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You Will (Not) Remain similar games & best alternatives

You Will (Not) Remain

PC (Microsoft Windows) • 2022

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Quick resume

You must stay in your apartment as the city around you falls to an Eldritch horror.

Global score

92/100

Genres

Casual, Free To Play, Indie, Role-playing (RPG)

Similar games

    Pros

    • Deep and relatable narrative on isolation and mental health
    • Short and accessible gameplay
    • Unique pixel art and atmospheric audio
    • Free to play
    • Emotional connection with companion dog

    Cons

    • Repetitive and limited gameplay
    • Lack of multiple endings or narrative depth for some players
    • Minimal player agency or creativity
    • Some bugs reported
    • Not suitable for players currently struggling with depression or anxiety

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      -3

      "Gameplay is largely following a fixed daily routine and instructions with limited freedom of action."

      Capsule for The White Door The White Door

      "Gameplay is highly routine-based and repetitive, reflecting the protagonist's constrained actions during isolation."

    • Competence

      Game with the same Competence vibe

      -4

      "The game involves very simple, predictable tasks with minimal skill or challenge."

      Capsule for lure lure

      "Tasks are simple and predictable, with minimal skill or challenge involved."

    • Competition

      Game with the same Competition vibe

      -5

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

      Capsule for When the Darkness comes When the Darkness comes

      "No competitive elements; focus is on personal experience and introspection."

    • Continuation

      Game with the same Continuation vibe

      -2

      "Short game designed for one sitting; some players replay for relaxation but overall low habitual engagement."

      Capsule for Clawfish Clawfish

      "Short playtime and repetitive nature suggest low habitual engagement, though some players replay for narrative exploration."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely single-player with no cooperative or social gameplay."

      Capsule for The Flood The Flood

      "Entirely single-player and introspective; no cooperation with others."

    • Creativity

      Game with the same Creativity vibe

      -4

      "Players follow predefined routines with no creation or modification; gameplay is rigid and repetitive."

      Capsule for Terroro Terroro

      "Players interact with predefined routines and limited environment; no creative building or customization."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others."

      Capsule for Senren*Banka Senren*Banka

      "No elements of exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong theme of escaping real-life problems through metaphorical RPG gameplay; players use it as stress relief and distraction."

      Capsule for Cubicle Quest Cubicle Quest

      "Strong theme of escaping real-life problems through immersion in a metaphorical narrative about isolation and mental health."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players choose to engage voluntarily for personal interest in story and themes."

      Capsule for Love Ribbon Love Ribbon

      "Players engage voluntarily out of personal interest in the story and themes."

    • Experimenting

      Game with the same Experimenting vibe

      -3

      "Gameplay is linear and narrative-driven with limited exploration or experimentation."

      Capsule for That Dragon, Cancer That Dragon, Cancer

      "Limited exploration and experimentation; gameplay mostly follows a fixed sequence."

    • Exploration

      Game with the same Exploration vibe

      -3

      "Exploration is limited to a small apartment environment; players navigate familiar, confined spaces."

      Capsule for Influent Language Learning Game Influent Language Learning Game

      "Exploration is confined to a small apartment and repetitive environments with minimal new areas."

    • Expression

      Game with the same Expression vibe

      -4

      "No character or environment customization; presentation is fixed."

      Capsule for Human-powered spacecraft Human-powered spacecraft

      "No character or environment customization; presentation is fixed."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Surreal, psychological horror narrative with eldritch and supernatural themes beyond realistic experience."

      Capsule for That Which Gave Chase That Which Gave Chase

      "Incorporates eldritch horror and surreal elements as metaphors, blending imaginative fiction with real-world themes."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Primarily a solitary experience with minimal social interaction"

      Capsule for CORPSE FACTORY CORPSE FACTORY

      "Focus on solitary experience with minimal social interaction."

    • Growth

      Game with the same Growth vibe

      2

      "Narrative encourages reflection and emotional growth, though gameplay offers little skill development."

      Capsule for Adios Adios

      "Narrative encourages reflection and personal insight, though gameplay offers limited skill development."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity."

      Capsule for Wonderful Everyday Down the Rabbit-Hole Wonderful Everyday Down the Rabbit-Hole

      "Sedentary gameplay with no physical activity."

    • Idle

      Game with the same Idle vibe

      3

      "Gameplay allows for relaxed pacing with some repetitive tasks and opportunities for casual play."

      Capsule for Witchy Life Story Witchy Life Story

      "Gameplay involves repetitive, low-intensity tasks suitable for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Emotional connection to story and characters, especially the dog-owner bond, but limited social interaction."

      Capsule for Don't Disturb Don't Disturb

      "Emotional connection with the dog and introspective narrative fosters a sense of intimacy."

    • 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

      1

      "Some minor progression through story and achievements, but no significant item or power accumulation."

      Capsule for Adios Adios

      "Some minor progression through story events and achievements, but no significant item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Atmospheric and contemplative pacing offers a calming, reflective experience despite some unsettling themes."

      Capsule for Burning Daylight Burning Daylight

      "Atmosphere and pacing create a calm, meditative experience despite dark themes."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visual and audio improvements enhance sensory experience but overall moderate stimulation."

      Capsule for Stronghold: Definitive Edition Stronghold: Definitive Edition

      "Simple but effective audio-visual style provides moderate sensory stimulation."

    • 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

      5

      "Strong narrative focus with emotional and thematic depth."

      Capsule for planetarian HD planetarian HD

      "Strong narrative focus with emotional and thematic depth."

    • Strategy

      Game with the same Strategy vibe

      -5

      "No strategic or problem-solving gameplay elements."

      Capsule for NEKOPARA Vol. 3 NEKOPARA Vol. 3

      "No strategic or problem-solving gameplay elements."

    • Thrill

      Game with the same Thrill vibe

      -3

      "Low suspense or risk; experience is more contemplative than thrilling."

      Capsule for Plug & Play Plug & Play

      "Minimal suspense or risk; atmosphere is more contemplative than thrilling."

    • Value

      Game with the same Value vibe

      5

      "Free game with high artistic value and unique experience relative to time invested."

      Capsule for Wurroom Wurroom

      "Free game with high emotional and artistic value relative to time invested."

    • Violence

      Game with the same Violence vibe

      -5

      "No violence or destructive gameplay."

      Capsule for Achievement Clicker 2019 Achievement Clicker 2019

      "No violent content or destructive gameplay."

    • Survival

      Game with the same Survival vibe

      2

      "Narrative involves avoiding threats and danger, though gameplay is low-risk."

      Capsule for A Date in the Park A Date in the Park

      "Narrative centers on survival through isolation, but gameplay lacks active threat management."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Survival, Intimacy. It leans lower than usual among comparable games on Creativity.

    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