In addition to the similar games listed above, which have been linked to this game specifically in the database, you may find games with a similar theme to Nobody Saves The World in the following lists:
The games in this section have been selected because they get players doing absurd activities and chuckling together. It’s tongue-in-cheek entertainment with challenges that don’t take themselves too seriously – not seriously at all, in fact. Video games have their roots in fun and play. This makes them an excellent way to forget the worries of the day and dive into some silly fun together.
Whether it's the crazy puzzles in Baba is You
or Twister-like contortions of Fru
or stomach churningly difficulty of walking in Octodad Deadliest Catch
, these are games that will make you shriek and laugh together. Then there are silly multiplayer games like Super Pole Riders
, Heave Ho
or Wii Party
where parents, carers and children take on bizarre or precarious challenges. The play often descends into giggling and laughter.
Some games are designed with online play. For those that only have local multiplayer, you can use a feature on Steam called Steam Remote Play Together
to play these games with a friend in another place as if they were sat next to you. You can use online chat pass the controls back and forth or each control different players to co-operate or compete.
Not all games support these feature but for those that do, listed here, all you need is one copy of the game for the two of you, an account on Steam and a PC to play on in your separate locations and a good internet connection.
You can also use the Steam Remote Play Anywhere feature to stream your games from you PC to another device like a smartphone or tablet. This enables you to play in a different room of the house or on the go.
Video games where you adventure into a harsh setting, try your hardest to survive and slowly develop your abilities but then inevitably die are often called Rogue-likes. This is because one of the first games that offered this style of play was called Rogue.
These are interesting games for families, not only because their difficult nature leads to shorter sessions, but also because they foster perseverance and coping with losing. After dying you are sent back to some sort of central village where you can choose upgrades for your next attempt. The incentive to play again once you have been killed is usually that you start with some more equipment or skills.
In this way, by belligerence and a slowly learned understanding of how the game world works and how best to survive, you incrementally get a bit further each time you play. Here are some really good roguelike games for families:
Play is more fun when it’s shared. This is as true about video games as it is when building a massive sandcastle on the beach or playing hopscotch in the playground. Finding brilliant team games is a great way to involve more people in the fun and share the experience together as a family. More experienced players naturally help novices contribute to the team.
Along with teamwork, the games I’ve selected here use the fact that players are all sitting next to each other.
These are games where players take on different roles in order to complete unusual tasks. The fun is often as much about the conversations (and arguments) that happen in the room as what’s happening on the screen.
The Digital Futures Commission's A Vision of Free Play in a Digital World report
that outlines the key qualities of "free play" for what "good" looks like in a digital world. The team from 5 Rights Foundation and Digital Futures LSE set out ambitious expectations for children’s free play in all contexts. To claim the label ‘Playful by Design’, digital products and services should adopt seven principles:
Be Welcoming: Prioritise digital features that are inclusive, sociable and welcoming to all, reducing hateful communication and forms of exclusion and reflecting multiple identities.
Enhance Imagination: Prioritise creative resources and imaginative, open ended play over pre-determined pathways built on popularity metrics or driven by advertising or other commercial pressures.
Enable Open-Ended Play: Provide and enhance features that offer easy-to use pathways, flexibility and variety as these support children’s agency and encourage their imaginative, stimulating and open-ended play.
No commercial exploitation: Reduce compulsive features designed to prolong user engagement or cultivate dependency on games, apps or platforms, so children’s immersive play is intrinsically motivated and freely chosen.
Ensure safety: Ensure children’s play in online spaces is safe, including by giving them control over who can contact them and supplying help when needed.
Allow for experimentation: Recognise that exploration, invention and a degree of risk taking is important in children’s play and that the burden should not fall on them always to be cautious or anxious, or to follow rules set by others.
Be age-appropriate: Respect the needs of children of different ages by providing age-appropriate opportunities for play, while also allowing for safe intergenerational play.
I asked Sonia Livingstone, lead researcher and report author, whether there were many games that already met this criteria. "Children bring a lot to their play that for them is imaginative and sociable. Where it's more difficult is in the voluntary and intrinsically motivated play. Games very rarely leave children to play at their own pace and rate. The freedom for risk taking is sometimes present but here, children themselves take on the safety burden from society at large and limit play themselves."
Inspired and challenged by the report, we searched our database to identify games that came closest to meeting these high standards. Like the report, this aims to concentrate energy on identifying opportunities for free play that should be enriched and expanded to make play online more child-centred.
In the report, children identify their need to play in ways that perhaps adults don’t understand or that some digital designs deny. They don't want a completely "whole-food experience", nor to turn back the clock to an offline world. They want digital products designed to enhance the qualities of play and at the same time want those aspects of design that are exploitative or invasive to be dialled down.
Examples on this list include playful offline video games. Games like Lonely Mountains Downhill
and Microsoft Flight Simulator
offer open-ended play where you can go where you want and make your own fun. Spelunky 2
, Mini Metro
enable free-play that is intrinsically and experimentally motivated without commercial exploitation. Then games like A Short Hike
and Wilmot's Warehouse
offer play that is welcoming for newcomers and specifically age appropriate. Risk taking and rule breaking play that doesn't become a burden on the child is found in games like Untitled Goose Game
and The Longing
Examples on this list also include playful online video games. Games like Journey
and One Hour One Life
offer a welcoming experience by encouraging (in some cases requiring) other players to help newcomers. Phantom Abyss
offers an unusual competitive play space that celebrates experimentation and is safe by design through minimal communication. Sea of Thieves
offer age appropriate play for older teenagers that is built around experimentation and discovery through risk taking that is lead by imagination. Stormworks
combines open ended play like Minecraft
, but offers a context more age appropriate to ambitious teenagers through its float-mechanics and boat design. Sky Children of the Light
combines many of the criteria, offering a welcoming experience for newcomers, imaginative play. It subverts the commercial feel of other app games by focusing purchases on items that are primarily to give away to other players.