Crime Simulator Thumbnail

Crime Simulator similar games & best alternatives

Crime Simulator

PC (Microsoft Windows), Xbox Series X|S, PlayStation 5 • 2025

Related articles

Quick resume

You’re out of jail, but the debt isn’t gone. Sneak, steal, and break into houses solo or in 4-player co-op. Use lockpicks, sleeping gas, and brute force to complete jobs, outsmart security, and make enough money before time runs out. Will you pay back what you owe, or lose everything?

Global score

83/100

Genres

Action, Indie, Simulator

Similar games

    Pros

    • Fun and engaging co-op gameplay
    • Meaningful meta-progression and skill system
    • Active and responsive developer
    • Good replayability and challenge
    • Humorous and chaotic moments

    Cons

    • Limited map variety and content
    • Time constraints can feel rushed
    • Some ai and mechanics need polish
    • Can be repetitive over long play
    • Solo play less satisfying than co-op

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to choose stealth or loud approaches, customize skills and weapons, and plan heists with teammates."

      Capsule for PAYDAY 2 PAYDAY 2

      "Players have freedom to choose stealth or aggressive approaches, plan heists, and decide on upgrades and skills, showing control over actions."

    • Competence

      Game with the same Competence vibe

      3

      "Game involves strategic depth, skillful play, and overcoming challenges, including AI opponents and multiplayer matches."

      Capsule for Munchkin Digital Munchkin Digital

      "Game involves skillful stealth, timing, and strategy to meet quotas and overcome AI challenges, with progression and feedback on performance."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on cooperative multiplayer or solo play with personal progression rather than direct competition or leaderboards."

      Capsule for Frosthaven Frosthaven

      "Focus is on personal progression and quota completion rather than direct competition or leaderboards; multiplayer is cooperative."

    • Continuation

      Game with the same Continuation vibe

      4

      "Many players report long play sessions, repeated runs, and high replayability with meta progression encouraging habitual play."

      Capsule for Blade Assault Blade Assault

      "Many players report long play sessions, meta-progression, and replayability encouraging habitual play and repeated runs."

    • Cooperation

      Game with the same Cooperation vibe

      4

      "The game is designed around 2-4 player co-op with teamwork emphasized; solo play is possible but less optimal and more challenging."

      Capsule for Orcs Must Die! Deathtrap Orcs Must Die! Deathtrap

      "Game is designed for co-op play with friends, enhancing fun and strategic teamwork, though solo play is possible."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players customize strategies and upgrade paths, but game structures and maps are predefined with limited creative building."

      Capsule for Turmoil Turmoil

      "Players can customize skill builds, choose tools, and plan heists creatively, but limited map variety and fixed structures constrain creativity."

    • Domination

      Game with the same Domination vibe

      -2

      "Interactions emphasize balanced gameplay and shared experiences rather than exerting superiority or control over others."

      Capsule for Disgaea 7: Vows of the Virtueless Disgaea 7: Vows of the Virtueless

      "Interactions emphasize shared gameplay and cooperation rather than exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a fun distraction and stress relief, engaging in chaotic and humorous prison scenarios."

      Capsule for Prison Simulator Prologue Prison Simulator Prologue

      "Players use the game as a fun distraction and stress relief, enjoying chaotic and humorous criminal scenarios."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for fun and personal interest, with no indications of obligation or external pressure."

      Capsule for Air Missions: HIND Air Missions: HIND

      "Players engage voluntarily for fun and intrinsic interest, with no indications of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players experiment with different weapons, stealth tactics, and exploration methods."

      Capsule for Far Cry® 4 Far Cry® 4

      "Players experiment with different strategies, tools, and approaches to stealth and combat within the game’s mechanics."

    • Exploration

      Game with the same Exploration vibe

      2

      "Some exploration of maps and secrets, but limited map variety and repeated environments reduce novelty."

      Capsule for Ghosts of Tabor Ghosts of Tabor

      "Some exploration of maps and NPC patterns occurs, but limited map variety and repeated environments reduce novelty."

    • Expression

      Game with the same Expression vibe

      2

      "Customization is limited to cosmetic items; players express themselves mainly through social interaction and play style."

      Capsule for MINDNIGHT MINDNIGHT

      "Players can customize skills, upgrade base and character, and choose play styles, but cosmetic customization is limited."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Game presents an imaginative 1980s crime scenario with stylized elements, though grounded in plausible theft."

