Days Without Incident similar games & best alternatives

Days Without Incident

PC (Microsoft Windows) • 2025

Should you play it?

It has been -̷̯͙̔̈́-̴̱̽̓͝-̷̍̊̕͠  days without incident. Your investigation has brought you to an old metalworks factory, abandoned after a series of mysterious deaths. But something’s been growing in the quiet. A short first-person survival horror experience.

What works
  • Free to play
  • Strong atmospheric audio and visuals
  • Interesting environmental changes and puzzles
  • Short and accessible gameplay
  • Connection to other we create stuff titles
Things to keep in mind
  • Very short length limits replayability
  • Simple and sometimes clunky combat
  • Basic story with limited depth
  • Some bugs and awkward controls reported
  • Lack of map or waypoint system

What to play next

Top picks

Games that feel the closest overall

  • Transmissions: Element 120

  • Nightmare House: The Original Mod

  • Vigil

  • Touhou Blooming Chaos

  • Bloodhound: First day in hell

  • Belko VR: An Escape Room Experiment

  • FROSTBITE: Deadly Climate

  • Mimic Search

  • Medusa's Labyrinth

Hidden Gems

Less popular games with surprisingly high similarity

  • Touhou Blooming Chaos

  • Bloodhound: First day in hell

  • The Night of the Scissors

If you liked…

Recommendations by what you enjoyed most

  • Value

    Rabbit Hole

  • Escapism

    [Nightmare Files] Clap Clap

  • Fantasy

    Wicked Seed

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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 (hidden on purpose).

Days Without Incident: Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Status. Here, the score leans higher than usual among comparable games on Value. It leans lower than usual among comparable games on Continuation, Expression.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    3

    "Players have freedom to choose stealth or combat approaches, explore multiple paths, and interact with puzzles and crafting, indicating a good level of control over actions."

    Capsule for SCP: Fragmented Minds SCP: Fragmented Minds

    "Players explore an abandoned factory with freedom to choose how to approach enemies (fight, stealth, or flee) and solve puzzles, indicating moderate player control."

  • Competence

    Game with the same Competence vibe

    2

    "Gameplay involves puzzle solving and some combat; combat is clunky but requires timing, providing moderate skill challenge."

    Capsule for The Story of Henry Bishop The Story of Henry Bishop

    "Gameplay involves some skill in combat and puzzle solving, but combat is simple and puzzles are basic, providing moderate challenge."

  • Competition

    Game with the same Competition vibe

    -5

    "No evidence of competitive elements; gameplay is single-player focused without leaderboards or player comparison."

    Capsule for Post Trauma Post Trauma

    "No evidence of competitive elements; gameplay is single-player focused with no leaderboards or player comparison."

  • Continuation

    Game with the same Continuation vibe

    -3

    "Short game (~2 hours) with limited replay value; some players replay for achievements but generally not habitual play."

    Capsule for The Light Remake The Light Remake

    "Game is very short (30-60 minutes) with limited replay value; some players replay for achievements but overall low habitual play."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player experience with no multiplayer or cooperative elements."

    Capsule for MiSide MiSide

    "Entirely single-player experience with no multiplayer or cooperative elements."

  • Creativity

    Game with the same Creativity vibe

    2

    "Some creative puzzle mechanics and environmental interactions, but mostly follows established horror game structures."

    Capsule for Don't Be Afraid - The First Toy Don't Be Afraid - The First Toy

    "Includes creative environmental changes, puzzles, and some unique enemy behaviors, but overall follows established survival horror conventions."

  • Domination

    Game with the same Domination vibe

    -5

    "No social dominance or power over others; purely individual gameplay."

    Capsule for Cookie Clicker Cookie Clicker

    "No social dominance or power over others; purely individual gameplay without social hierarchy."

  • Escapism

    Game with the same Escapism vibe

    4

    "Players seek to immerse in a tense horror atmosphere to escape reality and experience suspense and fear."

    Capsule for [Nightmare Files] Clap Clap [Nightmare Files] Clap Clap

    "Players seek to immerse in a spooky, tense atmosphere to escape reality; horror and exploration provide distraction and stress relief."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for intrinsic interest in horror and exploration; no obligation or external pressure noted."

    Capsule for CONCLUSE CONCLUSE

    "Players engage voluntarily for intrinsic interest in horror and exploration; no obligation or external pressure noted."

  • Experimenting

    Game with the same Experimenting vibe

    2

    "Some experimentation with puzzle solutions and item usage, but largely follows established survival horror mechanics."

