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At Dead Of Night similar games & best alternatives

At Dead Of Night

PC (Microsoft Windows) • 2020

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Quick resume

At Dead Of Night is part horror film, part horror game and part ghost hunt. It blends live-action and graphics to create a unique immersive horror experience like no other.

Global score

94/100

Genres

Action, Indie, Role-playing (RPG), Strategy, Adventure

Similar games

    Pros

    • Immersive horror atmosphere
    • Unique fmv and gameplay blend
    • Engaging story and characters
    • Challenging stealth and puzzle mechanics
    • High replay value

    Cons

    • Some repetitive environments
    • Limited enemy ai variation
    • Punishing death mechanics
    • Occasional bugs and glitches
    • Some puzzles rely on trial and error

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to design hotel layouts, customize rooms, choose staff and menu options, and manage upgrades, allowing significant control over decisions."

      Capsule for Hotel Architect Hotel Architect

      "Players have freedom to explore the hotel, choose where to go, when to hide, and how to interact with ghosts and items, supporting a sense of control over actions."

    • Competence

      Game with the same Competence vibe

      3

      "Game requires skillful typing, puzzle solving, and attention to sound cues, providing a challenging but learnable experience."

      Capsule for Welcome to the Game Welcome to the Game

      "The game requires learning Jimmy's AI patterns, stealth tactics, and puzzle solving, providing skill challenges and feedback, though some puzzles are simple."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal survival and story experience without competitive elements or player comparison."

      Capsule for Sucker for Love: Date to Die For Sucker for Love: Date to Die For

      "Focus is on personal survival and story progression without competitive elements or player comparison."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report replaying multiple times to explore different story branches and achievements, showing moderate habitual engagement."

      Capsule for Elisa: The Innkeeper - Prequel Elisa: The Innkeeper - Prequel

      "Many players report replaying the game multiple times, mastering strategies and enjoying the story, indicating habitual engagement."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Primarily a single-player experience, though some players enjoy playing or streaming with friends; no direct cooperative gameplay."

      Capsule for Reventure Reventure

      "Gameplay is primarily single-player with no multiplayer or cooperative mechanics, though some players enjoy watching or streaming with friends."

    • Creativity

      Game with the same Creativity vibe

      1

      "Players engage in puzzle solving and exploration with some opportunity for experimentation, but within a fixed narrative and environment."

      Capsule for Cybernetic Fault Cybernetic Fault

      "Limited player creativity; exploration and puzzle solving allow some experimentation but within a structured narrative and environment."

    • Domination

      Game with the same Domination vibe

      -5

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

      Capsule for ONE PIECE ODYSSEY ONE PIECE ODYSSEY

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

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game to immerse in a tense horror experience, escaping real life through suspense and fear."

      Capsule for Welcome to the Game Welcome to the Game

      "Players use the game to immerse themselves in a tense horror experience, escaping real life through suspense and story."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and intrinsic motivation, with no pressure or obligation reported."

      Capsule for EarthX EarthX

      "Players engage voluntarily out of interest and intrinsic motivation, with no pressure or obligation reported."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players try different modes and strategies; some experimentation with moves and puzzle solving."

      Capsule for Chuzzle Deluxe Chuzzle Deluxe

      "Players try different tactics to evade Jimmy and solve puzzles, though the game’s structure limits extensive experimentation."

    • Exploration

      Game with the same Exploration vibe

      3

      "Exploration of the mansion and discovery of secrets and puzzles is a core part of gameplay."

      Capsule for You Will Die Here Tonight You Will Die Here Tonight

      "Exploration of the hotel and discovery of clues and secrets is a core gameplay element, though the environment is somewhat repetitive."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or self-expression features; presentation is fixed and standardized."

      Capsule for The Complex: Expedition The Complex: Expedition

      "No character customization or self-expression features; presentation is fixed and standardized."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Game involves supernatural and horror elements, including ghosts and intruders, creating an imaginative fiction experience."

      Capsule for I'm on Observation Duty 2 I'm on Observation Duty 2

      "The game involves supernatural elements and ghost stories, blending realistic settings with imaginative horror fiction."

