20 Games Like Kairo()
The Paranormal Research team from the hit A&E TV show "Paranormal State" is called in to investigate a terrifying supernatural event at Poison Spring State Park, historical site to a grisly Civil War battle. Join the team as their newest member, solve this ghostly case, and reunite two wayward spirits in this eerie Adventure game!
Discover and investigate a forgotten underwater city built in an intriguing Art-Deco style. This former utopia hides many spine-chilling secrets and supernatural forces, the remains of which still lurk in every corner. Face the ancient evil that is hiding in the deepest chambers of the city of Eden.
During your exploration of this Eden beneath this sea, you will solve cleverly designed minigames and find hidden objects or play a special minigame as an alternative. Hold your breath and dive into the game to experience the wonders of the underworld for yourself.
75 / 10033.75
Susan Ashworth, known in her neighbourhood as the crazy Cat Lady, is a lonely 40- year old on the verge of suicide. She has no family, no friends and no hope for a better future.One day she discovers that five strangers will come along and change everything.But those five, "The Parasites", are also the most ruthless, deranged and cold-blooded bunch of psychopaths the city has ever known. They will stop at nothing to hurt Susan. Unless, she hurts them first...
Susan's few weeks journey doesn't take her across the world and won't turn her into a hero. She has little faith in others and hardly even cares about herself. She can't fight and has never fired a gun in her life. But she's hanging onto that thin thread of hope, that in the end, as promised, there's an elusive reward waiting for her. Something worth trying for. Something that'll help her find an unlikely friend. Something that'll give her life a purpose. Susan's journey takes her on a roller-coaster ride between the world of the living and the world of the dead, where the only way to survive is to overcome her biggest weakness: her own self.
100 / 100255.0
QBEH-1: The Atlas Cube is an atmospheric 1st-person puzzle platformer by Liquid Flower that takes players on an inspired quest through a variety of divergent worlds, each filled with new mysteries and secrets to uncover. In each world, players find special cubes that must be collected and used to navigate to the next portal. Some cubes will simply be used as stepping stones to new areas while others are imbued with magical properties such as gravity and propulsion.
Created by Liquid Flower, QBEH-1: The Atlas Cube is a prequel to their much beloved Qbeh, a small student project that found its way online and into the hands of gamers and journalists alike who wanted more after feasting on the appetizer. Now, QBEH-1: The Atlas Cube builds on the core concept and aesthetics introduced in the original and brings even more polish, passion and gameplay into the new game.
80 / 10004.0
Meet Lemuel Barnabas. He is not a protagonist in our story, but just look at him - he’s scrappy and funny, talks to himself, likes music and long walks behind the bar. In a word - he is quite mad, but as mad as he is, he’s the one you come to for help. Help? What happened? You didn’t hear? Apparently there is this thing called Halloween. I know, I know, it sounds stupid. But there’s candy involved! Now I have your attention. The city of Dern is ostracized from the Halloween community. Everyone around you seem to know something about it, but you’re a boy, nobody is going to tell you. In this step away from the classic HO gaming take things into your own hands and find out whatever happened to Halloween.
50 / 10002.5
Richard and Alice are prisoners. Both their cells have a leather sofa and a state-of-the-art computer. But only Richard’s has a TV.
Outside, the snow falls. It has done for some time. Elsewhere, they say, parts of the world have been rendered an inhospitable desert, the earth parched and cracked. People live in the zones now. The lucky ones, anyway.
Richard and Alice have secrets.
Created by Lewis Denby and Ashton Raze, whose games journalism credits include the likes of Eurogamer, Gamespot and the Telegraph, Richard & Alice is a riveting mystery story about family, desperation and the weather – all set to the beat of an indie adventure game.
60 / 10023.0
The Moon Sliver is a short narrative-focused non-linear exploration game, with elements of horror. It features a unique narrative mechanic that blurs the line between story and exploration, where interacting with objects and even simply moving around will reveal fragments of narration. As you piece these fragments together, a story of guilt, loneliness, and faith begins to take shape. And it becomes increasingly obvious that something is hunting you...
60 / 10003.0
FBI agent Erica Reed has an uncanny talent: she can see the past and piece together how a crime unfolded. But not even this sixth sense could save her younger brother, Scott, from a brutal serial killer. Three years later, the investigation into Scott’s murder has gone cold -- but Erica’s work has only just begun.
