[Chilla's Art] The Ghost Train | 幽霊列車 Thumbnail

[Chilla's Art] The Ghost Train | 幽霊列車 similar games & best alternatives

[Chilla's Art] The Ghost Train | 幽霊列車

PC (Microsoft Windows) • 2020

Related articles

Quick resume

The Ghost Train | 幽霊列車 is a psychological train horror game.

Global score

78/100

Genres

Action, Adventure, Casual, Indie, Simulator

Similar games

    Pros

    • Immersive atmospheric horror
    • Strong sound design
    • Engaging japanese urban legend story
    • Multiple endings and replayability
    • Good value for price

    Cons

    • Slow and repetitive pacing
    • Short game length
    • Some translation and bug issues
    • Minimal gameplay depth
    • Lack of clear story exposition

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players explore the train at their own pace and make decisions to solve puzzles and uncover story elements, though the gameplay is mostly walking and puzzle solving within set environments."

      Capsule for Subway Midnight Subway Midnight

      "Players follow a daily routine but have some freedom in puzzle solving and exploration within the train environment."

    • Competence

      Game with the same Competence vibe

      2

      "Game offers some puzzle solving and hidden object challenges, generally easy but requiring attention and memory."

      Capsule for Fairy Tale Mysteries 2: The Beanstalk Fairy Tale Mysteries 2: The Beanstalk

      "Game involves light puzzles and memory tasks that require some skill but are generally simple and accessible."

    • Competition

      Game with the same Competition vibe

      -5

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

      Capsule for Neverending Nightmares Neverending Nightmares

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

    • Continuation

      Game with the same Continuation vibe

      2

      "Multiple endings and achievements encourage replay, but game is short and not designed for long habitual play."

      Capsule for Trick & Treat Trick & Treat

      "Multiple endings and achievements encourage replay, but the short length and some repetitiveness limit long habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely single-player with no cooperative or multiplayer features."

      Capsule for D1AL-ogue D1AL-ogue

      "Entirely single-player with no cooperative or multiplayer features."

    • Creativity

      Game with the same Creativity vibe

      1

      "Some player choice in dialogue and puzzle solutions, but mostly follows predefined narrative and puzzle structures."

      Capsule for 1954 Alcatraz 1954 Alcatraz

      "Some player choice in dialogue and puzzle solving, but mostly following a set narrative and environment."

    • 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

      "Strong psychological horror and surreal atmosphere provide immersive escape from reality."

      Capsule for REVEIL REVEIL

      "Strong atmospheric and psychological horror elements provide a means to escape reality and immerse in a surreal experience."

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for 港詭實錄ParanormalHK 港詭實錄ParanormalHK

      "Players engage voluntarily out of interest in horror and Japanese urban legends, not out of obligation."

    • Experimenting

      Game with the same Experimenting vibe

      1

      "Some exploration and puzzle experimentation, but mostly linear progression."

      Capsule for Find Yourself Find Yourself

      "Some exploration and puzzle experimentation, but largely follows a linear routine."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players explore different train cars and interact with various characters, discovering story elements and clues."

      Capsule for The Murder of Sonic the Hedgehog The Murder of Sonic the Hedgehog

      "Players explore train cars and environments, uncovering clues and story elements, though within a limited and familiar setting."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or player-driven aesthetic expression."

      Capsule for Amnesia: Rebirth Amnesia: Rebirth

      "No character customization or player-driven aesthetic expression."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Game features supernatural horror elements and urban legends, providing an imaginative fictional experience."

      Capsule for 港詭實錄ParanormalHK 港詭實錄ParanormalHK

      "Game is based on Japanese urban legends and supernatural themes, creating an imaginative and eerie fictional experience."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; experience is solitary."

      Capsule for Bayonetta Bayonetta

      "No social or community features; experience is solitary."

    • Growth

      Game with the same Growth vibe

      2

      "Players develop puzzle-solving skills and learn story details through multiple playthroughs."

      Capsule for Into The Gloom Into The Gloom

      "Players learn puzzle solutions and piece together story over multiple playthroughs, gaining insight and understanding."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity involved."

      Capsule for Grand Theft Auto V Enhanced Grand Theft Auto V Enhanced

      "Sedentary gameplay with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      3

      "Gameplay includes waiting and slow pacing, with periods of low activity requiring patience."

      Capsule for Conrad Stevenson's Paranormal P.I. Conrad Stevenson's Paranormal P.I.

      "Gameplay includes slow walking and waiting segments, allowing for relaxed pacing and intermittent attention."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No close social interactions or relationship building; minimal emotional sharing beyond story."

      Capsule for Island Dash Island Dash

      "No close social interactions or relationship building; minimal emotional sharing beyond story immersion."

    • 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

      2

      "Players collect items and achievements, progressing through story and unlocking endings."

      Capsule for Just Ignore Them Just Ignore Them

      "Players collect items and unlock achievements and endings, showing some progression through the narrative."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Atmospheric and slow-paced gameplay offers some relaxation and flow, though tension is present."

      Capsule for [Chilla's Art] Missing Children | 行方不明 [Chilla's Art] Missing Children | 行方不明

      "Atmospheric and slow-paced gameplay provides a balance of tension and calm, though some find it repetitive."

    • Sensation

      Game with the same Sensation vibe

      4

      "Strong sensory stimulation through sound design and eerie visuals enhances emotional impact."

      Capsule for The Windows Are Gone The Windows Are Gone

      "Strong sensory stimulation through sound design, lighting, and eerie visuals to evoke emotional responses."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems present."

      Capsule for Crying Suns Crying Suns

      "No social recognition or status systems present."

    • Story

      Game with the same Story vibe

      4

      "Narrative immersion through environmental storytelling, character backstories, and multiple endings."

      Capsule for CONSCRIPT: Director’s Cut CONSCRIPT: Director’s Cut

      "Narrative immersion through unfolding urban legend, environmental storytelling, and multiple endings."

    • Strategy

      Game with the same Strategy vibe

      1

      "Puzzles require some reasoning but overall gameplay is straightforward and linear."

      Capsule for Sense - 不祥的预感: A Cyberpunk Ghost Story Sense - 不祥的预感: A Cyberpunk Ghost Story

      "Simple puzzles require some reasoning but overall gameplay is straightforward and linear."

    • Thrill

      Game with the same Thrill vibe

      3

      "Creates suspense and unease through atmosphere and story rather than action or jump scares."

      Capsule for The Music Machine The Music Machine

      "Builds suspense and unease through atmosphere and occasional scares, though lacks intense or frequent jump scares."

    • Value

      Game with the same Value vibe

      4

      "Players perceive good value for price with quality atmosphere and replayability."

      Capsule for Late Homework | 遅れた宿題 Late Homework | 遅れた宿題

      "Players find good value for the low price with a polished, atmospheric experience and replayability."

    • Violence

      Game with the same Violence vibe

      1

      "Includes some combat and chase sequences, but violence is not the main focus; more survival and horror oriented."

      Capsule for The Beast Inside The Beast Inside

      "Contains some horror elements involving threats and chase sequences but minimal explicit violence or combat."

    • Survival

      Game with the same Survival vibe

      3

      "Chase sequences and escape mechanics emphasize survival and avoiding failure."

      Capsule for ARAYA ARAYA

      "Includes a chase sequence requiring avoidance of failure, adding survival tension in parts."

    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 Expression.

    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