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you're just imagining it

PC (Microsoft Windows), Web browser, Mac, Linux • 2024

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Quick resume

A chronic illness simulator. You think you have a chronic illness, but you don't know what. All you know is you are always in some state of pain. You've been to too many doctors to count... but you still have to live your life.

Global score

97/100

Genres

Adventure, Indie, Simulator, Free To Play, Visual Novel

Similar games

    Pros

    • Accurate and emotional portrayal of chronic illness
    • Short and accessible gameplay
    • Free to play
    • Relatable narrative for many players
    • Effective art and sound design

    Cons

    • Limited gameplay depth
    • Minimal player agency
    • Not designed for fun or relaxation
    • Linear and short experience
    • Lack of social or cooperative features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players choose daily activities and manage limited energy, reflecting personal decision-making within constraints."

      Capsule for Robin Robin

      "Players manage their own actions and decisions balancing pain, energy, money, and activities, reflecting personal control over daily life despite constraints."

    • Competence

      Game with the same Competence vibe

      1

      "Gameplay mainly involves reading and decision making with minimal skill challenge, but choices impact outcomes."

      Capsule for Everlasting Summer Everlasting Summer

      "Gameplay involves managing stats and making choices but outcomes are mostly predetermined, reflecting limited skill challenge but some engagement."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements; focus is on individual experience without comparison to others."

      Capsule for Locked Up Locked Up

      "No competitive elements; focus is on personal experience and individual struggle without comparison to others."

    • Continuation

      Game with the same Continuation vibe

      -3

      "Very short play sessions (5-10 minutes); players generally do not engage in long or habitual play."

      Capsule for The Way of Life Free Edition The Way of Life Free Edition

      "Short playtime (~20 minutes) and linear experience suggest low habitual play or long sessions; players can disengage easily."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience focused on individual narrative with no multiplayer or cooperative elements."

      Capsule for Saihate Station Saihate Station

      "Single-player experience focused on individual management and narrative; no cooperative or multiplayer elements."

    • Creativity

      Game with the same Creativity vibe

      -2

      "Customization is limited; players optimize strategies and upgrades but do not create or modify game content."

      Capsule for Midas Gold Plus - Idle Clicker Midas Gold Plus - Idle Clicker

      "Players choose from limited predefined options to manage stats; no creation or modification of game elements."

    • Domination

      Game with the same Domination vibe

      -5

      "No social interactions or power dynamics; purely individual experience."

      Capsule for Death Come True Death Come True

      "No social interaction or power dynamics; emphasis on personal vulnerability and equalizing experience."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game to experience and understand mental illness, providing emotional escape and reflection."

      Capsule for Milk inside a bag of milk inside a bag of milk Milk inside a bag of milk inside a bag of milk

      "Players use the game to understand and emotionally process chronic illness, providing distraction and emotional relief."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Engagement is voluntary and driven by personal interest rather than obligation or external pressure."

      Capsule for Age of History II Age of History II

      "Engagement is voluntary and motivated by personal interest or empathy rather than obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      -3

      "Limited experimentation due to repetitive tasks and lack of varied mechanics; some exploration of story outcomes but mostly routine."

      Capsule for Terroro Terroro

      "Limited choices and repetitive cycles reflect routine management rather than exploration or novelty."

    • Exploration

      Game with the same Exploration vibe

      -4

      "Linear narrative with no discovery of new areas or secrets through gameplay; exploration is intellectual via story"

      Capsule for One Thousand Lies One Thousand Lies

      "Game is short and linear with no new areas or secrets to discover; focus is on narrative rather than exploration."

    • Expression

      Game with the same Expression vibe

      -4

      "No character customization or personalization; presentation is standardized and narrative-driven."

      Capsule for The Operator The Operator

      "No character customization or personalization; presentation is standardized to convey the story."

    • Fantasy

      Game with the same Fantasy vibe

      -5

      "The story is grounded in realistic, somber themes of terminal illness and death without fantasy or improbable elements."

