Burning Daylight Thumbnail

Burning Daylight similar games & best alternatives

Burning Daylight

PC (Microsoft Windows) • 2019

Related articles

Quick resume

Waking up naked in a slaughterhouse, you must escape and travel through a dystopian world to uncover the truth of your origins. Burning Daylight is a sci-fi adventure game, set in a dystopian future with light puzzle elements and environmental storytelling.

Global score

89/100

Genres

Adventure, Free To Play, Indie

Similar games

    Pros

    • Beautiful and immersive visuals
    • Thought-provoking dystopian story
    • Free to play
    • Strong environmental storytelling
    • Short and accessible experience

    Cons

    • Minimal gameplay and interaction
    • Clunky controls and technical glitches
    • Very short duration
    • Lack of polish and optimization
    • Linear with limited player agency

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      -3

      "Gameplay is linear walking simulator with fixed paths and simple puzzles, limiting player control and decision-making."

      Capsule for Project Hailstorm Project Hailstorm

      "Gameplay is linear walking simulator with limited player control and no real choices, mostly following preset paths."

    • Competence

      Game with the same Competence vibe

      -4

      "Minimal gameplay challenge, mostly walking and interacting with objects, no puzzles or skill tests, predictable progression."

      Capsule for Impostor Factory Impostor Factory

      "Minimal gameplay challenge or skill required; mostly walking and pressing buttons without fail states."

    • Competition

      Game with the same Competition vibe

      -5

      "No multiplayer or competitive elements; focus is on single-player experience without comparison to others."

      Capsule for Half-Life 2: Lost Coast Half-Life 2: Lost Coast

      "No multiplayer or competitive elements; purely single player experience without comparison to others."

    • Continuation

      Game with the same Continuation vibe

      -4

      "Short playtime (~30-60 minutes) with no indication of habitual or long session play."

      Capsule for MANDAGON MANDAGON

      "Short experience (~30-60 minutes) with no indication of extended habitual play or long sessions."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Seek Girl Ⅱ Seek Girl Ⅱ

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

    • Creativity

      Game with the same Creativity vibe

      3

      "Players explore and interpret story and environment creatively, though no building or modification mechanics."

      Capsule for MANDAGON MANDAGON

      "Strong environmental storytelling and artistic design; players interpret story but do not create or modify content."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; no multiplayer or social dominance."

      Capsule for Project Hailstorm Project Hailstorm

      "No elements of exerting control or superiority over others; no social or multiplayer dominance."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive dystopian world and story provide strong escape from real life."

      Capsule for Deus Ex: Game of the Year Edition Deus Ex: Game of the Year Edition

      "Immersive dystopian world provides a strong escape from reality and provokes thought about societal issues."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in story, art, and atmosphere; no obligation or external pressure noted."

      Capsule for Subway Midnight Subway Midnight

      "Players engage voluntarily out of interest in art, story, and atmosphere; no obligation or pressure noted."

    • Experimenting

      Game with the same Experimenting vibe

      -3

      "Gameplay is linear and repetitive; limited exploration and no novel mechanics to experiment with."

      Capsule for Caligo Caligo

      "Linear gameplay with limited mechanics; little opportunity or incentive to experiment with game systems."

    • Exploration

      Game with the same Exploration vibe

      -2

      "Limited exploration of environments; mostly revisiting known locations with little discovery."

      Capsule for Alfred Hitchcock - Vertigo Alfred Hitchcock - Vertigo

      "Some environmental discovery and visual variety, but mostly linear paths with limited freedom to explore."

    • Expression

      Game with the same Expression vibe

      -4

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

      Capsule for Deer Man Deer Man

      "No character customization or player-driven expression; fixed protagonist and preset environments."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "The cyberpunk setting and narrative provide imaginative fiction with speculative technology and dystopian themes."

      Capsule for of the Devil of the Devil

      "Set in a dystopian cyberpunk future with speculative fiction elements and symbolic narrative."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; purely solitary experience."

      Capsule for Caligo Caligo

      "No social or community features; purely solitary experience."

    • Growth

      Game with the same Growth vibe

      -3

      "Limited learning or skill development; mostly narrative understanding rather than gameplay growth."

      Capsule for Cloud Climber Cloud Climber

      "Limited learning or skill development due to minimal gameplay complexity; some interpretive growth possible."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

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

    • Idle

      Game with the same Idle vibe

      3

      "Short, low-demand gameplay suitable for brief, casual sessions."

      Capsule for The Flood The Flood

      "Short, low-demand gameplay suitable for casual or background play; no intense focus required."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social interaction or relationship building; purely individual experience."

      Capsule for The Room Three The Room Three

      "No social interaction or relationship building; strictly individual experience."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements present."

      Capsule for Stray Stray

      "No leadership or group management elements present."

    • Progression

      Game with the same Progression vibe

      -4

      "Minimal progression mechanics; no item collection or upgrades, mostly narrative advancement."

      Capsule for Aurora: A Child's Journey Aurora: A Child's Journey

      "Minimal progression mechanics; no item collection or upgrades, mostly static experience."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Calm pacing and immersive atmosphere provide a relaxing and contemplative experience."

      Capsule for 11-11 Memories Retold 11-11 Memories Retold

      "Atmospheric and contemplative pacing offers a calming, reflective experience despite some unsettling themes."

    • Sensation

      Game with the same Sensation vibe

      4

      "Unique visual style, sound design, and music provide strong sensory stimulation and emotional engagement."

      Capsule for Mohrta Mohrta

      "Strong visual and auditory design with striking environments and music that evoke emotional responses."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems; individual play."

      Capsule for Thief Thief

      "No social recognition or status systems; individual and anonymous play."

    • Story

      Game with the same Story vibe

      4

      "Narrative delivered through environmental storytelling, collectibles, and character gestures without dialogue."

      Capsule for Hypogea Hypogea

      "Narrative conveyed through environmental storytelling and atmosphere; no dialogue but strong thematic presence."

    • Strategy

      Game with the same Strategy vibe

      -5

      "No strategic or problem-solving gameplay; straightforward walking."

      Capsule for Greetings Greetings

      "No strategic or problem-solving gameplay; linear walking with minimal interaction."

    • Thrill

      Game with the same Thrill vibe

      1

      "Occasional suspenseful moments and mild horror elements create some tension, but mostly controlled experience."

      Capsule for 35MM 35MM

      "Some suspenseful and unsettling moments create mild tension, but overall controlled and predictable experience."

    • Value

      Game with the same Value vibe

      5

      "Highly praised for being free with good production value and unique experience."

      Capsule for Wardwell House Wardwell House

      "Highly praised for being free and offering a rich artistic experience despite short length and minor technical issues."

    • Violence

      Game with the same Violence vibe

      1

      "Some violent themes and threats, but no explicit combat or destruction gameplay."

      Capsule for Find Yourself Find Yourself

      "Some disturbing thematic content and minor violent imagery, but no combat gameplay."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival mechanics or threats; stable, low-risk environment."

      Capsule for THE LONGING THE LONGING

      "No survival mechanics or threats; stable, risk-free environment."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. It leans lower than usual among comparable games on Continuation, Progression, Intimacy.

    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