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Criminal Girls: Invite Only similar games & best alternatives

Criminal Girls: Invite Only

PC (Microsoft Windows), PlayStation Vita • 2017

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Quick resume

You've been entrusted with the care of a crew of girls whose sins have damned their souls to Hell and an eternity of punishment... Their only hope of salvation is for you to recognize their unique histories, and to guide them along the path to redemption.

Global score

78/100

Genres

Role-playing (RPG), Strategy, Simulator

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    Pros

    • Unique combat system
    • Engaging character development and story
    • Deep rpg mechanics with skill progression
    • Community mods to remove censorship
    • Multiple endings and replay value

    Cons

    • Heavy grinding required
    • Slow and repetitive combat animations
    • Randomness in combat actions
    • Censorship in official release
    • Some technical issues and crashes

    Motivations

    • Autonomy

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      "Players choose classes, builds, and strategies freely, but combat companions act on AI with limited direct control."

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      "Players have limited direct control in combat, choosing from AI-suggested actions and managing party composition and motivation mini-games."

    • Competence

      Game with the same Competence vibe

      3

      "Combat requires tactical turn-based decisions and skill management; some players find it challenging but also sometimes frustrating due to RNG and pathfinding."

      Capsule for Geneforge 1 Geneforge 1

      "Combat requires tactical decision-making and skill progression through motivation mini-games, but also involves RNG and grinding."

    • Competition

      Game with the same Competition vibe

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      "Focus is on single-player progression and personal improvement without ranked or multiplayer competition."

      Capsule for Witchfire Witchfire

      "Focus is on single-player progression and personal achievement without competitive or ranked multiplayer elements."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players engage in multiple playthroughs to unlock endings and achievements, with grind and replayability encouraging long-term play."

      Capsule for Hyperdimension Neptunia Re;Birth2: Sisters Generation Hyperdimension Neptunia Re;Birth2: Sisters Generation

      "Game is grind-heavy with long play sessions and encourages repeated playthroughs to unlock all endings and content."

    • Cooperation

      Game with the same Cooperation vibe

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      "Gameplay centers on managing a single party; no multiplayer or cooperative social play."

      Capsule for Wizardry 6: Bane of the Cosmic Forge Wizardry 6: Bane of the Cosmic Forge

      "Gameplay centers on managing a party of girls but is a single-player experience with no multiplayer cooperation."

    • Creativity

      Game with the same Creativity vibe

      2

      "Some customization and strategic choices in party composition and skill builds, but mostly structured progression."

      Capsule for Your Chronicle Your Chronicle

      "Players customize party composition and skill development via motivation mini-games, but within fixed character roles and progression."

    • Domination

      Game with the same Domination vibe

      2

      "Players exert control over other characters through framing, blackmail, or murder, but interactions are balanced and narrative-driven."

      Capsule for Overboard! Overboard!

      "Player exerts control over characters through discipline mechanics, but interactions are mostly respectful and story-driven."

    • Escapism

      Game with the same Escapism vibe

      4

      "Provides immersive dungeon crawling and fantasy storytelling that offers an escape from real life."

      Capsule for Descent: Road to Legend Descent: Road to Legend

      "Provides a fantasy escape into a dungeon crawler with unique story and characters, including mature and fanservice elements."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic interest in story, characters, and RPG mechanics."

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      "Players engage voluntarily for intrinsic interest in RPG mechanics, story, and characters without external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Some experimentation with party composition and strategies, though gameplay largely follows established RPG routines."

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      "Players experiment with party composition, skill combos, and motivation strategies, though within established game systems."

    • Exploration

      Game with the same Exploration vibe

      2

      "Some exploration of maps and hidden chests exists, but environments are mostly linear or instanced quest areas."

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      "Exploration of dungeon floors and hidden chests is part of gameplay, but environments are somewhat repetitive and linear."

    • Expression

      Game with the same Expression vibe

      2

      "Character customization is limited to party composition and equipment; no avatar personalization or cosmetic mods."

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      "Character customization is limited to skill development and party selection; no avatar personalization or cosmetic mods noted."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Set in a dark dystopian fantasy world with supernatural elements and imaginative fiction."

