April 24th similar games & best alternatives

April 24th

PC (Microsoft Windows) • 2024

Should you play it?

The main character is an experienced journalist who always strives to uncover the truth. He manages to gain access to the house, which is guarded by the police.

What works
  • Effective jump scares and sound design
  • Strong horror atmosphere
  • Short and accessible gameplay
  • Interesting psychological horror story
  • Good value at discounted price
Things to keep in mind
  • Very short length and limited replay value
  • Linear and guided gameplay with minimal player agency
  • Reused assets and predictable scares
  • Some find story confusing or incomplete
  • Lack of gameplay depth and strategic challenge

What to play next

Similar games, hidden gems, and fresh directions from this game.

Top picks

Games that feel the closest overall

  • [Chilla's Art] Night Delivery | 例外配達

  • The Lightkeeper

  • Sweetest Monster

  • Loan Shark

  • Rise of Insanity

  • The Salesman

  • Terroro

  • September 7th

  • Gray Dawn

Hidden Gems

Less popular games with surprisingly high similarity

  • Sweetest Monster

  • The Salesman

  • 9 Childs Street

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    ARAYA

  • Sensation

    Phasmophobia

  • Thrill

    Hide and Shriek

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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 (hidden on purpose).

April 24th: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Strategy, Experimenting, Competence, Survival. Here, the score leans higher than usual among comparable games on Violence, Thrill. It leans lower than usual among comparable games on Relaxation.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    -3

    "Gameplay is mostly linear and scripted with limited player agency, emphasizing following set paths and sequences."

    Capsule for Little Nightmares II Little Nightmares II

    "Linear gameplay with guided progression and limited player choice; players follow preset paths and scripted events."

  • Competence

    Game with the same Competence vibe

    -2

    "Gameplay involves simple, easy puzzles and interactive elements with minimal skill challenge."

    Capsule for Room of Depression Room of Depression

    "Minimal skill challenge; gameplay mostly involves walking and simple puzzle solving with predictable outcomes."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements or player comparison; purely single-player experience focused on personal progress."

    Capsule for Sacra Terra: Angelic Night Sacra Terra: Angelic Night

    "No competitive elements or player comparison; purely single-player experience focused on personal pace."

  • Continuation

    Game with the same Continuation vibe

    -3

    "Short playtime (~5-10 minutes), low replay value, players often finish quickly and do not return frequently."

    Capsule for 100 hidden aliens 100 hidden aliens

    "Short playtime (~40 minutes) and limited replay value; players tend to complete quickly and not return often."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player with no cooperative or multiplayer features."

    Capsule for Cozy Organizer Cozy Organizer

    "Entirely single-player with no cooperative or multiplayer features."

  • Creativity

    Game with the same Creativity vibe

    -4

    "Uses predefined assets and structures with minimal player-driven creation or customization."

    Capsule for Blood Feed Blood Feed

    "Uses many reused assets and standard horror tropes; little player creativity or customization."

  • Domination

    Game with the same Domination vibe

    -5

    "No social dominance or power over others; solitary experience."

    Capsule for Neverending Nightmares Neverending Nightmares

    "No social dominance or power over others; solitary experience without authority or control over others."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong escapism through immersive horror atmosphere and tension, providing distraction from real life."

    Capsule for ARAYA ARAYA

    "Strong escapism through immersive horror atmosphere and psychological tension; players seek distraction and fear experience."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for fun and scare experience; no obligation or external pressure noted."

    Capsule for Siren Head: Awakening Siren Head: Awakening

    "Players engage voluntarily for enjoyment and scare experience; no obligation or external pressure reported."

  • Experimenting

    Game with the same Experimenting vibe

    -3

    "Gameplay is straightforward and linear with minimal exploration of mechanics or experimentation."

    Capsule for Project Hailstorm Project Hailstorm

    "Gameplay is straightforward and linear with little novelty or exploration of mechanics."

  • Exploration

    Game with the same Exploration vibe

    -2

    "Maps are limited and some are repetitive; exploration is constrained within small, familiar environments."

    Capsule for Bodycam Bodycam

    "Limited exploration within a single house environment; mostly familiar and reused map with guided navigation."

  • Expression

    Game with the same Expression vibe

    -5

    "No character customization or player expression; fixed visuals and presentation."

