, you’ll explore the colossal Finch house, searching for stories as she explores her family history and tries to figure out why she's the last one in her family left alive.

Global score

96/100

Genres

Adventure, Indie, Puzzle

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    Pros

    • Innovative and emotional storytelling
    • Richly detailed and immersive environment
    • Unique gameplay mechanics per story
    • Strong narrative and artistic expression
    • Excellent voice acting and soundtrack

    Cons

    • Short playtime
    • Limited replay value
    • Linear gameplay with minimal challenge
    • Lack of closure in some storylines
    • May be emotionally heavy for some players

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have freedom to explore, solve puzzles, and make some story choices, though the game is mostly linear with guided progression."

      Capsule for Amnesia: Rebirth Amnesia: Rebirth

      "Players have freedom to explore the house and choose the order of stories, but gameplay is largely linear and guided."

    • Competence

      Game with the same Competence vibe

      1

      "Gameplay is light with minimal mechanical challenge, focusing more on narrative and choice rather than skill tests."

      Capsule for Life is Strange Remastered Life is Strange Remastered

      "Gameplay is simple with minimal challenge, focusing on exploration and narrative rather than skill tests."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements; experience is solitary and personal."

      Capsule for Narcissu 10th Anniversary Anthology Project Narcissu 10th Anniversary Anthology Project

      "No competitive elements; experience is personal and solitary."

    • Continuation

      Game with the same Continuation vibe

      1

      "Short playtime (~30 minutes) but players express desire to replay for emotional impact."

      Capsule for A Taste of the Past A Taste of the Past

      "Short playtime (~2-3 hours) with limited replay value, but strong emotional impact encourages occasional revisits."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience with no multiplayer or cooperative features."

      Capsule for High Hell High Hell

      "Single-player experience with no multiplayer or cooperative features."

    • Creativity

      Game with the same Creativity vibe

      5

      "Highly creative with hand-drawn art, symbolic level design, and a unique narrative approach blending gameplay with personal storytelling."

      Capsule for Something for Someone Else Something for Someone Else

      "Highly creative storytelling with unique gameplay mechanics for each family member's story and innovative use of environment and text."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power dynamics; purely narrative-focused."

      Capsule for Supipara - Chapter 1 Spring Has Come! Supipara - Chapter 1 Spring Has Come!

      "No social dominance or power dynamics; focus is on personal narrative."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong immersion in a dark, emotional fictional world offering escape from real life through storytelling and atmosphere."

      Capsule for Lorelai Lorelai

      "Strong emotional immersion and escape into a richly detailed, imaginative family saga."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic interest in story and atmosphere, not out of obligation."

      Capsule for Cloudpunk Cloudpunk

      "Players engage voluntarily for intrinsic interest in story and atmosphere, not obligation."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players explore new narrative forms, surreal settings, and evolving gameplay mechanics across episodes."

      Capsule for Anthology Of The Killer Anthology Of The Killer

      "Each story segment experiments with different narrative styles and gameplay mechanics."

    • Exploration

      Game with the same Exploration vibe

      3

      "Large mansion with many rooms and secret passages encourages discovery and revisiting areas."

      Capsule for Brink of Consciousness: Dorian Gray Syndrome Collector's Edition Brink of Consciousness: Dorian Gray Syndrome Collector's Edition

      "Exploration of the large, detailed family house and discovery of secrets is central."

    • Expression

      Game with the same Expression vibe

      3

      "Customization options for character appearance and room personalization allow for player self-expression."

      Capsule for POPGOES Arcade POPGOES Arcade

      "Players experience characters' self-expression through their rooms and stories, though no direct customization."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Surreal, abstract, and imaginative setting with elements of magical realism and metaphorical storytelling."

      Capsule for Dujanah Dujanah

      "Incorporates magical realism and imaginative elements within a realistic family tragedy."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Primarily a solitary experience with limited social interaction."

      Capsule for 1979 Revolution: Black Friday 1979 Revolution: Black Friday

      "Primarily a solitary experience focused on individual reflection."

    • Growth

      Game with the same Growth vibe

      3

      "Players reflect on life, death, and personal values; emotional and cognitive growth."

      Capsule for Narcissu 10th Anniversary Anthology Project Narcissu 10th Anniversary Anthology Project

      "Players gain insight and emotional growth through understanding family history and themes of life and death."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity."

      Capsule for NEKOPARA Vol. 1 NEKOPARA Vol. 1

      "Sedentary gameplay with no physical activity."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and immersion; not designed for casual or background play."

      Capsule for Paranormal Activity: The Lost Soul Paranormal Activity: The Lost Soul

      "Requires focused attention and immersion; not suitable for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      4

      "Strong emotional connection to characters and story fosters intimate experience."

      Capsule for Before Your Eyes Before Your Eyes

      "Strong emotional connection to characters and story fosters intimate experience."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements."

      Capsule for High On Life High On Life

      "No leadership or group management elements."

    • Progression

      Game with the same Progression vibe

      2

      "Narrative progression through uncovering memories and story branches, but no item or power accumulation."

      Capsule for The Town of Light The Town of Light

      "Narrative progression through unlocking stories and family history, but no item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Atmospheric and immersive experience provides contemplative relaxation despite some unsettling themes"

      Capsule for The Old City: Leviathan The Old City: Leviathan

      "Atmospheric and contemplative experience with moments of melancholy and beauty."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable visuals, music, and fantasy atmosphere provide sensory stimulation."

      Capsule for The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009) The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)

      "Visually and aurally rich environment with emotional stimulation rather than intense sensory thrills."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition mechanics."

      Capsule for Layers of Fear 2 (2019) Layers of Fear 2 (2019)

      "No social status or recognition mechanics."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion with emotional storytelling and meaningful themes."

      Capsule for Copycat Copycat

      "Exceptional narrative immersion with innovative storytelling and emotional depth."

    • Strategy

      Game with the same Strategy vibe

      -3

      "Minimal strategic or problem-solving gameplay; mostly linear narrative choices."

      Capsule for Until Then Until Then

      "Minimal strategic or problem-solving gameplay; focus is on narrative experience."

    • Thrill

      Game with the same Thrill vibe

      -2

      "Some emotional moments but overall controlled and contemplative rather than suspenseful or thrilling."

      Capsule for Summerland Summerland

      "Some suspenseful and emotional moments but overall controlled and reflective tone."

    • Value

      Game with the same Value vibe

      2

      "Highly praised for narrative and artistic value despite short length; good return for price."

      Capsule for Masochisia Masochisia

      "Highly praised for narrative and artistic value despite short length; some consider price high for duration."

    • Violence

      Game with the same Violence vibe

      -4

      "No explicit violence or combat; themes are psychological and symbolic rather than physical."

      Capsule for The Path The Path

      "No enjoyment of violence; death is a theme but presented with sensitivity and artistic expression."

    • Survival

      Game with the same Survival vibe

      -4

      "No survival mechanics; stable, safe game environment."

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      "No survival mechanics; stable, safe environment."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Intimacy, Survival, Violence, Competition. It leans lower than usual among comparable games on Strategy, Fellowship, Cooperation.

    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