      Capsule for Narcissu 1st & 2nd Narcissu 1st & 2nd

      "Grounded in realistic depiction of chronic illness and medical system; no fictional or fantastical elements."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Primarily a solitary experience focusing on individual narrative without social or community features."

      Capsule for The Cat Lady The Cat Lady

      "Minimal social connection; narrative centers on solitary experience with limited depiction of community or support."

    • Growth

      Game with the same Growth vibe

      2

      "Players gain understanding of mental health history and personal development through narrative."

      Capsule for The Town of Light The Town of Light

      "Players learn about chronic illness and medical struggles; some personal development through emotional insight."

    • Health

      Game with the same Health vibe

      -5

      "Focuses on terminal illness and decline rather than physical activity or health promotion."

      Capsule for Narcissu 1st & 2nd Narcissu 1st & 2nd

      "Focus on managing illness and pain rather than promoting physical activity or rehabilitation."

    • Idle

      Game with the same Idle vibe

      3

      "Short sessions and simple interaction allow for casual play and filling small time gaps."

      Capsule for The Monster Inside The Monster Inside

      "Short sessions and simple mechanics allow for casual play and intermittent engagement."

    • Intimacy

      Game with the same Intimacy vibe

      -3

      "Limited emotional connection mainly through narrative and character interaction, but no social or close relationship formation."

      Capsule for Little Nightmares II Little Nightmares II

      "Emotional connection is present but limited to internal narrative; no social or close relationship building."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; experience is personal and individual."

      Capsule for That Dragon, Cancer That Dragon, Cancer

      "No leadership or group management roles; experience is personal and individual."

    • Progression

      Game with the same Progression vibe

      1

      "Some progression via kills and weapon pickups; limited variety and upgrades reported."

      Capsule for 6 Seasons and a Game 6 Seasons and a Game

      "Some stat changes and incremental progress toward diagnosis, but overall limited advancement or upgrades."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "The game induces emotional tension and frustration through challenging platforming and heavy themes, limiting relaxation."

      Capsule for Something for Someone Else Something for Someone Else

      "Emotional tension and frustration are core themes; game is not designed for relaxation or flow."

    • Sensation

      Game with the same Sensation vibe

      1

      "Simple visuals and sounds provide moderate sensory stimulation."

      Capsule for THE GAME OF LIFE THE GAME OF LIFE

      "Simple visuals and sound provide moderate sensory input; not highly stimulating but effective for mood."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems; focus is on private experience."

      Capsule for THE LONGING THE LONGING

      "No social recognition or status systems; focus is on private experience."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative immersion focused on chronic illness and emotional impact."

      Capsule for Robin Robin

      "Strong narrative immersion focused on emotional and realistic portrayal of chronic illness journey."

    • Strategy

      Game with the same Strategy vibe

      0

      "Minimal strategic depth; gameplay involves simple choices without complex planning."

      Capsule for Hookah Haze Hookah Haze

      "Minimal strategic depth; players make basic resource management decisions but no complex planning."

    • Thrill

      Game with the same Thrill vibe

      -4

      "No suspense or risk; experience is contemplative and emotionally driven rather than thrilling."

      Capsule for Journal Journal

      "No suspense or risk-based excitement; experience is steady and emotionally heavy rather than thrilling."

    • Value

      Game with the same Value vibe

      5

      "Free to play with meaningful message and emotional impact; players perceive high value for time invested."

      Capsule for A Game About A Game About

      "Free, short, and emotionally impactful; players perceive high value for time invested."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive elements; focus on constructive life management and personal growth."

      Capsule for Consume Me Consume Me

      "No combat or destructive elements; focus on constructive management of health and wellbeing."

    • Survival

      Game with the same Survival vibe

      3

      "Players manage health and resources to survive challenging encounters and progress."

      Capsule for Hollow Knight Hollow Knight

      "Players manage pain and resources to avoid failure and maintain stability, reflecting survival challenges."

    Analysis

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

    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