[Chilla's Art] Jisatsu | 自撮 similar games & best alternatives

[Chilla's Art] Jisatsu | 自撮

2023

Should you play it?

Jisatsu | 自撮 is a Japanese found footage mockumentary horror game.

What works
  • Strong atmospheric and psychological horror
  • Immersive audio and visual design
  • Engaging environmental storytelling
  • Unique found-footage presentation
  • Short and focused experience
Things to keep in mind
  • Simple and linear gameplay
  • Short playtime
  • Some technical issues and bugs
  • Confusing or ambiguous story for some players
  • Lack of replayability and depth

What to play next

Top picks

Games that feel the closest overall

  • Cursed Digicam | 呪われたデジカメ

  • [Chilla's Art] Night Security | 夜間警備

  • Psalm 5:9-13

  • 9 Childs Street

  • SCP022

  • The Lightkeeper

  • Welcome to Kowloon

  • You Deserve

  • Father's Day

Hidden Gems

Less popular games with surprisingly high similarity

  • 9 Childs Street

  • The Alien Cube

  • I'm counting to 6...

If you liked…

Recommendations by what you enjoyed most

  • Autonomy

    Gone Home

  • Escapism

    [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル

  • Story

    SEPTEMBER 1999

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).

[Chilla's Art] Jisatsu | 自撮: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Strategy, Survival, Violence, Competence. Here, the score leans higher than usual among comparable games on Violence, Thrill. It leans lower than usual among comparable games on Relaxation.

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

    4

    "Players freely explore the house at their own pace, deciding which objects to examine and how deeply to investigate the story."

    Capsule for Gone Home Gone Home

    "Players explore freely within the abandoned house, choosing where to investigate and how to uncover story elements, reflecting high player control."

  • Competence

    Game with the same Competence vibe

    1

    "Gameplay involves simple puzzles and exploration with minimal difficulty, providing some skill engagement but mostly straightforward tasks."

    Capsule for Lorelai Lorelai

    "Gameplay is simple exploration and item collection with minimal puzzles or skill challenges, offering limited tests of player ability."

  • Competition

    Game with the same Competition vibe

    -5

    "No competitive elements or player comparison; focus is on solo experience and atmosphere."

    Capsule for Alone in the Dark Prologue Alone in the Dark Prologue

    "No competitive elements or player comparison; focus is on solo atmospheric experience."

  • Continuation

    Game with the same Continuation vibe

    -2

    "Short game length and some players find it repetitive and boring after initial playthroughs, limiting long-term engagement."

    Capsule for Shhh! Shhh!

    "Short playtime (~1 hour), linear progression, some players found it engaging but others easily disengaged due to simplicity and pacing."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player experience with no cooperative or multiplayer components."

    Capsule for Lightmatter Lightmatter

    "Entirely single-player experience with no cooperative or multiplayer components."

  • Creativity

    Game with the same Creativity vibe

    3

    "Players creatively use the camera mechanic and explore environmental interactions, though within a designed narrative and puzzle framework."

    Capsule for MADiSON MADiSON

    "Unique found-footage style and environmental storytelling with some player interpretation, though gameplay mechanics are straightforward."

  • Domination

    Game with the same Domination vibe

    -5

    "No elements of dominance or power over others; experience is personal and introspective."

    Capsule for Minute of Islands Minute of Islands

    "No elements of dominance or power over others; experience is personal and atmospheric."

  • Escapism

    Game with the same Escapism vibe

    4

    "Strong atmospheric horror and psychological tension provide immersive escape from reality."

    Capsule for [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル

    "Strong psychological horror and unsettling atmosphere provide escape from reality through immersion in fear and tension."

  • Expectation

    Game with the same Expectation vibe

    -3

    "Players engage voluntarily for horror experience and story interest rather than obligation."

    Capsule for ARAYA ARAYA

    "Players engage voluntarily for intrinsic interest in horror and atmosphere rather than obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    -1

    "Some minor exploration and interaction, but mostly linear and straightforward gameplay without extensive experimentation."

    Capsule for A Space For The Unbound - Prologue A Space For The Unbound - Prologue

    "Limited experimentation due to linear design and simple objectives, but some curiosity-driven exploration encouraged."