    Capsule for Heaven Dust Heaven Dust

    "Some experimentation with puzzle solutions and enemy encounters, but largely follows known survival horror patterns."

  • Exploration

    Game with the same Exploration vibe

    3

    "Players explore an abandoned factory environment, discovering lore and hidden tapes."

    Capsule for Poppy Playtime Poppy Playtime

    "Exploration of an abandoned factory with environmental changes and backtracking; some discovery but limited by short length."

  • Expression

    Game with the same Expression vibe

    -5

    "No character customization or player expression; standardized presentation."

    Capsule for Unspoken Unspoken

    "No character customization or player expression features; standardized presentation."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Set in a horror fiction world with monsters and supernatural elements, evoking imaginative fiction."

    Capsule for Wicked Seed Wicked Seed

    "Set in a fictional horror universe with supernatural elements and monsters, offering imaginative fiction experience."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; strictly solo play."

    Capsule for Faerie Solitaire Remastered Faerie Solitaire Remastered

    "No social or community features; strictly solo play."

  • Growth

    Game with the same Growth vibe

    2

    "Players learn enemy patterns and puzzle solutions, improving skills over time."

    Capsule for CASE: Animatronics CASE: Animatronics

    "Players learn enemy patterns and puzzle solutions; some skill and knowledge development but limited depth."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay with no physical activity or health-related mechanics."

    Capsule for The Forever Winter The Forever Winter

    "Sedentary gameplay with no physical activity or health-related mechanics."

  • Idle

    Game with the same Idle vibe

    -4

    "Requires focused attention during play; no background or idle gameplay elements."

    Capsule for DEAD TRASH DEAD TRASH

    "Requires focused attention during play; no background or idle gameplay elements."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social interaction or relationship building; purely individual experience."

    Capsule for The Night Fisherman The Night Fisherman

    "No social interaction or relationship building; purely individual experience."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; single-player only."

    Capsule for Thief Thief

    "No leadership or group management roles; single-player only."

  • Progression

    Game with the same Progression vibe

    2

    "Some item collection and weapon acquisition, but limited upgrades and static overall progression."

    Capsule for Zombeer Zombeer

    "Some item acquisition (axe, pistol, keys) and puzzle progression, but limited upgrade or accumulation systems."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "Atmosphere is tense and unsettling; some players find it frustrating rather than relaxing."

    Capsule for Scorn Scorn

    "Atmosphere is tense and unsettling rather than relaxing; some players felt constant unease."

  • Sensation

    Game with the same Sensation vibe

    3

    "Atmospheric audio-visual design creates sensory stimulation and emotional tension."

    Capsule for TERPENIE TERPENIE

    "Strong atmospheric audio and visual design create sensory stimulation and emotional tension."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems present."

    Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

    "No social recognition or status systems present."

  • Story

    Game with the same Story vibe

    2

    "Subtle, environmental storytelling with minimal explicit narrative; story is open to interpretation."

    Capsule for Morkredd Morkredd

    "Simple narrative with environmental storytelling and notes; story is present but minimal and somewhat ambiguous."

  • Strategy

    Game with the same Strategy vibe

    2

    "Requires some planning in combat and puzzle solving, but mostly straightforward gameplay."

    Capsule for Indiana Jones® and the Emperor's Tomb™ Indiana Jones® and the Emperor's Tomb™

    "Requires some planning in combat and puzzle solving, but overall straightforward gameplay."

  • Thrill

    Game with the same Thrill vibe

    3

    "Creates suspense and tension through atmosphere and occasional enemy encounters; not reliant on jump scares."

    Capsule for Spirits of Xanadu Spirits of Xanadu

    "Creates suspense and unease through atmosphere and enemy encounters, though not heavily reliant on jump scares."

  • Value

    Game with the same Value vibe

    5

    "The game is free with high quality and content, providing excellent return on time investment."

    Capsule for Rabbit Hole Rabbit Hole

    "Game is free with solid production quality and content for short playtime, providing excellent value."

  • Violence

    Game with the same Violence vibe

    2

    "Combat involves defeating enemies and bosses; some enjoy the action and destruction."

    Capsule for Momodora III Momodora III

    "Combat involves attacking enemies with axe and pistol; some enjoyment of combat and destruction."

  • Survival

    Game with the same Survival vibe

    3

    "Players manage limited ammo and health, avoid threats, and survive hostile environments."

    Capsule for Fobia - St. Dinfna Hotel Fobia - St. Dinfna Hotel

    "Players manage limited ammo and health, avoid or fight enemies, and solve puzzles to survive and progress."

Last update: 10/07/2026