      Capsule for Library Of Ruina Library Of Ruina

      "Set in a purgatory/dungeon with supernatural elements and a story about redemption of delinquent girls, strong fantasy theme."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "The game is primarily a single-player experience with minimal social interaction beyond community forums."

      Capsule for Ale Abbey - Monastery Brewery Tycoon Ale Abbey - Monastery Brewery Tycoon

      "Single-player game with minimal social interaction; community mainly around modding and discussion forums."

    • Growth

      Game with the same Growth vibe

      4

      "Character development and skill progression are core to gameplay and narrative."

      Capsule for Tomb Raider Game of the Year Tomb Raider Game of the Year

      "Strong emphasis on character progression, skill acquisition, and story development through gameplay and motivation."

    • Health

      Game with the same Health vibe

      -5

      "Typical sedentary gaming experience with no physical activity or health-related features."

      Capsule for NARAKA: BLADEPOINT NARAKA: BLADEPOINT

      "Typical sedentary gaming experience with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention and planning during turn-based combat; not a background or idle game."

      Capsule for Crown Trick Crown Trick

      "Requires continuous attention due to turn-based combat and motivation mini-games; no background or idle play."

    • Intimacy

      Game with the same Intimacy vibe

      -3

      "Limited to story-based character relationships; no social or emotional sharing with other players"

      Capsule for Beyond Good & Evil - 20th Anniversary Edition Beyond Good & Evil - 20th Anniversary Edition

      "Player-character relationships develop through story and motivation scenes, but no close social or emotional sharing."

    • Leadership

      Game with the same Leadership vibe

      3

      "Player leads and manages daughter's life and decisions, guiding her development and choices."

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      "Player leads and manages a party of girls, making strategic decisions and guiding their development."

    • Progression

      Game with the same Progression vibe

      5

      "Core gameplay revolves around leveling characters, upgrading equipment, and unlocking new abilities."

      Capsule for Disgaea PC Disgaea PC

      "Core gameplay revolves around leveling up characters, unlocking skills, and completing story and achievements."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Game can be tense and challenging, with frustration from RNG and difficulty spikes."

      Capsule for Halfway Halfway

      "Gameplay can be slow and grindy, with some frustration from RNG and difficulty spikes, limiting flow and relaxation."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visual and auditory fanservice elements provide sensory enjoyment."

      Capsule for Sakura Beach 2 Sakura Beach 2

      "Visual and auditory fanservice elements provide sensory stimulation, though some censorship reduces impact."

    • Status

      Game with the same Status vibe

      -4

      "Focus is on personal story and progression without social status or recognition systems."

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      "Focus is on personal progression and story; no social status or recognition systems present."

    • Story

      Game with the same Story vibe

      4

      "Narrative is cryptic, atmospheric, and central to player experience; multiple endings and deep lore encourage engagement."

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      "Narrative is a significant part of the game, with character backstories and multiple endings enhancing immersion."

    • Strategy

      Game with the same Strategy vibe

      3

      "Combat and party management require tactical planning and problem solving."

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      "Combat and party management require tactical thinking and planning to overcome challenges and bosses."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense in boss fights and story twists, but overall gameplay is easy and predictable."

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      "Some suspense in boss fights and RNG elements, but overall gameplay is predictable and grind-heavy."

    • Value

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      3

      "Offers extensive gameplay hours and mod support, providing good value for price."

      Capsule for Sins of a Solar Empire: Trinity® Sins of a Solar Empire: Trinity®

      "Offers many hours of gameplay, story, and replay value, especially with community mods enhancing experience."

    • Violence

      Game with the same Violence vibe

      1

      "Combat involves fighting enemies and bosses, but violence is stylized and not a primary focus."

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      "Combat involves attacking enemies and punishment mini-games, but violence is stylized and tied to motivation."

    • Survival

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      2

      "Players manage party health and resources to survive battles and progress."

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      "Players must manage party health and resources to survive dungeon battles and progress through story."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. Here, the score leans higher than usual among comparable games on Domination. It leans lower than usual among comparable games on Relaxation, Competition.

    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