      Capsule for American Theft 80s: Prologue American Theft 80s: Prologue

      "Game involves imaginative criminal scenarios and roguelite elements, blending realistic theft with arcade-style gameplay."

    • Fellowship

      Game with the same Fellowship vibe

      4

      "Strong sense of community and shared experience through co-op play; players often play with friends and enjoy social interaction."

      Capsule for What the Fog What the Fog

      "Strong sense of community and shared experience in co-op play; many players emphasize social fun with friends."

    • Growth

      Game with the same Growth vibe

      4

      "Meta progression, skill acquisition, and build mastery provide meaningful learning and personal development."

      Capsule for Asgard's Fall — Viking Survivors Asgard's Fall — Viking Survivors

      "Meta-progression, skill acquisition, and learning NPC patterns provide meaningful personal development and mastery."

    • Health

      Game with the same Health vibe

      -5

      "Game is sedentary with no physical activity or health-related features."

      Capsule for My Little Universe My Little Universe

      "Game is sedentary with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during turns and combat; not designed for passive or background play."

      Capsule for For The King For The King

      "Requires focused attention during heists and stealth; not designed for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Social interactions are casual and surface-level, focused on cooperative gameplay rather than close emotional bonds."

      Capsule for Blood and Bacon Blood and Bacon

      "Social interactions are cooperative but casual and gameplay-focused, with limited emotional or close relationship building."

    • Leadership

      Game with the same Leadership vibe

      1

      "Some players may guide group decisions in co-op, but overall roles are collaborative without strong leadership."

      Capsule for Car Service Together Car Service Together

      "Some players may lead or coordinate in co-op, but overall roles are collaborative without strong hierarchical leadership."

    • Progression

      Game with the same Progression vibe

      5

      "Strong meta progression with unlocks, upgrades, and new moves driving player advancement."

      Capsule for Karate Survivor Karate Survivor

      "Strong meta-progression with skill unlocks, base upgrades, and item collection driving advancement."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Game balances challenge and fun with some tension; not purely relaxing but enjoyable."

      Capsule for Party Hard Party Hard

      "Game balances challenge and fun but includes tension from time limits and AI threats, offering moderate relaxation."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visuals, audio, and humorous effects provide stimulating sensory and emotional experiences."

      Capsule for Zort Zort

      "Engaging audio-visual feedback, chaotic moments, and humorous NPC reactions provide sensory and emotional stimulation."

    • Status

      Game with the same Status vibe

      -3

      "No emphasis on social recognition or leaderboards; focus is on personal and cooperative achievement."

      Capsule for Hammerwatch Hammerwatch

      "No emphasis on social recognition or leaderboards; focus is on personal and cooperative achievement."

    • Story

      Game with the same Story vibe

      1

      "Some narrative elements and lore exist, but gameplay is mostly focused on mechanics rather than deep story immersion."

      Capsule for Commander Quest Commander Quest

      "Some narrative elements and lore exist but gameplay is largely mission and quota focused without deep story immersion."

    • Strategy

      Game with the same Strategy vibe

      4

      "Players must plan routes, manage resources, and adapt to AI behavior strategically."

      Capsule for DARK NIGHT WITH FLOPPA DARK NIGHT WITH FLOPPA

      "Players must plan heists, manage resources, and adapt tactics to NPC behaviors and time constraints."

    • Thrill

      Game with the same Thrill vibe

      4

      "Tense stealth encounters, suspenseful moments, and unpredictable outcomes create excitement and thrill."

      Capsule for Intruder Intruder

      "High stakes, risk of failure, and tense stealth sequences create suspense and excitement."

    • Value

      Game with the same Value vibe

      4

      "Players perceive good value for time and money with engaging gameplay and active developer support."

      Capsule for Mall Simulator Mall Simulator

      "Players perceive good value for time and money due to engaging gameplay, progression, and active developer support."

    • Violence

      Game with the same Violence vibe

      3

      "Combat and destruction are central gameplay elements, though not gratuitous or excessively graphic."

      Capsule for Shape of Dreams Shape of Dreams

      "Game includes combat, knocking out NPCs, and destruction as part of gameplay, though not excessively graphic."

    • Survival

      Game with the same Survival vibe

      3

      "Players must avoid detection and death, managing threats and resources."

      Capsule for Sneak Thief Sneak Thief

      "Players must avoid detection, manage resources, and survive police and NPC threats under time pressure."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Cooperation, Fellowship, Intimacy, Leadership. It leans lower than usual among comparable games on Intimacy, Competition, Status.

    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