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HELLMART similar games & best alternatives

HELLMART

PC (Microsoft Windows) • 2026

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Quick resume

Supermarket simulator meets horror. You’re a clerk at a 24-hour convenience store. During the day - serve customers and hit your sales goals. At night - beware of strange clients. Try to survive 7 days in the Far North.

Global score

78/100

Genres

Adventure, Indie, Simulator

Similar games

    Pros

    • Unique blend of horror and supermarket simulation
    • Engaging atmosphere and story
    • Multiple endings and replayability
    • Well-executed jump scares and suspense
    • Developer responsiveness and potential for updates

    Cons

    • Short gameplay length
    • Limited content and upgrades
    • Lack of endless or multiplayer modes
    • Some bugs and performance issues
    • Repetitive daytime tasks

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Leadership, Expression. It leans lower than usual among comparable games on Exploration.

    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.

    Motivations

    • Autonomy
      3

      "Players have control over daily tasks, decisions about who to let in, and upgrade choices, though within a structured routine of store management."

    • Competence
      2

      "Gameplay involves some skill in managing tasks and reacting to horror elements, but many tasks are repetitive and simple."

    • Competition
      -4

      "Focus is on personal progression and story; no evidence of competitive modes or player comparison."

    • Continuation
      1

      "Players express desire to replay for multiple endings and hope for endless mode, but current content is short and can feel like a one-time experience."

    • Cooperation
      -5

      "Game is single-player with no cooperative or multiplayer features."

    • Creativity
      1

      "Some customization in store upgrades and player choices, but mostly following preset tasks and routines."

    • Domination
      -5

      "No evidence of exerting control over others; interactions are balanced and narrative-driven."

    • Escapism
      4

      "Players use the game as a spooky, immersive escape with horror atmosphere and story."

    • Expectation
      -4

      "Players engage voluntarily out of interest and enjoyment, not obligation."

    • Experimenting
      2

      "Multiple endings and some random events encourage trying different approaches, though core gameplay is repetitive."

    • Exploration
      -2

      "Limited environment with mostly familiar store setting; some discovery through story and anomalies."

    • Expression
      1

      "Limited expression through upgrade choices and minor store customization; no avatar personalization."

    • Fantasy
      4

      "Strong horror and supernatural themes create an imaginative fictional experience."

    • Fellowship
      -5

      "No social or community features; single-player focused."

    • Growth
      2

      "Players learn game mechanics and improve decision-making over multiple playthroughs."

    • Health
      -5

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

    • Idle
      -3

      "Requires player attention and active management; not suitable for background or idle play."

    • Intimacy
      -4

      "Interactions with NPCs are limited and surface-level without deep emotional connections."

    • Leadership
      1

      "Player manages store and makes decisions but no leadership over other players."

    • Progression
      3

      "Upgrade system and multiple endings provide a sense of progression and accomplishment."

    • Relaxation
      1

      "Gameplay balances tension and calm, with moments of flow and some jump scares."

    • Sensation
      3

      "Atmospheric audio and visuals provide sensory stimulation and emotional engagement."

    • Status
      -5

      "No social recognition or status systems present."

    • Story
      4

      "Narrative and character interactions are important and engage players in the lore."

    • Strategy
      2

      "Players plan resource management and decisions about who to let in, but gameplay is relatively simple."

    • Thrill
      3

      "Jump scares and suspenseful moments create excitement and tension relief."

    • Value
      0

      "Mixed player opinions on price versus content; some find it fair, others feel short for cost."

    • Violence
      1

      "Some combat or defensive actions against supernatural threats, but mostly non-violent store tasks."

    • Survival
      3

      "Nighttime gameplay involves defending the store and avoiding threats, emphasizing survival."

    Last update: 29/04/2026