[Chilla's Art] Night Delivery | 例外配達 similar games & best alternatives
[Chilla's Art] Night Delivery | 例外配達
2021
Related articles
Quick resume
Night Delivery | 例外配達 is a psychological Japanese horror adventure game.
Global score
78/100
Genres
Adventure, Casual, Indie
Similar games
Pros
- Excellent atmosphere and sound design
- Compelling psychological horror story
- Multiple endings and collectibles
- Affordable price
- Distinctive vhs aesthetic
Cons
- Game crashes and bugs reported
- Some repetitive gameplay and puzzles
- Lack of save system
- Short game length
- Confusing or rough english localization
Motivations
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Autonomy
Game with the same Autonomy vibe
2"Players have some freedom to explore and choose paths, but gameplay is largely linear and scripted."
Oakwood
"Players have some freedom to explore and make choices, but gameplay involves following delivery tasks and some scripted sequences."
-
Competence
Game with the same Competence vibe
1"Game involves simple puzzles and exploration with minimal challenge; some players find puzzles trivial."
Anemoiapolis: Chapter 1
"Game involves simple puzzles and exploration; some challenge but mostly straightforward tasks."
-
Competition
Game with the same Competition vibe
-5"No evidence of competitive elements or player comparison; focus is on solo experience."
The Death | Thần Trùng
"No evidence of competitive play or comparison with others; focus is on solo experience."
-
Continuation
Game with the same Continuation vibe
1"Some players replay for different endings and achievements, but the game is short and can feel repetitive, limiting long habitual play."
Beholder: Conductor
"Players tend to replay for multiple endings and collectibles, but game is short and some find it repetitive or buggy."
-
Cooperation
Game with the same Cooperation vibe
-5"Single-player experience with no cooperative elements."
The Impossible Game
"Single player experience with no cooperative elements."
-
Creativity
Game with the same Creativity vibe
1"Some exploration and interaction with environment, but mostly predefined linear experience with limited creative input."
Alone in the Dark Prologue
"Some exploration and collecting encourages creative engagement with environment, but mostly predefined structure."
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Domination
Game with the same Domination vibe
-5"No social dominance or power dynamics; interactions are scripted and balanced."
Demetrios - The BIG Cynical Adventure
"No social dominance or power dynamics; interactions are scripted and equal."
-
Escapism
Game with the same Escapism vibe
4"Strong immersion in horror atmosphere provides escape from reality."
[Chilla's Art] Aka Manto | 赤マント
"Strong immersion in a psychological horror atmosphere provides escape from reality."
-
Expectation
Game with the same Expectation vibe
-4"Players engage voluntarily out of interest and enjoyment, not obligation."
Big Pharma
"Players engage voluntarily out of interest and enjoyment, not obligation."
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Experimenting
Game with the same Experimenting vibe
2"Multiple endings and exploration encourage trying different choices, though within a limited scope."
Looking Up I See Only A Ceiling
"Exploration and multiple endings encourage trying different approaches."
-
Exploration
Game with the same Exploration vibe
3"Collectibles and secrets motivate players to discover new areas and fully explore levels."
Rayman® Legends
"Collectibles and environment encourage discovering new areas and secrets."
-
Expression
Game with the same Expression vibe
-5"No character customization or player expression; fixed presentation."
Greetings
"No character customization or player expression; fixed presentation."
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Fantasy
Game with the same Fantasy vibe
2"Psychological horror with some supernatural or surreal elements, blending fiction with reality."
Left Alone
"Psychological horror with some paranormal elements, blending realistic and imaginative fiction."
-
Fellowship
Game with the same Fellowship vibe
-5"Solo play with minimal social interaction or community feeling."
Slender: The Arrival
"Solo play with minimal social interaction or community feeling."
-
Growth
Game with the same Growth vibe
1"Some learning involved in puzzle solving and understanding story progression."
[Chilla's Art] The Convenience Store | 夜勤事件
"Some learning involved in puzzle solving and story comprehension."
-
Health
Game with the same Health vibe
-5"Sedentary gameplay with no physical activity."
NEKOPARA Vol. 1
"Sedentary gameplay with no physical activity."
-
Idle
Game with the same Idle vibe
-3"Requires focused attention during play; not a casual or background game."
They Breathe
"Requires focused attention during play; not a casual or background game."
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Intimacy
Game with the same Intimacy vibe
-5"No close social relationships or emotional sharing; interactions are scripted and brief."
Hector: Badge of Carnage - Full Series
"No close social relationships formed; interactions are scripted and limited."
-
Leadership
Game with the same Leadership vibe
-5"No leadership or group management elements."
High On Life
"No leadership or group management elements."
-
Progression
Game with the same Progression vibe
2"Progression through completing puzzles and collecting items to advance the story."
Four Last Things
"Progression through story, puzzles, and collecting items like cans."
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Relaxation
Game with the same Relaxation vibe
-1"Atmosphere is tense and suspenseful, with moments of calm but overall some stress and anxiety."
Perception
"Atmosphere is tense and unsettling, with moments of calm but overall unease."
-
Sensation
Game with the same Sensation vibe
3"Strong sensory stimulation through jump scares, sound design, and visual effects."
除邪(CHUXIE)
"Strong sensory stimulation through sound design, visuals, and jump scares."
-
Status
Game with the same Status vibe
-5"No social recognition or status systems."
Alan Wake
"No social recognition or status systems."
-
Story
Game with the same Story vibe
4"Narrative-driven with psychological horror story and multiple endings, though ambiguous."
Neverending Nightmares
"Narrative-driven with psychological horror elements and multiple endings."
-
Strategy
Game with the same Strategy vibe
0"Minimal strategic or complex problem solving; puzzles are simple and straightforward."
All You Can Eat
"Minimal strategic or complex problem solving; mostly straightforward puzzles."
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Thrill
Game with the same Thrill vibe
3"Jump scares and suspenseful atmosphere provide moments of thrill and tension."
Decay: The Mare
"Jump scares and suspenseful atmosphere provide thrill and tension."
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Value
Game with the same Value vibe
4"Players feel the game offers good value for its low price and short length."
[Chilla's Art] The Convenience Store | 夜勤事件
"Players feel the game offers good value for its low price and short length."
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Violence
Game with the same Violence vibe
1"Some violent or suspenseful scenes occur but not a focus on combat or destruction."
Dark Nights with Poe and Munro
"Some violent or disturbing scenes but not focused on combat or destruction."
-
Survival
Game with the same Survival vibe
1"Some elements of avoiding threats and progressing safely, but low risk overall."
Amanda the Adventurer 3
"Some elements of avoiding threats and managing situations, but low risk overall."
Analysis
A very typical example of its motivational profile. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Value. It leans lower than usual among comparable games on Expression, Strategy.
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