    Capsule for Andy's Apple Farm Andy's Apple Farm

    "No character customization or player expression; fixed presentation and aesthetics."

  • Fantasy

    Game with the same Fantasy vibe

    3

    "Psychological horror with some supernatural or surreal elements, but grounded in a realistic setting."

    Capsule for Love, Sam Love, Sam

    "Psychological horror with supernatural and fictional elements; immersive but grounded in horror fiction."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No community or social interaction; strictly solo play."

    Capsule for Lucius Lucius

    "No community or social interaction; solo play without social connection."

  • Growth

    Game with the same Growth vibe

    -2

    "Limited learning or skill development due to simple puzzles and linear progression."

    Capsule for Riddles Of The Past Riddles Of The Past

    "Limited learning or skill development; simple puzzles and linear progression."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay with no physical activity or health-related features."

    Capsule for DRAGON BALL Z: KAKAROT DRAGON BALL Z: KAKAROT

    "Sedentary gameplay with no physical activity or health-related features."

  • Idle

    Game with the same Idle vibe

    -4

    "Requires focused attention during short play sessions; not designed for background or idle play."

    Capsule for Resonance of the Ocean Resonance of the Ocean

    "Requires focused attention during short play sessions; not designed for background or idle play."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social or emotional relationships; isolated single-player experience."

    Capsule for Subnautica Subnautica

    "No social or emotional relationships formed; isolated single-player experience."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; purely individual play."

    Capsule for Universe Sandbox Universe Sandbox

    "No leadership or group management roles; purely individual play."

  • Progression

    Game with the same Progression vibe

    1

    "Some narrative progression and achievement collection, but no complex item or upgrade accumulation."

    Capsule for Terroro Terroro

    "Some narrative and achievement progression, but limited item or upgrade accumulation."

  • Relaxation

    Game with the same Relaxation vibe

    -3

    "Sustained tension and suspense dominate the experience rather than relaxation or flow."

    Capsule for Bureau of Contacts Bureau of Contacts

    "Sustained tension and suspense dominate; not a relaxing or flow-inducing experience."

  • Sensation

    Game with the same Sensation vibe

    4

    "Strong sensory stimulation through sound design, jump scares, and atmospheric visuals."

    Capsule for Phasmophobia Phasmophobia

    "Strong sensory stimulation via sound design, jump scares, and atmospheric visuals."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; individual experience without visibility."

    Capsule for The Old Tree The Old Tree

    "No social recognition or status elements; individual experience without visibility."

  • Story

    Game with the same Story vibe

    3

    "Narrative driven with psychological horror themes; story is a key motivator despite some confusion."

    Capsule for You Deserve You Deserve

    "Narrative-driven with psychological horror story and plot twists, though some find it confusing or incomplete."

  • Strategy

    Game with the same Strategy vibe

    -3

    "Minimal strategic or problem-solving depth; puzzles are simple and gameplay is straightforward."

    Capsule for Moons of Madness Moons of Madness

    "Minimal strategic or problem-solving depth; puzzles are simple and gameplay is linear."

  • Thrill

    Game with the same Thrill vibe

    4

    "Jump scares and suspenseful gameplay create moments of thrill and tension."

    Capsule for Hide and Shriek Hide and Shriek

    "High thrill from jump scares and suspenseful atmosphere; players experience tension and relief."

  • Value

    Game with the same Value vibe

    3

    "Generally perceived as good value for price, especially on sale; some note short length."

    Capsule for WW2 Rebuilder WW2 Rebuilder

    "Generally perceived as good value for short price, especially during sales; some consider full price slightly high."

  • Violence

    Game with the same Violence vibe

    3

    "Includes disturbing violent themes and imagery consistent with horror genre."

    Capsule for Don't Be Afraid - The First Toy Don't Be Afraid - The First Toy

    "Includes gore and violent themes consistent with psychological horror genre."

  • Survival

    Game with the same Survival vibe

    -4

    "No survival mechanics or threat avoidance; stable environment with scripted events."

    Capsule for MOTHERED - A ROLE-PLAYING HORROR GAME MOTHERED - A ROLE-PLAYING HORROR GAME

    "No survival mechanics or threat management; stable conditions with scripted scares."

Last update: 01/06/2026