Jump into Cognition: An Erica Reed Thriller, the exciting four-part series that brings Erica face to face with the deranged demons of her past. A serial killer is loose in Boston -- one who seems to be leaving deliberate clues that only Erica, with her unique post-cognitive abilities, can uncover. Is she finally on her way to solving Scott’s murder? Or, blinded by vengeance, is she falling into a trap that could cost Erica her life? And how does this new killer know her secret?
Developed by Phoenix Online Studios (makers of the King’s Quest spin-off The Silver Lining), with contributions from veteran game designer Jane Jensen (Gabriel Knight, Gray Matter) and comic book artist Romano Molenaar (Batman, X-Men, The Darkness), Cognition is a thrilling adventure that grips you and won’t let go.
79 / 10093.95
9 Clues: The Secret of Serpent Creek is an original hidden-object puzzle-adventure game, featuring a totally unique Detective Mode. This thrilling mystery merges elements of classical horror and gritty, 50’s-style noir.
A paranormal private investigator is contacted by her friend, famous reporter Helen Hunter, whose voice sounds small and terrified in the voicemail. She is in the coastal town of Serpent Creek, and needs help immediately.
But upon arriving in Serpent Creek, the detective finds no trace of Ms. Hunter.
Weirder still is the fact the town’s streets are crawling with snakes, and the citizens seem to be sleepwalking through life. The ground shakes with violent tremors.
When investigating Serpent Creek, the detective will perform true investigative work: finding clues and combining them to learn the secrets of every crime scene in the all new Detective Mode!
80 / 10024.0
Drizzlepath is an exploration "walking simulator" game in which you are set on a journey to the top of the Mountain of Fire. It aims to be an atmospheric, relaxed and enigmatic experience. It was made in CryEngine 3 to achieve an immersive graphic quality.
50 / 10012.5
The Path is a psychological horror art game developed by Tale of Tales originally released for the Microsoft Windows operating system on March 18, 2009 in English and Dutch, and later ported to Mac OS X by TransGaming Technologies.
It is inspired by several versions of the fairy tale Little Red Riding Hood, and by folklore tropes and conventions in general, but set in contemporary times. The player can choose to control one of six different sisters, who are sent one-by-one on errands by their mother to see their sick grandmother. The player can choose whether to stay on the path or to wander, where wolves are lying in wait.
The game begins in an apartment. The player is shown six sisters to choose from and is given no information about them other than a name. When the player selects a girl, the journey begins.
The player is given control of the girl, and is instructed: "Go to Grandmother's house and stay on the path."
As the player explores, they find various items scattered around. For a girl to pick up or examine an object, the player needs to either click on the interaction button or move her close enough for a superimposed image of the object to appear on the screen, then let go of the controls. The character will interact and an image will appear on the screen, indicating what has been unlocked; every item a girl encounters in the forest shows in some shape or form in Grandmother's house, and some objects open up whole new rooms. Small text will also appear, a thought from the current character. Some items can only be picked up once and do not appear in subsequent runs. However, each character will say something different about an object, so the player has the option to access a "basket" to see what they have collected.
It is not required to find the Wolf. In this game, there are no requirements but the ending at Grandmother's house does change dramatically after the wolf encounter. The girl encounters the Wolf, there is a brief cut scene, and the screen goes black. Afterward, the girl is lying on the path in front of Grandmother's house.
When the player enters Grandmother's house, the style of gameplay changes. It is now in first person, and the character moves forward along a pre-determined path. If the player got there without interacting with the Wolf, they arrive safely, cozy up next to Grandmother and are sent back to the apartment. The girl the player guided will still be there, and can be played again. If the player did go to the Wolf, then everything in the house is darker, and if the player remains still for too long, darkness clouds the screen, and something growls. Depending on the girl, doors are scratched, or furniture tipped over and broken, or strange black threads are draped across everything. Instead of ending with Grandmother, the music crescendos as the player enters a final surreal room before falling down, and things black out again. Images flash on the screen, featuring the girl being attacked by her Wolf, before the player is relocated back in the apartment. The girl played is not there, and will remain absent.
When all of the girls have encountered their wolves, a girl in a white dress, who could be previously encountered by the sisters, becomes playable and visits Grandmother's house. The girl will then travel through the house, now a combination of all of the end rooms of the previous girls ending with the no-wolf room. Upon reaching the grandmother, the girl appears in the apartment covered in blood, but alive. The sisters all return through the door and the game starts over.
