Achievement Clicker 2019 similar games & best alternatives
Achievement Clicker 2019
2018
Related articles
Quick resume
Feel like a real Achievement hunter! Earn Achievements, upgrades and get the most Achievements on Steam!
Global score
82/100
Genres
Adventure, Casual, Indie, Simulator, Strategy
Similar games
Pros
- Provides a large number of achievements quickly
- Very low price
- Simple and easy to use
- Supports autoclickers for fast completion
- Can serve as a distraction or relaxation tool
Cons
- Repetitive and minimal gameplay
- Crashes steam frequently due to achievement flooding
- Poor graphics and audio
- No story or meaningful content
- Potential physical strain from clicking
Motivations
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Autonomy
Game with the same Autonomy vibe
-4"Gameplay consists of repetitive clicking with no meaningful choices or player-driven decisions."
Achievement Clicker
"Gameplay is highly repetitive clicking with minimal player decision or freedom; mostly following a fixed routine."
-
Competence
Game with the same Competence vibe
-3"Gameplay is extremely simple and repetitive, involving only clicking with minimal skill or challenge."
Banana
"No real skill or challenge involved; clicking repeatedly or using autoclickers leads to predictable outcomes."
-
Competition
Game with the same Competition vibe
-4"No competitive elements or comparison to others; focus is on personal achievement collection."
Zup! 3
"No competitive elements or comparison with others; focus is on personal achievement count."
-
Continuation
Game with the same Continuation vibe
-3"Short playtime and limited replayability; players typically complete the game quickly and do not engage in long or habitual sessions."
100 New Year Cats
"Players tend to finish quickly or abandon; some use autoclickers to speed completion; low habitual engagement."
-
Cooperation
Game with the same Cooperation vibe
-5"Entirely single-player and independent; no cooperation or multiplayer features."
Achievement Clicker 2018
"Entirely single-player and independent; no cooperative or multiplayer features."
-
Creativity
Game with the same Creativity vibe
-5"No creative or building elements; purely clicking predefined buttons."
Achievement Clicker
"No creative or building elements; purely clicking on a static interface."
-
Domination
Game with the same Domination vibe
-5"No social dominance or power exertion; interactions are minimal or nonexistent."
Achievement Clicker
"No social dominance or power exertion; interactions are absent."
-
Escapism
Game with the same Escapism vibe
1"Some players use the game as a brain training or distraction, but others find it stressful or tedious rather than relaxing."
Three Digits
"Some players mention using the game as a distraction or relaxation tool during difficult times."
-
Expectation
Game with the same Expectation vibe
-4"Players engage voluntarily for fun or achievement hunting, no obligation or pressure."
Distant Space
"Players engage voluntarily mainly for achievement hunting; no obligation or external pressure."
-
Experimenting
Game with the same Experimenting vibe
-4"Gameplay is repetitive with little novelty or exploration of mechanics; some players experiment with autoclickers but core gameplay is fixed."
Running Through Russia
"Gameplay is repetitive with no exploration of new mechanics; some use of autoclickers but no in-game experimentation."
-
Exploration
Game with the same Exploration vibe
-5"No exploration or discovery; static environment with no new areas or secrets."
Loot Grind Simulator
"No exploration or discovery; static environment with no new areas."
-
Expression
Game with the same Expression vibe
-5"No customization or self-expression features."
9 Childs Street
"No customization or self-expression features."
-
Fantasy
Game with the same Fantasy vibe
-5"No fictional narrative or roleplaying; purely mechanical clicking."
Achievement Clicker 2018
"No narrative or fictional elements; purely mechanical clicking."
-
Fellowship
Game with the same Fellowship vibe
-5"No community or social interaction within the game."
Five Nights at Freddy's 2
"No community or social interaction within the game."
-
Growth
Game with the same Growth vibe
1"Some sense of progression through leveling and item upgrades, but no deep learning or skill development."
Loot Grind Simulator
"Some sense of progression through upgrades and achievement accumulation, but minimal learning or skill development."
-
Health
Game with the same Health vibe
-5"Sedentary gameplay with risk of physical strain (carpal tunnel); no physical activity."
Achievement Clicker 2018
"Sedentary gameplay with potential for physical strain (e.g., carpal tunnel) mentioned."
-
Idle
Game with the same Idle vibe
4"Game supports idling and auto-clicking; players use it as background or passive activity."
Burger
"Game supports idling and use of autoclickers; players often let it run unattended."
-
Intimacy
Game with the same Intimacy vibe
-5"No social or emotional connections formed through gameplay."
Nodebuster
"No social or emotional connections formed through gameplay."
-
Leadership
Game with the same Leadership vibe
-5"No leadership or group management roles."
Burger
"No leadership or group management roles."
-
Progression
Game with the same Progression vibe
4"Strong emphasis on accumulating upgrades, items, and achievements to progress."
Arrow a Row
"Strong focus on accumulating achievements and upgrades as markers of progress."
-
Relaxation
Game with the same Relaxation vibe
1"Some players found the game relaxing and mood-lifting, though others found music and repetition annoying."
Monsti
"Some players find the simple clicking and music relaxing, though others find it boring or irritating."
-
Sensation
Game with the same Sensation vibe
-3"Minimal sensory stimulation; graphics and audio are basic and understated."
Supply Chain Idle
"Minimal sensory stimulation; visuals and audio described as poor or basic."
-
Status
Game with the same Status vibe
4"Achievements serve as status symbols on Steam profiles, enhancing social recognition."
Zup! 3
"Achievements serve as social status symbols on Steam profiles; main motivation is boosting profile recognition."
-
Story
Game with the same Story vibe
-5"No story or narrative elements."
Achievement Idler: Black
"No story or narrative content."
-
Strategy
Game with the same Strategy vibe
-4"No strategic or problem-solving depth; gameplay is straightforward searching and clicking."
100 hidden mushrooms
"No strategic depth; gameplay is straightforward clicking and buying upgrades."
-
Thrill
Game with the same Thrill vibe
-5"No suspense or thrill; gameplay is predictable and low risk."
Achievements printer
"No suspense or thrill; gameplay is predictable and monotonous."
-
Value
Game with the same Value vibe
2"Generally perceived as good value especially on sale; some complaints about achievement difficulty."
True Fear: Forsaken Souls Part 1
"Low price and achievement output considered good value by some; others see it as poor investment."
-
Violence
Game with the same Violence vibe
-5"No violence or destructive gameplay."
Surge
"No violence or destructive gameplay."
-
Survival
Game with the same Survival vibe
-5"No survival or threat elements."
Two Digits
"No survival or threat elements."
Analysis
Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Status. It leans lower than usual among comparable games on Story, Fantasy.
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.
Last update: 30/04/2026