Electrician Simulator - First Shock similar games & best alternatives

Electrician Simulator - First Shock

PC (Microsoft Windows) • 2022

Should you play it?

Learn the ropes from your Dad to become an electrician. Repair and assemble sockets, panels, strips, plugs, chandeliers and even change light bulbs. Oh... and don't mix up the wires! Results might be shocking.

What works
  • Realistic electrician tasks
  • Engaging repair and soldering mechanics
  • Relaxing and educational gameplay
  • Good tutorial and user-friendly interface
  • Free demo with promising potential
Things to keep in mind
  • Limited content in demo
  • Lack of advanced electrician tools like multimeter
  • No save feature in demo
  • Some sensitivity and control issues
  • Simplified wiring and job mechanics

What to play next

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

Top picks

Games that feel the closest overall

  • Ship Graveyard Simulator 2: Prologue

  • Electrician Simulator

  • Fidget Spinner

  • Cash Cleaner Simulator

  • Car Detailing Simulator: Prologue

  • CozyTyper

  • Parcel Simulator

  • Pixel Puzzles: Japan

  • Builder Simulator

Hidden Gems

Less popular games with surprisingly high similarity

  • Fidget Spinner

  • CozyTyper

  • Odyssey - The Story of Science

If you liked…

Recommendations by what you enjoyed most

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).

Electrician Simulator - First Shock: A very typical example of its motivational profile. Motivations that often define this kind of title include Violence, Fantasy, Story, Thrill. It leans lower than usual among comparable games on Exploration, Idle, Expression.

Why this game works

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

  • Autonomy

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    "Players can direct their own actions such as picking trash, sorting, upgrading machines, and managing workers, though some routines become repetitive and automation is limited."

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    "Players can direct their own actions in wiring, repairs, and job selection, though some tasks are guided with prompts."

  • Competence

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    "Engages players in detailed mechanical tasks requiring problem solving and skill, though some mechanics are simplified or inaccurate."

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    "Players engage in skillful tasks like wiring, soldering, and troubleshooting with feedback, though some mechanics are simplified."

  • Competition

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    -3

    "Focus is on personal pace and self-set goals; no evidence of ranked modes or direct player comparison."

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    "Focus is on individual progress and personal pace; no evidence of ranked modes or player comparison."

  • Continuation

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    "Players express desire to keep playing and look forward to full release, though current content is short."

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    "Players express desire to keep playing and look forward to future updates, though current content is limited."

  • Cooperation

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    "Gameplay centers on individual tasks, personal relationships, and solo combat support; no cooperative multiplayer or teamwork."

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  • Creativity

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    "Players customize teams and gear builds; however, gameplay follows established mechanics with limited creative freedom."

    Capsule for CounterSide CounterSide

    "Some freedom in wiring and repair approaches, but constrained by game mechanics and limited customization."

  • Domination

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    "No evidence of exerting control or superiority over others; interactions are individual and respectful."

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    "No evidence of exerting control or superiority over others; interactions are individual and respectful."

  • Escapism

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    "Players use the game as a relaxing distraction and stress relief, enjoying immersive technical simulation."

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    "Players use the game as a relaxing distraction and stress relief, enjoying immersive simulation."

  • Expectation

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    "Players engage voluntarily out of personal interest and intrinsic motivation, not obligation."

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    "Players engage voluntarily out of personal interest and intrinsic motivation, not obligation."

  • Experimenting

    Game with the same Experimenting vibe

    2

    "Some experimentation with skills and upgrade strategies, but mostly within known mechanics."

    Capsule for Tap Tap Infinity Tap Tap Infinity

    "Some exploration of mechanics like soldering and wiring, though many tasks follow established routines."

  • Exploration

    Game with the same Exploration vibe

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    "Gameplay mostly involves known mission paths and arenas; limited exploration or discovery of new areas."

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    "Gameplay mostly involves familiar environments and repeated locations; limited discovery."

  • Expression

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    "Limited character or environment customization; mostly standardized presentation with minor personalization."

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    "Limited customization or personalization; mostly standardized presentation of tools and environments."

  • Fantasy

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    "Focus on realistic driving physics and simulation rather than imaginative or fictional elements."

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    "Focus on realistic electrician tasks and scenarios rather than imaginative or fictional elements."

  • Fellowship

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    "Minimal social connection or community feeling; gameplay is primarily solo without significant multiplayer or social features."

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    "Minimal social connection or community feeling; gameplay is primarily solo."

  • Growth

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    "Players learn new abilities, improve skills, and progress through increasingly challenging areas."

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  • Health

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    "Sedentary gameplay typical of PC simulation games, no physical activity involved."

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    "No physical activity involved; sedentary gameplay typical of PC simulation games."

  • Idle

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    "Requires focused attention and active engagement; not designed for background or idle play."

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  • Intimacy

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    "No evidence of close relationships or emotional sharing; interactions are individual and task-focused."

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  • Leadership

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    "No leadership roles or group management; players act independently."

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  • Progression

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    "Players accumulate upgrades and unlock tools, providing a sense of advancement."

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    "Players accumulate tools, complete jobs, and unlock more complex tasks, showing advancement."

  • Relaxation

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    "Gameplay is described as relaxing and meditative, balancing challenge with flow."

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    "Gameplay is described as calming and therapeutic, balancing challenge with flow."

  • Sensation

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    "Visuals and audio provide moderate sensory stimulation; some players enjoy the aesthetic and sound design."

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    "Visual and auditory elements provide moderate stimulation; some players enjoy satisfying mechanics."

  • Status

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    "No social recognition or popularity mechanics; achievements and progress are personal and internal."

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    "No social recognition or popularity mechanisms; achievements are personal and internal."

  • Story

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    "Some narrative elements through event nodes and character interactions, but limited overarching plot."

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    "Some narrative elements via client emails and job context, but limited overarching plot."

  • Strategy

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    "Players engage in puzzle-solving and logical thinking, though some puzzles are straightforward or repetitive."

    Capsule for 98xx 98xx

    "Players engage in problem solving and logical thinking, though some tasks are simplified."

  • Thrill

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    -2

    "Low risk and suspense; some emotional impact but no intense thrills or tension."

    Capsule for Come with Me Come with Me

    "Low risk and suspense; some mild tension from potential mistakes but mostly controlled situations."

  • Value

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    4

    "Free demo with substantial content; players perceive good return on time invested and potential for full game."

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    "Free demo with enjoyable content; players perceive good return on time invested."

  • Violence

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    "No combat or destruction; focus on repair and constructive interaction."

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    "No combat or destruction; focus on constructive and repair activities."

  • Survival

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    "Stable conditions with no direct threats or survival mechanics."

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Last update: 01/06/2026