  • Exploration

    Game with the same Exploration vibe

    3

    "Exploration of detailed, atmospheric locations is a key part of gameplay, though within predefined areas."

    Capsule for Syberia Syberia

    "Exploration of a detailed, atmospheric environment is core to gameplay, though the map is small and linear."

  • Expression

    Game with the same Expression vibe

    -4

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

    Capsule for Toki Tori Toki Tori

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

  • Fantasy

    Game with the same Fantasy vibe

    3

    "Horror and supernatural themes create an imaginative fictional experience."

    Capsule for You Deserve You Deserve

    "Supernatural and psychological horror themes with found-footage fiction elements create an imaginative experience."

  • 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; strictly a solitary experience."

  • Growth

    Game with the same Growth vibe

    1

    "Some learning through story and narrative, but minimal skill development."

    Capsule for The Mammoth: A Cave Painting The Mammoth: A Cave Painting

    "Some narrative and interpretive learning through piecing story elements together, but minimal skill development."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay without physical activity or health-related features."

    Capsule for My Koi My Koi

    "Sedentary gameplay without physical activity or health-related features."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention and immersion; not designed for casual or background play."

    Capsule for Paranormal Activity: The Lost Soul Paranormal Activity: The Lost Soul

    "Requires focused attention and immersion; not designed for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social or emotional relationship building; experience is individual and isolated."

    Capsule for Visage Visage

    "No social interaction or relationship building; experience is emotionally isolating."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; single-player narrative."

    Capsule for Max Payne Max Payne

    "No leadership or group management roles; single-player narrative."

  • Progression

    Game with the same Progression vibe

    2

    "Progression through story and investigation with some collectibles and achievements, but no character upgrades."

    Capsule for >observer_ >observer_

    "Progression through collecting tapes and uncovering story, but no character upgrades or power accumulation."

  • Relaxation

    Game with the same Relaxation vibe

    -3

    "Sustained tension and anxiety dominate; not a relaxing or flow experience."

    Capsule for [Chilla's Art] Night Security | 夜間警備 [Chilla's Art] Night Security | 夜間警備

    "Sustained tension and unease dominate; not a relaxing or flow-inducing experience."

  • Sensation

    Game with the same Sensation vibe

    3

    "Strong sensory stimulation through sound design and visual atmosphere to evoke fear and suspense."

    Capsule for Left Alone Left Alone

    "Strong sensory stimulation through audio design and atmospheric visuals that evoke fear and suspense."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems; achievements are personal."

    Capsule for Regency Solitaire Regency Solitaire

    "No social recognition or status systems; achievements are personal and hidden."

  • Story

    Game with the same Story vibe

    4

    "Narrative immersion through environmental storytelling and found footage style; story is subtle and open to interpretation."

    Capsule for SEPTEMBER 1999 SEPTEMBER 1999

    "Narrative immersion through environmental storytelling and found footage tapes; story is ambiguous but engaging."

  • Strategy

    Game with the same Strategy vibe

    -3

    "Minimal strategic or problem-solving elements; gameplay is straightforward exploration."

    Capsule for The Town of Light The Town of Light

    "Minimal strategic or problem-solving demands; gameplay is straightforward exploration and item collection."

  • Thrill

    Game with the same Thrill vibe

    4

    "Psychological horror and suspense create tension and thrill throughout the experience."

    Capsule for Who's Lila? Who's Lila?

    "Psychological horror and suspense create a thrilling experience with well-timed scares and tension."

  • Value

    Game with the same Value vibe

    1

    "Generally considered worth the price by players who value story and atmosphere, though some note short length."

    Capsule for Hookah Haze Hookah Haze

    "Generally considered worth the low price for the atmospheric experience despite short length and some technical issues."

  • Violence

    Game with the same Violence vibe

    3

    "Contains disturbing imagery, gore, and violent themes consistent with horror genre."

    Capsule for Forgotten Hill Mementoes Forgotten Hill Mementoes

    "Contains disturbing and violent thematic content related to horror and supernatural elements."

  • Survival

    Game with the same Survival vibe

    1

    "Some elements of avoiding threats and tension, but no complex survival mechanics."

    Capsule for [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル

    "Some elements of avoiding threats and tension, but no complex survival mechanics or resource management."

Last update: 09/07/2026