The Path was first announced on the Tale of Tales Game Design forum on March 16, 2006 under the working title 144, on the pattern of their first-started, on-hiatus "Tale of Tales" 8 (chosen for the universal, language-independent nature of arabic numerals). This number originally referred to the six 24-hour periods of the six days in which the game was set, but in the released version refers to the 144 coin flowers.
According to the developer, the game is not meant to be played in the traditional sense, in that there is no winning strategy. In fact, much of the gameplay requires the player to choose the losing path for the sisters to run into encounters which they (and the player) are meant to experience. Even the story narratives are not typical for a game, as explained by the developer, "We are not story-tellers in the traditional sense of the word. In the sense that we know a story and we want to share it with you. Our work is more about exploring the narrative potential of a situation. We create only the situation. And the actual story emerges from playing, partially in the game, partially in the player’s mind."
Iain McCafferty of Videogamer.com called The Path "a hugely significant work in terms of what a video game can be beyond the realms of throwaway entertainment" and "potentially a seminal moment in video games." He claimed that "It will be years before a game made by the big budget software houses like Ubisoft or EA is brave enough to attempt anything remotely similar, but The Path shows promising signs that gaming is starting to grow up."
Heather Chaplin of Filmmaker Magazine pointed out how uniquely feminine The Path is: "For me, The Path is about what a remarkably fine line it is that separates childhood from adulthood, innocence from cynicism, and how utterly not black-and-white most things in life are."
Tim Martin of The Daily Telegraph cited The Path as a recent example of a "vigorous experimentation with techniques of narrative." He likened it to "an Angela Carter novel, as siphoned through The Sims."
Steven Poole of Edge opined that the game is "a supremely boring collection of FMVs with pretensions to interactivity that very quickly wears out its joke about control and becomes a tedious slab of nihilistic whimsy," yet noting that the game features a "lugubrious, Lynchian surrealism" and that "in its ornery and precious way, The Path is a triumph of atmosphere, coming much closer than the cruder shocks of games such as Silent Hill or Bioshock to a dramatization of what Ernst Jentsch and Freud analyzed as the "uncanny" in literature."
An in-progress, alpha-stage version of The Path was nominated for Excellence in Visual Arts after being exhibited at the Independent Games Festival in 2008. The game also has been honored with two awards at Bilbao, Spain's hóPLAY International Video Game Festival. The game won Best Sound and Best Design.
63 / 10093.15
Life on Tiny Planet was calm and carefree until a great disaster occurred - Tiny Planet was hit by a meteor! The world fell apart and now its future depends only on you! Use your imagination and creativity: in order to restore Tiny Planet and help its inhabitants you will have to fix a variety of machines and mechanisms as well as solve puzzles in each of the five chapters of this game. Navigation is simple and intuitive. It doesn't distract you from the witty brain teasers, and you will be able to fully immerse yourself in the unique atmosphere of the game.
There is no text in this game. It is fun for all ages and suitable for the whole family.
90 / 10044.5
Eleusis is a 3d first-person adventure game for Windows developed by Nocturnal Works using the technology of the unreal engine. It takes place in a seemingly abandoned village in Greece where the player character, while trying to seek refuge, finds himself in the center of a whirlwind of mysterious events.As the plot unfolds he finds clues that indicate that the village is a nest of a cult which plans to revive a dark force through an ancient ritual and harness its power. The player character faces the challenge of unlocking the forgotten knowledge of the ancient mysteries in order to stop the cult from accomplishing their goal.
50 / 10012.5
Actual Sunlight is a short interactive story about love, depression and the corporation.
The game puts you in the role of Evan Winter, a young professional in Toronto, as he moves through three distinct periods of his life. The story is linear, unavoidable and (hopefully) thought-provoking. You experience his perceptions, fall under the consequences of his decisions, and meet everyone who didn’t change him.
Gameplay is minimal, and serves only to move from one part of the (admittedly) text-heavy story to the next. The game fiercely attempts to be worth it.
Actual Sunlight is not appropriate for children. It features mature themes and an adult-workplace amount of profanity. And it does so immediately.
60 / 10023.0
Edna & Harvey: The Breakout is an adventure game for Windows and Mac about a girl and her toy rabbit. Players of the game have to escape from a mental hostpital.
The Gameplay is similar to LucasArts' early 90's games using the SCUMM engine. The player finds himself in a 2D world. At the bottom of the screen is a list of verbs to be used and combined for solving puzzles.
The game began as a university project in Germany (Wikipedia). Although that version received an outstanding reception, the English game merely received a mixed reception with both average and low review scores, mostly due to the sloppy translation.