The Survey similar games & best alternatives

The Survey

PC (Microsoft Windows) • 2016

Should you play it?

In the end, everybody gets what they deserve. The sins of the past always manifest within the minds of the sinners. An eternity of suffering awaits, welcome to The Survey.

What works
  • Strong atmosphere and sound design
  • Engaging and emotional story
  • Effective psychological horror
  • Good value for price
  • Creative use of phone and survey mechanics
Things to keep in mind
  • Game crashes reported frequently
  • Slow movement and pacing
  • Short game length
  • Limited save points
  • Some repetitive scares and linear gameplay

What to play next

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

Top picks

Games that feel the closest overall

  • Never Again

  • Grunn

  • Unforgiving - A Northern Hymn

  • Flicker of Hope

  • The Voidness - Lidar Horror Survival Game

  • Voyager-19

  • Deep Sleep Trilogy

  • Out of Sight

  • Home Sweet Home

Hidden Gems

Less popular games with surprisingly high similarity

  • The Voidness - Lidar Horror Survival Game

  • Voyager-19

  • Deep Sleep Trilogy

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    The Thing: Remastered

  • Story

    The Forest

  • Thrill

    Dark Fracture: Prologue

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 Survey: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Status. Here, the score leans higher than usual among comparable games on Idle. It leans lower than usual among comparable games on Violence, Expression.

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

    "Players can freely explore the towers at their own pace and choose which notes to read, but the gameplay is linear and limited to walking and simple interactions."

    Capsule for Cloud Climber Cloud Climber

    "Players explore the house at their own pace with some freedom, but progression is linear and guided by notes and phone hints."

  • Competence

    Game with the same Competence vibe

    2

    "The game involves some puzzle solving and achievement hunting, providing moderate skill challenges and feedback, though not highly difficult."

    Capsule for Title_Pending Title_Pending

    "The game involves some puzzle solving and exploration with occasional hints, providing moderate skill challenge."

  • Competition

    Game with the same Competition vibe

    -5

    "Single-player experience with no competitive elements or comparison to others."

    Capsule for Little Nightmares Little Nightmares

    "Single-player experience with no competitive elements or comparison to others."

  • Continuation

    Game with the same Continuation vibe

    1

    "Some players report replaying for relaxation and emotional impact, but overall short playtime and limited content reduce habitual play."

    Capsule for Gathering Sky Gathering Sky

    "Some players expressed attachment and desire to replay, but the short length and crashes reduce habitual play."

  • Cooperation

    Game with the same Cooperation vibe

    -5

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

    Capsule for The Drifter The Drifter

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

  • Creativity

    Game with the same Creativity vibe

    3

    "Players creatively piece together story elements and solve puzzles by exploring and interpreting phone data, though no direct creation or modification."

    Capsule for A Normal Lost Phone A Normal Lost Phone

    "Players piece together story from notes and surveys; some creative use of phone mechanics and environmental changes."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of exerting control or superiority over others; purely individual experience."

    Capsule for Poppy Playtime Poppy Playtime

    "No elements of exerting control or superiority over others; purely individual experience."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players use the game to immerse themselves in a tense, atmospheric horror experience, escaping real life."

    Capsule for The Thing: Remastered The Thing: Remastered

    "Players use the game to immerse themselves in a tense, atmospheric horror story, escaping real life."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for intrinsic interest in horror and suspense; no obligation or external pressure."

    Capsule for Dungeon Nightmares II : The Memory Dungeon Nightmares II : The Memory

    "Players engage voluntarily for entertainment and interest in horror; no obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    1

    "Some exploration and puzzle experimentation, but mostly follows a linear narrative path."

    Capsule for Gemini Rue Gemini Rue

    "Some exploration and puzzle experimentation, but mostly following a linear path and scripted events."

  • Exploration

    Game with the same Exploration vibe

    2

    "Players explore a small house environment and discover subtle changes and clues."

    Capsule for The Mirror Lied The Mirror Lied

    "Players explore a small house environment with some discovery of notes and environmental changes."

  • Expression

    Game with the same Expression vibe

    -5

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

    Capsule for At Home Alone At Home Alone

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

  • 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 elements and fictional narrative, though grounded in a realistic house setting."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; solo experience."

    Capsule for Sono Sono

    "No social or community features; solo experience."

  • Growth

    Game with the same Growth vibe

    2

    "Players learn story details and solve puzzles, gaining understanding and progressing narrative."

    Capsule for Rise of Insanity Rise of Insanity

    "Players learn story details and solve puzzles, gaining understanding and progressing through the narrative."

  • 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

    2

    "Some waiting and pacing required due to real-time events, but players remain engaged with exploration and listening."

    Capsule for The Last Express Gold Edition The Last Express Gold Edition

    "Some waiting for timed events and slow pacing, but players generally remain engaged."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social or emotional relationship building; strictly individual play."

    Capsule for Maximum Action Maximum Action

    "No social or emotional relationship building; individual play."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements."

    Capsule for High On Life High On Life

    "No leadership or group management elements."

  • Progression

    Game with the same Progression vibe

    3

    "Progression through story, unlocking areas and collecting notes and achievements."

    Capsule for Whispering Willows Whispering Willows

    "Progression through story milestones, collecting notes and unlocking new areas."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "Tense and suspenseful atmosphere with moments of high stress; not primarily relaxing."

    Capsule for Death in the Water 2 Death in the Water 2

    "Tense and suspenseful atmosphere with moments of stress rather than relaxation."

  • Sensation

    Game with the same Sensation vibe

    3

    "Effective use of sound design and atmospheric visuals to create emotional and sensory impact."

    Capsule for Love, Sam Love, Sam

    "Effective use of sound design, lighting, and atmosphere to create emotional and sensory impact."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems."

    Capsule for Alan Wake Alan Wake

    "No social recognition or status systems."

  • Story

    Game with the same Story vibe

    4

    "Engaging narrative revealed through environmental clues and exploration, with multiple endings."

    Capsule for The Forest The Forest

    "Strong narrative focus with unfolding story through notes, phone surveys, and environmental clues."

  • Strategy

    Game with the same Strategy vibe

    1

    "Some puzzle solving and timing challenges require basic planning and problem solving."

    Capsule for LISA: The First LISA: The First

    "Some puzzle solving and exploration require basic planning and problem solving."

  • Thrill

    Game with the same Thrill vibe

    4

    "High suspense and tension with effective scares and psychological horror elements."

    Capsule for Dark Fracture: Prologue Dark Fracture: Prologue

    "Builds suspense and tension with effective scares and psychological horror elements."

  • Value

    Game with the same Value vibe

    3

    "Generally considered good value for the price, especially during sales, with a solid story and atmosphere."

    Capsule for STASIS STASIS

    "Generally considered good value for price, especially on sale, given story and atmosphere."

  • Violence

    Game with the same Violence vibe

    -5

    "No combat or destructive gameplay; focus on exploration and story."

    Capsule for Project Hailstorm Project Hailstorm

    "No combat or destructive gameplay; focus on exploration and story."

  • Survival

    Game with the same Survival vibe

    3

    "Players must avoid threats and make correct choices to survive; tension around staying alive."

    Capsule for Fears to Fathom - Carson House Fears to Fathom - Carson House

    "Players avoid threats and manage tension, though no complex survival mechanics."

Last update: 01/06/2026