the 9th day:第九日 similar games & best alternatives

the 9th day:第九日

PC (Microsoft Windows) • 2017

Should you play it?

The story of The 9th Day, that started with the autumn fire incident, begins here…

What works
  • Emotional and touching story
  • Multiple story routes with character depth
  • High-quality music and atmosphere
  • Unique narrative premise
  • Affordable price for content length
Things to keep in mind
  • Limited gameplay interaction
  • Some voice acting issues
  • Short and repetitive routes
  • Lack of customization and exploration
  • Minor technical bugs and ui limitations

What to play next

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

Top picks

Games that feel the closest overall

  • My Furry Protogen 🐾

  • Ambre - a heartbreaking kinetic novel

  • A Space For The Unbound - Prologue

  • Fox Hime

  • Supipara - Chapter 1 Spring Has Come!

  • Port of Call

  • Without Within 2

  • Love at First Sight

  • Evening Surprise

Hidden Gems

Less popular games with surprisingly high similarity

  • Supipara - Chapter 1 Spring Has Come!

  • Without Within 2

  • Rumu

If you liked…

Recommendations by what you enjoyed most

  • Story

    Misao - 2024 HD Remaster

  • Escapism

    Breakout 13

  • Fantasy

    Why Am I Dead At Sea

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).

the 9th day:第九日: A very typical example of its motivational profile. Motivations that often define this kind of title include Strategy, Experimenting, Competence, Survival. Here, the score leans higher than usual among comparable games on Intimacy, Story. It leans lower than usual among comparable games on Autonomy.

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

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    "Gameplay is mostly walking and following a non-linear story with limited player choice or branching paths, indicating adherence to a preset narrative routine."

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    "Gameplay is mostly linear visual novel with limited player choices affecting story branches; players follow preset narrative paths."

  • Competence

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    "Gameplay involves reading and experiencing a story with minimal skill challenge or variation; no complex mechanics or tests of skill."

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    "Game involves reading and making simple choices; lacks skill-based challenges or complex mechanics."

  • Competition

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    "No competitive elements or player comparison; focus is on personal story experience."

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    "No competitive elements or player comparison; focus is on personal story experience."

  • Continuation

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    "Some players report spending multiple hours and replaying all routes; others note the game is short and ends abruptly, limiting long-term engagement."

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  • Cooperation

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    "Single-player visual novel experience with no multiplayer or cooperative gameplay."

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    "Single-player visual novel experience with no multiplayer or cooperative gameplay."

  • Creativity

    Game with the same Creativity vibe

    2

    "Players explore multiple story branches and character routes, but within predefined narrative structures."

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    "Story and character routes offer some narrative creativity and multiple perspectives, but gameplay structure is fixed."

  • Domination

    Game with the same Domination vibe

    -5

    "No social dominance or power dynamics; interactions are narrative-based and equal."

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    "No social dominance or power dynamics; interactions are narrative-focused and equal."

  • Escapism

    Game with the same Escapism vibe

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    "Players immerse themselves in a fictional story to escape real life, engaging emotionally with the narrative."

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    "Players engage with emotional, fictional story to escape reality and experience imaginative scenarios."

  • Expectation

    Game with the same Expectation vibe

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    "Players engage voluntarily out of interest in story and characters, not obligation or pressure."

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    "Players engage voluntarily out of interest in story and characters, not due to obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

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    "Limited choices reduce experimentation; players mainly follow a set narrative with only ending variations."

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    "Limited experimentation possible; players mainly follow established story routes with minor choice variations."

  • Exploration

    Game with the same Exploration vibe

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    "Exploration limited to narrative branches; no open-world or spatial exploration."

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    "Exploration limited to narrative branches; no open-world or spatial discovery."

  • Expression

    Game with the same Expression vibe

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    "Minimal character customization; expression mainly through narrative choices."

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    "Minimal character customization; expression mainly through story choices and route selection."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "The game features supernatural elements such as ghosts and possession, creating an imaginative fictional experience."

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    "Game features supernatural elements like spirits, death, and afterlife, creating an imaginative fictional experience."

  • Fellowship

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    "Primarily a solitary experience with minimal social interaction or community involvement in gameplay."

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    "Primarily a solitary experience; minimal social interaction or community involvement in gameplay."

  • Growth

    Game with the same Growth vibe

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    "Players experience character development and emotional growth through story progression."

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    "Players experience emotional growth and understanding through story progression and character development."

  • Health

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    "Sedentary gameplay typical of visual novels; no physical activity involved."

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  • Idle

    Game with the same Idle vibe

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    "Short sessions suitable for casual play and filling time; some players revisit occasionally."

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    "Game sessions can be moderate length; some players engage in multiple routes over time, but gameplay is not highly demanding."

  • Intimacy

    Game with the same Intimacy vibe

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    "Emotional connections with characters and story foster a sense of closeness and attachment."

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    "Emotional connections with characters and story foster a sense of closeness and attachment."

  • Leadership

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    "No leadership or group management elements present."

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  • Progression

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    "Progression is narrative-based through unlocking endings and achievements rather than items or upgrades."

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    "Progression is narrative-based through unlocking story routes and achievements rather than items or upgrades."

  • Relaxation

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    "Game provides a calming atmosphere with soothing music and a balance of challenge and flow."

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    "Game provides a calm, emotional experience with soothing music, suitable for relaxed play."

  • Sensation

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    "Pleasant visual art and music provide moderate sensory enjoyment."

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  • Status

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    "No social recognition or status mechanics; focus is on personal story experience."

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  • Story

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    "Strong narrative focus with multiple endings, character development, and emotional themes."

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    "Strong narrative focus with multiple storylines, character development, and emotional themes."

  • Strategy

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    "Minimal strategic or problem-solving gameplay; choices are limited and straightforward."

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    "Minimal strategic or problem-solving gameplay; choices are straightforward and limited."

  • Thrill

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    "Some suspense and emotional tension in story, but gameplay is mostly controlled and predictable."

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    "Some emotional tension and suspense in story, but gameplay is generally calm and predictable."

  • Value

    Game with the same Value vibe

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    "Players find good value in story, atmosphere, and gameplay length relative to price."

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  • Violence

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    "No combat or destructive gameplay; focus is on narrative and emotional experience."

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  • Survival

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    "No survival or resource management elements; stable narrative environment."

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Last update: 01/06/2026