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[Chilla's Art] The Convenience Store | 夜勤事件 similar games & best alternatives

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

PC (Microsoft Windows) • 2020

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Quick resume

The Convenience Store | 夜勤事件 is a J-horror game about a college girl on a night shift.

Global score

83/100

Genres

Action, Adventure, Casual, Indie, Simulator

Similar games

    Pros

    • Strong atmospheric horror
    • Unique japanese urban legend vibe
    • Low price and short playtime
    • Multiple endings
    • Immersive vhs-style visuals and sound

    Cons

    • Lack of save feature
    • Slow pacing and repetitive routines
    • Some bugs and janky controls
    • Limited replayability
    • Minor puzzle frustration

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players manage resources and assign tasks to workers with some freedom in planning routes and strategies, though gameplay follows established time management mechanics."

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      "Players follow assigned tasks each night but have some freedom in exploring the store and interacting with environment."

    • Competence

      Game with the same Competence vibe

      2

      "Gameplay involves puzzle solving and combat with moderate challenge; some players find platforming frustrating but overall skill demands are moderate."

      Capsule for LEGO® Batman™ 3: Beyond Gotham LEGO® Batman™ 3: Beyond Gotham

      "Gameplay involves completing routine tasks with some puzzle solving; skill demands are moderate but not high."

    • Competition

      Game with the same Competition vibe

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

      Capsule for Scanner Sombre Scanner Sombre

      "No competitive elements; focus is on personal experience and atmosphere."

    • Continuation

      Game with the same Continuation vibe

      1

      "Short playtime with multiple endings encourages some replay, but some players found replaying tedious and lost interest quickly."

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

      "Short playtime and some players replay for alternate endings, but slow pacing and lack of save discourage extended habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single player experience with no multiplayer or cooperative elements."

      Capsule for A Story About My Uncle A Story About My Uncle

      "Single player experience with no multiplayer or cooperative elements."

    • Creativity

      Game with the same Creativity vibe

      1

      "Limited creativity in gameplay; mostly following set tasks but with some exploration and puzzle solving."

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

      "Limited creativity in gameplay; players mostly follow set routines with minor interaction choices."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting power or control over others; experience is personal and narrative-driven."

      Capsule for STEINS;GATE 0 STEINS;GATE 0

      "No elements of exerting control over others; experience is personal and narrative-driven."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong atmospheric horror and immersive storytelling provide escape from real life."

      Capsule for The Excavation of Hob's Barrow The Excavation of Hob's Barrow

      "Strong atmospheric horror and immersive narrative provide escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic interest in horror and atmosphere, not out of obligation."

      Capsule for Welcome to Kowloon Welcome to Kowloon

      "Players engage voluntarily out of interest in horror and atmosphere, not obligation."

    • Experimenting

      Game with the same Experimenting vibe

      1

      "Some exploration of puzzle solving techniques and story choices, but mostly follows established routines."

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      "Some exploration of environment and puzzle solving, but mostly following established routines."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players explore multiple locations and revisit areas, though environments are familiar and limited."

      Capsule for Stranded In Time Stranded In Time

      "Players explore the store and surrounding area, though mostly familiar locations repeated each night."

    • Expression

      Game with the same Expression vibe

      -3

      "No character customization or cosmetic modification; players experience a fixed protagonist and environment."

      Capsule for Crow Country Crow Country

      "No character customization or personalization; fixed protagonist and environment."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Game features paranormal and horror elements, including ghosts and anomalies, creating an imaginative fictional experience."

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      "Game features paranormal and supernatural elements within a realistic setting."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; solo experience."

      Capsule for Dust: An Elysian Tail Dust: An Elysian Tail

      "No social or community features; solo experience."

    • Growth

      Game with the same Growth vibe

      1

      "Some learning involved in puzzle solving and story comprehension."

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      "Some learning involved in puzzle solving and understanding story progression."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity."

      Capsule for NEKOPARA Vol. 1 NEKOPARA Vol. 1

      "Sedentary gameplay with no physical activity."

    • Idle

      Game with the same Idle vibe

      3

      "The game allows for relaxed pacing with some waiting periods, suitable for casual or background play."

      Capsule for Children of the Nile: Enhanced Edition Children of the Nile: Enhanced Edition

      "Slow pacing and waiting periods encourage casual, less focused play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional relationship building with other players."

      Capsule for Ori and the Blind Forest: Definitive Edition Ori and the Blind Forest: Definitive Edition

      "No social or emotional relationship building with other players."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles."

      Capsule for ChuSingura46+1 S ChuSingura46+1 S

      "No leadership or group management roles."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through story completion and unlocking endings; limited item or upgrade accumulation."

      Capsule for OXENFREE II: Lost Signals OXENFREE II: Lost Signals

      "Progression through completing tasks and unlocking endings, but limited item or upgrade accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Atmosphere is tense but balanced with moments of calm; some players find it relaxing."

      Capsule for Shiver Shiver

      "Atmosphere can be tense but some players find the slow pace relaxing or immersive."

    • Sensation

      Game with the same Sensation vibe

      3

      "Unique visual style, VHS effects, and soundtrack provide strong sensory stimulation and atmosphere."

      Capsule for SLUDGE LIFE SLUDGE LIFE

      "Strong sensory atmosphere with VHS visuals, sound design, and eerie mood."

    • 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

      "Strong narrative focus with multiple endings and atmospheric storytelling."

      Capsule for Flesh Water Flesh Water

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

    • Strategy

      Game with the same Strategy vibe

      1

      "Some puzzle solving and resource management, but overall straightforward gameplay."

      Capsule for Valley Valley

      "Some puzzle solving and task management, but mostly straightforward gameplay."

    • Thrill

      Game with the same Thrill vibe

      3

      "Jump scares and suspense create moments of tension and relief."

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      "Slow-building suspense and jump scares create tension and relief."

    • Value

      Game with the same Value vibe

      4

      "Players feel the game offers good value for its low price and short length."

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      "Players feel the game offers good value for its low price and short length."

    • Violence

      Game with the same Violence vibe

      -4

      "No combat or destruction; focus on survival and exploration."

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      "No combat or destruction; focus on routine tasks and atmosphere."

    • Survival

      Game with the same Survival vibe

      2

      "Some threat avoidance and tension but no complex survival mechanics."

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      "Some threat avoidance and tension, but no traditional survival mechanics."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Idle, Value. It leans lower than usual among comparable games on Violence.

    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