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[Chilla's Art] Stigmatized Property | 事故物件 similar games & best alternatives

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

PC (Microsoft Windows) • 2019

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Quick resume

Stigmatized Property, 事故物件 (Jiko bukken) is a horror game inspired by haunted apartment rooms in Japan. These properties are known to have cheap rents and you play to find out the exact reason why.

Global score

80/100

Genres

Action, Adventure, Casual, Indie, Simulator, Strategy

Similar games

    Pros

    • Strong atmospheric and immersive horror experience
    • Unique vhs-style visuals and sound design
    • Effective pacing and tension building
    • Multiple endings providing some replay value
    • Good value for price

    Cons

    • Very short gameplay length
    • Limited puzzle complexity
    • Some visibility and control issues
    • Minimal story depth and character development
    • Lack of save system and inventory limitations

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players control the protagonist's movement and puzzle-solving choices freely, with some linear progression but room for exploration within puzzles."

      Capsule for Iris.Fall Iris.Fall

      "Players control the protagonist's movement and decisions in exploration and puzzle-solving, allowing some freedom within a linear narrative."

    • Competence

      Game with the same Competence vibe

      1

      "Gameplay involves simple puzzles and point-and-click exploration with some mini-games; not highly challenging but requires some problem solving."

      Capsule for Purrgatory Purrgatory

      "Gameplay involves simple puzzles and item collection with minimal challenge, but requires some problem-solving and exploration."

    • Competition

      Game with the same Competition vibe

      -5

      "No evidence of competitive elements; focus is on personal experience and exploration."

      Capsule for KinitoPET KinitoPET

      "No evidence of competitive elements; focus is on personal experience and exploration."

    • Continuation

      Game with the same Continuation vibe

      -3

      "Short playtime (~30-60 minutes), limited replayability with only two endings; players often wish for more but the game is designed as a brief experience."

      Capsule for s.p.l.i.t s.p.l.i.t

      "Short game (~30-60 minutes) with limited replay value beyond achieving multiple endings; players tend to complete quickly."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience with no cooperative or multiplayer features."

      Capsule for The Henry Stickmin Collection The Henry Stickmin Collection

      "Single-player experience with no cooperative or multiplayer features."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players engage in puzzle solving and exploration with some freedom, but within predefined story and environments."

      Capsule for Return to Monkey Island Return to Monkey Island

      "Players engage in exploration and puzzle-solving in a unique atmospheric setting with some freedom to explore, but within predefined environments."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power dynamics; experience is solitary and equal."

      Capsule for Paint Drying Simulator Paint Drying Simulator

      "No social dominance or power dynamics; experience is solitary and personal."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong immersion in eerie, atmospheric horror setting provides escape from reality and intense emotional experience."

      Capsule for Dread Flats Dread Flats

      "Strong immersion in a dark, eerie Japanese horror environment provides escape from reality and induces anxiety and suspense."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of intrinsic interest and enjoyment of horror and challenge, not due to obligation or external pressure."

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

      "Players engage voluntarily for intrinsic interest in horror and atmosphere without obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      1

      "Some experimentation with movement and puzzle solutions, but mostly structured gameplay with limited novelty exploration."

      Capsule for Disney•Pixar WALL-E Disney•Pixar WALL-E

      "Some exploration and puzzle experimentation, but overall gameplay follows a set path with limited novelty."

    • Exploration

      Game with the same Exploration vibe

      4

      "Core gameplay involves discovering locations in a small village at night, exploring the environment and uncovering story elements."

      Capsule for Krypta FM Krypta FM

      "Core gameplay involves discovering diary pages, shrines, and interacting with environment in a detailed urban Japanese setting."

    • 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; protagonist and environment are fixed."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Engages players in a supernatural, sci-fi mystery with ghostly phenomena and alternate realities."

      Capsule for Chasing Static Chasing Static

      "Engages players in a supernatural horror narrative with ghostly elements and eerie phenomena beyond realistic experience."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; solitary gameplay."

      Capsule for Exo One Exo One

      "No social or community features; solitary gameplay."

    • Growth

      Game with the same Growth vibe

      1

      "Players develop puzzle-solving skills and understanding of story, but limited depth or complexity."

      Capsule for The Light Remake The Light Remake

      "Players learn puzzle solutions and story progression, but limited skill development or complexity."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity involved."

      Capsule for World of Tanks Blitz World of Tanks Blitz

      "Sedentary gameplay with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention to explore and solve puzzles; not designed for background or idle play."

      Capsule for NAIAD NAIAD

      "Requires focused attention to explore and solve puzzles; not designed for background or idle play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional relationship building; isolated experience."

      Capsule for Murder House Murder House

      "No social or emotional relationship building; isolated experience."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements."

      Capsule for High On Life High On Life

      "No leadership or group management elements."

    • Progression

      Game with the same Progression vibe

      3

      "Progression through collecting and using items, unlocking new areas and story advancement."

      Capsule for Cursed Cursed

      "Progression through collecting diary pages and unlocking story endings; some item-based advancement."

    • Relaxation

      Game with the same Relaxation vibe

      -2

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

      Capsule for CONCLUSE CONCLUSE

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

    • Sensation

      Game with the same Sensation vibe

      3

      "Strong sensory stimulation through eerie sound design, visuals, and unsettling ambiance."

      Capsule for Dollmare Dollmare

      "Strong sensory stimulation through eerie visuals, VHS grain effects, and unsettling sound design."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems."

      Capsule for Alan Wake Alan Wake

      "No social recognition or status systems."

    • Story

      Game with the same Story vibe

      4

      "Narrative-driven with multiple endings and atmospheric storytelling."

      Capsule for [Chilla's Art] The Convenience Store | 夜勤事件 [Chilla's Art] The Convenience Store | 夜勤事件

      "Narrative-driven experience with unfolding mystery, multiple endings, and atmospheric storytelling."

    • Strategy

      Game with the same Strategy vibe

      1

      "Some puzzle solving requires reasoning but overall straightforward gameplay."

      Capsule for Love, Sam Love, Sam

      "Simple puzzle-solving requires some reasoning but overall straightforward gameplay."

    • Thrill

      Game with the same Thrill vibe

      3

      "Creates suspense and tension through atmosphere and occasional jump scares."

      Capsule for The Last Door - Collector's Edition The Last Door - Collector's Edition

      "Creates suspense and occasional jump scares, building tension and relief."

    • Value

      Game with the same Value vibe

      4

      "Players perceive good value for price given the quality, atmosphere, and story despite short length."

      Capsule for Last Report Last Report

      "Players report good value for price given the quality of atmosphere and experience despite short length."

    • Violence

      Game with the same Violence vibe

      2

      "Includes horror elements with some violent imagery and scares, but no combat gameplay."

      Capsule for The Lightkeeper The Lightkeeper

      "Includes implied supernatural threats and some disturbing imagery but no explicit combat or destruction gameplay."

    • Survival

      Game with the same Survival vibe

      2

      "Players must avoid death and manage combat threats, but no complex survival mechanics."

      Capsule for Black Squad Black Squad

      "Players avoid threats and progress through cautious exploration, though no complex survival mechanics."

    Analysis

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