    • Fellowship

      Game with the same Fellowship vibe

      -3

      "Primarily a single-player experience with minimal social connection, though some streaming and sharing occurs."

      Capsule for The Trolley Solution The Trolley Solution

      "Primarily a solo experience with minimal social connection, though some players share experiences via streaming or watching."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop skills in stealth, puzzle solving, and strategy through repeated play and learning enemy patterns."

      Capsule for Granny 3 Granny 3

      "Players develop skills in stealth, puzzle solving, and understanding enemy AI, reflecting learning and personal development."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay typical of point-and-click adventure games, no physical activity involved."

      Capsule for Primordia Primordia

      "Sedentary gameplay typical of point-and-click adventure games; no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and continuous engagement during stealth and combat."

      Capsule for Raw Metal Raw Metal

      "Requires focused attention and continuous engagement due to tension and stealth mechanics."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited social interaction; connections are mostly with game characters rather than other players."

      Capsule for Brigandine The Legend of Runersia Brigandine The Legend of Runersia

      "Limited social interaction and emotional sharing; connections are mostly with in-game characters rather than other players."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles; gameplay is individual and narrative-focused."

      Capsule for Title_Pending Title_Pending

      "No leadership or group management roles; gameplay is individual and narrative-focused."

    • Progression

      Game with the same Progression vibe

      3

      "Progression through unlocking abilities and collecting items that enhance gameplay and story understanding."

      Capsule for Republique Republique

      "Progression through collecting keys, items, and unlocking story elements is central to gameplay."

    • Relaxation

      Game with the same Relaxation vibe

      -4

      "High tension and stress from jump scares and time pressure; not relaxing."

      Capsule for Sophie's Curse Sophie's Curse

      "High tension and suspense dominate the experience, with frequent jump scares and anxiety-inducing moments."

    • Sensation

      Game with the same Sensation vibe

      4

      "Strong sensory stimulation from horror atmosphere, sound design, and visual style."

      Capsule for Forsaken Frontiers Forsaken Frontiers

      "Strong sensory stimulation through audio cues, visual realism, and emotional excitement from horror elements."

    • Status

      Game with the same Status vibe

      -4

      "No social status or recognition systems; achievements are personal and not widely visible."

      Capsule for Moonlighter Moonlighter

      "No social status or recognition systems; achievements are personal and not widely visible."

    • Story

      Game with the same Story vibe

      4

      "Narrative immersion is a key feature, with engaging characters, emotional arcs, and creative storytelling."

      Capsule for Split Fiction Split Fiction

      "Narrative immersion is a key feature, with engaging ghost stories, character arcs, and unfolding mystery."

    • Strategy

      Game with the same Strategy vibe

      3

      "Players must plan form usage, equipment, and puzzle solving strategies, requiring mental challenge and problem solving."

      Capsule for Monster Boy and the Cursed Kingdom Monster Boy and the Cursed Kingdom

      "Players must plan movements, hiding, and puzzle solving to avoid Jimmy and progress, requiring mental challenge."

    • Thrill

      Game with the same Thrill vibe

      5

      "The game is built around suspense, fear, and jump scares, providing intense thrill and adrenaline."

      Capsule for Five Nights at Freddy's Five Nights at Freddy's

      "The game is designed to create suspense, fear, and adrenaline through unpredictable enemy behavior and jump scares."

    • Value

      Game with the same Value vibe

      3

      "Players perceive good value for time and money given the quality, uniqueness, and replayability despite short length."

      Capsule for Felvidek Felvidek

      "Players perceive good value for time and money due to quality, length, and replayability."

    • Violence

      Game with the same Violence vibe

      4

      "Combat focused on shooting and defeating enemies and bosses; violence is a core gameplay element."

      Capsule for Remnant: From the Ashes Remnant: From the Ashes

      "Enjoyment of combat and threat from Jimmy’s attacks is a core tension driver, though violence is not glorified."

    • Survival

      Game with the same Survival vibe

      5

      "Survival against threats, resource management, and avoiding death are central to gameplay."

      Capsule for Caves of Qud Caves of Qud

      "Avoiding failure and staying alive by evading Jimmy is central to gameplay, emphasizing survival mechanics."

    Analysis

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

    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