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[Chilla's Art] Shinkansen 0 | 新幹線 0号 similar games & best alternatives

[Chilla's Art] Shinkansen 0 | 新幹線 0号

PC (Microsoft Windows) • 2024

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Quick resume

Shinkansen 0 | 新幹線 0号 is a game set in Japan where players are tasked with finding anomalies in the Shinkansen. (Japanese bullet train)

Global score

86/100

Genres

Indie

Similar games

    Pros

    • Engaging anomaly spotting gameplay
    • Creepy and immersive atmosphere
    • Includes a narrative with multiple endings
    • Accessible difficulty
    • Well-made visuals and sound design

    Cons

    • Short game length
    • Some bugs and optimization issues
    • Randomness in anomaly appearance can be frustrating
    • Limited replay value for some players
    • No multiplayer or social features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have freedom to explore floors, spot anomalies, and choose their own pace and strategies."

      Capsule for Hospital 666 Hospital 666

      "Players have control over their exploration and spotting anomalies, with some freedom in pacing and approach."

    • Competence

      Game with the same Competence vibe

      2

      "Game requires attention to detail and skill in spotting moving anomalies, with some challenge and feedback."

      Capsule for The Cabin Factory The Cabin Factory

      "Requires attention to detail and memory skills to find anomalies, though difficulty is generally moderate and accessible."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal progression, exploration, and discovery without competitive elements or comparison to others."

      Capsule for House House

      "Focuses on personal progress and discovery without competitive elements or comparison to others."

    • Continuation

      Game with the same Continuation vibe

      1

      "Some players replay to explore different outcomes, but the game is short and not designed for long habitual play."

      Capsule for The Confession The Confession

      "Some players replay to find all anomalies and endings, but overall the game is short and not designed for long habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience with no cooperative gameplay or social collaboration."

      Capsule for MADiSON MADiSON

      "Single-player experience with no cooperative gameplay or social collaboration."

    • Creativity

      Game with the same Creativity vibe

      1

      "Players explore different narrative paths and piece together mysteries, but do not create or modify game elements."

      Capsule for Raging Loop Raging Loop

      "Players engage in spotting differences and anomalies but do not create or modify game content."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; purely individual experience."

      Capsule for Poppy Playtime Poppy Playtime

      "No elements of exerting control or superiority over others; purely individual experience."

    • Escapism

      Game with the same Escapism vibe

      4

      "Provides immersive horror atmosphere and social deception that distracts from real life, offering tension and thrill."

      Capsule for Deceit Deceit

      "Provides psychological horror and immersive atmosphere that distracts from real life and induces paranoia."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment, with no obligation or external pressure."

      Capsule for High Entropy: Challenges High Entropy: Challenges

      "Players engage voluntarily out of interest and enjoyment, with no obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players explore different anomalies and story elements, trying to discover new details and endings, showing curiosity and experimentation."

      Capsule for Ten Bells Ten Bells

      "Players explore anomalies and story elements, trying to discover different endings and hidden details."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore different train cars and interact with ancestors, discovering story elements."

      Capsule for A Taste of the Past A Taste of the Past

      "Game encourages discovering new anomalies and story elements across different train cars."

    • Expression

      Game with the same Expression vibe

      -5

      "No customization or personalization options; players experience a standardized environment."

      Capsule for The Exit 8 The Exit 8

      "No customization or personalization options; players experience preset content."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Features a surreal, psychological horror narrative with supernatural and mysterious elements beyond realistic experience."

      Capsule for At Home Alone At Home Alone

      "Involves supernatural and psychological horror elements creating an imaginative, eerie narrative."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Primarily a solo experience with minimal social interaction or community involvement."

      Capsule for Glittermitten Grove Glittermitten Grove

      "Primarily a solo experience with minimal social interaction or community involvement."

    • Growth

      Game with the same Growth vibe

      2

      "Players develop skills in mini-games and improve performance, though learning curve is moderate."

      Capsule for Rayman Raving Rabbids™ Rayman Raving Rabbids™

      "Players develop observational skills and memory through gameplay, though learning curve is moderate."

    • 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

      "Requires focused attention and timing; not designed for passive or background play."

      Capsule for Melody's Escape Melody's Escape

      "Requires focused attention and observation throughout; not designed for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited to no close social relationships or emotional sharing within gameplay."

      Capsule for WORLD OF HORROR WORLD OF HORROR

      "Limited to no close social relationships or emotional sharing within gameplay."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles; purely individual play."

      Capsule for Universe Sandbox Universe Sandbox

      "No leadership or group management roles; purely individual play."

    • Progression

      Game with the same Progression vibe

      2

      "Players unlock achievements and story endings, showing some progression."

      Capsule for Eternal Hour: Golden Hour Eternal Hour: Golden Hour

      "Players unlock achievements, endings, and discover anomalies, showing incremental progress."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Atmosphere induces tension and anxiety rather than relaxation or flow."

      Capsule for [Chilla's Art] Stigmatized Property | 事故物件 [Chilla's Art] Stigmatized Property | 事故物件

      "Atmosphere induces tension and paranoia rather than relaxation or flow."

    • Sensation

      Game with the same Sensation vibe

      3

      "Engages players with audiovisual effects, jump scares, and immersive horror atmosphere."

      Capsule for SIMULACRA: Pipe Dreams SIMULACRA: Pipe Dreams

      "Engages players with creepy visuals, sound design, and suspenseful moments."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems present."

      Capsule for DreadOut 2 DreadOut 2

      "No social recognition or status systems present."

    • Story

      Game with the same Story vibe

      3

      "Includes a narrative with characters and cutscenes, adding immersion beyond pure gameplay."

      Capsule for Last Hope - Tower Defense Last Hope - Tower Defense

      "Includes a narrative with characters and multiple endings, enhancing immersion beyond pure gameplay."

    • Strategy

      Game with the same Strategy vibe

      2

      "Requires careful observation, memory, and decision-making to identify anomalies and progress."

      Capsule for 50 Floors: The Paranormal Investigators Prologue 50 Floors: The Paranormal Investigators Prologue

      "Requires careful observation, memory, and planning to spot anomalies and avoid mistakes."

    • Thrill

      Game with the same Thrill vibe

      3

      "Psychological horror and suspense create moments of tension and relief."

      Capsule for CAYNE CAYNE

      "Psychological horror and suspense create moments of tension and relief."

    • Value

      Game with the same Value vibe

      1

      "Generally considered good value for a short indie horror game, especially on sale."

      Capsule for Father's Day Father's Day

      "Generally considered good value for a short, well-made indie horror experience."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay; story focused."

      Capsule for Invisible Apartment Invisible Apartment

      "No combat or destructive gameplay; focused on observation and story."

    • Survival

      Game with the same Survival vibe

      1

      "Some chase and escape sequences involve avoiding threats, but overall risk and failure are low."

      Capsule for LEGO® Jurassic World LEGO® Jurassic World

      "Some elements of avoiding failure (e.g. mistakes leading to chase sequences), 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. It leans lower than usual among comparable games on Violence, Expression, Relaxation.

    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